Legacy:Tradition

From Project: Redcap

Version 1

Date: 2010-02-28 15:23:06 GMT Author: AndrewGronosky Comment: Initial version


A '''tradition''' is a particular style of magic that it practiced and handed down to generations of magicians through [[apprenticeship]].  [[Hermetic magic]] is an especially flexible, powerful magical tradition practiced throughout the [[Order of Hermes]].  There exist other, [[non-Hermetic]] traditions; many of them are associated with a particular culture or locale in [[Mythic Europe]].  Many traditions are ancient

= Kinds of Traditions

"Tradition" is not a strictly defined game term in Ars Magica.  There are several varieties of magic that can be called "traditions."  They are all similar in a sense that wizards who practice the tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions' members.

:[[Hermetic Magic]]: Hermetic magic can be considered a very broad, powerful, and diverse tradition of magic.  All members of the [[Order of Hermes]] can be said to follow it, except perhaps [[hedge wizard|hedge wizards]] who very recently joined the Order.
:[[True Lineage|True Lineages]]: Magi who belong to True Lineages practice standard Hermetic magic with few variations.  Magic is not strictly predictable, however, so even members of these well-established Houses have certain idiosyncrasies represented by their [[House Virtue|House Virtues]].  Members of a given lineage may also tend toward certain [[Hermetic Virtue|Hermetic Virtues]] and [[Hermetic Flaw|Flaws]] or particular [[Art|Arts]], though these are only suggestions.
:[[Mystery Cult|Mystery Cults]]: Mystery Cults are traditions that teach [[Mystery|Mysteries]], which [[non-Hermetic]] magic.  This usually takes the form of special [[Mystery Virtue|Mystery Virtues]] rather than [[Art|Arts]] or [[Ability|Abilities]].  Some Mystery Cults are integrated into the Order as Houses, but others are not. Most mystery cults pre-date Hermetic magic theory.
:[[Ex Miscellanea]] Traditions: All members of [[House Ex Miscellanea]] have a particular tradition of magic that is represented by a Major non-Hermetic Virtue (usually a [[Supernatural Virtue]]).  They are also fully capable of [[Hermetic Magic]] with the exception that they must have at least one Major [[Hermetic Flaw]], which can be thought of as representing the imperfect assimilation of both Hermetic and non-Hermetic magic into their [[Gift]].
:[[Hedge Wizard|Hedge Wizards]]: Hedge Wizards are magicians who don't know any Hermetic magic and practice just one, non-Hermetic tradition.  Hedge magic is much narrower in scope, less flexible, and usually weaker than Hermetic magic.  It is also a lot harder to learn.  In terms of [[game mechanics]], hedge magic is usually represented by a [[Supernatural Virtue]] and/or one or more [[Arcane Ability|Abilities]].  Hedge wizards never have [[Art]] scores.


= Related Topics

* [[Hedge Wizard]]
* [[Hedge Magic]]
* [[True Lineage]]
* [[Hermetic Magic]]
* [[Mystery]]

== Related Products

* [[Ancient Magic]]
* [[Houses of Hermes: Societates]]
* [[Hedge magic book| Hedge Magic]] and [[Hedge Magic Revised Edition]]

= References

* House Ex Miscellanea, [[ArM5]] page 11
* Hermetic Houses Summary, [[ArM5]] page 30

Version 2

Date: 2010-03-17 09:55:57 GMT Author: Yair Comment: non-Magical traditions


A '''tradition''' is a particular style of magic that it practiced and handed down to generations of magicians through [[apprenticeship]].  [[Hermetic magic]] is an especially flexible, powerful magical tradition practiced throughout the [[Order of Hermes]].  There exist other, [[non-Hermetic]] traditions; many of them are associated with a particular culture or locale in [[Mythic Europe]].  Many traditions are ancient

= Kinds of Traditions

"Tradition" is not a strictly defined game term in Ars Magica.  There are several varieties of magic that can be called "traditions."  They are all similar in a sense that wizards who practice the tradition share some similar powers, but they differ in the scope of those powers and in the diversity of the traditions' members.

:[[Hermetic Magic]]: Hermetic magic can be considered a very broad, powerful, and diverse tradition of magic.  All members of the [[Order of Hermes]] can be said to follow it, except perhaps [[hedge wizard|hedge wizards]] who very recently joined the Order.
:[[True Lineage|True Lineages]]: Magi who belong to True Lineages practice standard Hermetic magic with few variations.  Magic is not strictly predictable, however, so even members of these well-established Houses have certain idiosyncrasies represented by their [[House Virtue|House Virtues]].  Members of a given lineage may also tend toward certain [[Hermetic Virtue|Hermetic Virtues]] and [[Hermetic Flaw|Flaws]] or particular [[Art|Arts]], though these are only suggestions.
:[[Mystery Cult|Mystery Cults]]: Mystery Cults are traditions that teach [[Mystery|Mysteries]], which [[non-Hermetic]] magic.  This usually takes the form of special [[Mystery Virtue|Mystery Virtues]] rather than [[Art|Arts]] or [[Ability|Abilities]].  Some Mystery Cults are integrated into the Order as Houses, but others are not. Most mystery cults pre-date Hermetic magic theory.
:[[Ex Miscellanea]] Traditions: All members of [[House Ex Miscellanea]] have a particular tradition of magic that is represented by a Major non-Hermetic Virtue (usually a [[Supernatural Virtue]]).  They are also fully capable of [[Hermetic Magic]] with the exception that they must have at least one Major [[Hermetic Flaw]], which can be thought of as representing the imperfect assimilation of both Hermetic and non-Hermetic magic into their [[Gift]].
:[[Hedge Wizard|Hedge Wizards]]: Hedge Wizards are magicians who don't know any Hermetic magic and practice just one, non-Hermetic tradition.  Hedge magic is much narrower in scope, less flexible, and usually weaker than Hermetic magic.  It is also a lot harder to learn.  In terms of [[game mechanics]], hedge magic is usually represented by a [[Supernatural Virtue]] and/or one or more [[Arcane Ability|Abilities]].  Hedge wizards never have [[Art]] scores.
:Non-Magical and Other Traditions: There are many mystical traditions in Mythic Europe, many aligned with other [[Realm of Power|Realms]]. Such traditions usually use the [[Favored Ability]] mechanic and rely on a small number of supernatural Abilities, most often including at least one Method and one Power. Members of these traditions sometimes include [[Mythic Companion|mythic companions]].


= Related Topics

* [[Hedge Wizard]]
* [[Hedge Magic]]
* [[True Lineage]]
* [[Hermetic Magic]]
* [[Mystery]]

== Related Products

* [[Ancient Magic]]
* [[Houses of Hermes: Societates]]
* [[Hedge magic book| Hedge Magic]] and [[Hedge Magic Revised Edition]]

= References

* House Ex Miscellanea, [[ArM5]] page 11
* Hermetic Houses Summary, [[ArM5]] page 30