Hey there!
I think a question has come up of, "Are UNTIL Project Hermes agents practitioner of the arts?" And the answer would be, yes. In lore it states that they aren't practitioners, but if you study it, wouldn't you practice it? For someone in Hermes who can cast magic, what do you think would be the limits of casting magic? I'm sure they won't be in line for Archmage, but I have a character who is a part of Project Hermes (I just like UNTIL lore. Really interesting) and he can cast basic self defense and offensive spells against enemies. What are limits of magic to know that an agent is capable of practicing? Thanks!
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So it's very possible, even likely, that a qualified scholar of magic would have no spell-casting talent themselves. It's more probable that any mystic working for UNTIL with significant power would be streamed into UNITY; although Doctors White and Black of UNITY frequently assist the Hermes researchers. That said, there are several ways of looking at this issue to plausibly modify it for whatever purpose you have in mind. To start with, just because at the time UNTIL: Defenders Of Freedom was written (almost seventeen years ago now) Project Hermes had no actual spell casters as members, doesn't mean they have none now. I'm sure the Project would be happy to recruit such people, as long as they had actual knowledge and not just magic-based superpowers.
Another issue would be power level. Just as there are athletes who never become major-league, there are sorcerers, witches etc. who can't match supers, but still aren't devoid of magic. Alicia Blackmun of the Trismegistus Council is quite a versatile magician, but by the scales used in PnP Champions her spells are less than half as strong as her good friend Witchcraft.
Also, there's magic and then there's magic. Comic-book magic tends to look like that of Doctor Strange -- fast, easy, forceful, flashy, almost always reliable -- well-suited to combat. But both real-world folklore and literary fantasy is replete with styles of magic very different from that comic example, and the CU has practitioners of most of them. Although they can have potent effects, those spells may require long periods to cast a spell, elaborate rituals, special materials, multiple participants, or only work on certain dates or under other specific conditions. They may be difficult and/or dangerous to execute, and their final result may be much more subtle than the Crimson Bands of Cyttorak. Some forms of magic may be very potent in their own way, but not combat effective, like divination or clairvoyance, querying the spirits of the dead, crafting illusory glamors. But in the CU that type of magic can still set awesome events in motion. For example, the mysterious and devastating Tunguska Explosion of 1908 was the culmination of a days-long ceremony by a significant fraction of the Circle of the Scarlet Moon to conjure a terrible Hellstone to murder the Archmage of the day. However, quite a few Circle members died from the strain of that conjuration.
If you wanted a practicing magician to be a full-time "agent" of Project Hermes, it would be most logical to either make him or her of significantly less power than a "supermage," or else practice a style of magic not suited for the "front lines." But like I always say, you shouldn't feel bound by the book precedents. If playing an actual supermage who belongs to Project Hermes would be fun for you, and no one you role play with objects, who am I to gainsay you?
Your character may command a few basic attack and defense spells, but lack the versatility to hang with the full-time supers. He might be the sorcerous equivalent of an UNTIL combat agent with blaster rifle and body armor.
As far as mystics using blasters, if your magic isn't the kind that's effective in a firefight it makes good sense to pack some techno-heat. Before Robert Caliburn became Archmage he was infamous for using enchanted guns, which led to his nickname, "the Magnum Mage."