The Original Research → Breakthrough → Integration track — how a covenant magus turns folk magic (or any non-Hermetic tradition) into something the Order can learn.
Prep reference for the plans tracked as t019 (Wilhelm's folk-magic "pocket" system), q017 (learning new folk-magic guidelines), and tl025 (how Magic Theory is created from scratch). Everything in the boxed passages below is reproduced verbatim from the rules; the connecting text and the applied notes are the GM's own framing.
A magus cannot simply "learn" a rival tradition. To bring a non-Hermetic practice inside Hermetic magic he mounts a research project that accumulates breakthrough points until it crosses a threshold. Points come from two engines — blind experimentation, and studying the foreign magic for insight (the Integration path) — and the two can be mixed in a single project. When the threshold is reached, the discovery is stabilized (paying Warping), and only then can it be taught to other magi, usually as Supernatural Virtues.
The troupe must define the intended result in advance and agree on its scale. Folk magic is explicitly a Major Breakthrough — the rules name it directly.
A new Range, Target, or Duration — adds to existing theory without reaching the Limits of Magic.
Pushes the limits without breaking them. Incorporating hedge magic is a Major Breakthrough, taught onward as Supernatural Virtues.
Breaks a Lesser Limit of Magic (e.g. a new Arcane Ability). Once in 450 years: Bonisagus's Parma.
Invent an ordinary Hermetic spell or lesser/charged enchantment that somehow embodies the idea,
then experiment on it. You are fishing for the Discovery result on the Extraordinary
Results Chart; the trick is that your risk modifier is spent nudging that roll rather than your
Lab Total. Magic Theory caps the modifier: +1 per 5 Magic Theory, so +2 needs MT 6, +3 needs
MT 11.
The path most relevant to a covenant sitting on stacks of hedge-wizard material. Study a
text, a relic, or a living/ghostly teacher of the
tradition. Each season: a stress roll of Int + Magic Theory vs. Ease Factor 18 (Inventive
Genius adds 3). Success yields one insight; a botch is a false insight that only reveals
itself when the effect turns out entirely Hermetic or inert.
An insight doesn't hand you points directly; it lets you invent one specific effect (chosen by the troupe, at a fixed level you may not yet be able to reach). Invent it — experimenting as you go — and banking succeeds: you gain breakthrough points equal to the effect's magnitude, then must find a fresh source of insight before repeating.
Points earned from the experimentation engine aren't banked until you stabilize
— repeat the exact experiment (same seasons, Lab Total, risk modifier, vis) without rolling a harmful
result. Success banks 1 point per magnitude and writes a Lab Text — but stabilizing
always costs Warping (magnitude − a simple die), win or lose. Higher-magnitude
work reaches the Breakthrough faster but courts Wizard's Twilight.
Crossing the threshold gives the researcher the result immediately (no Initiation needed for himself). But spreading a Major Breakthrough is deliberately hard: it must be taught directly — a new Ability seeded from the converted points, or a new Virtue passed on via an Initiation Script or to an apprentice. Full, free access for any magus requires a second Major Breakthrough to finish the integration.
Wilhelm's "pocket" folk-magic system (t019) is, in these rules' own words, a Major Breakthrough (~45 points): "Incorporating hedge magic into Hermetic theory is a Major Breakthrough… taught to others as Supernatural Virtues." His stated roadmap maps cleanly onto the Integration engine:
Two GM decisions this surfaces: (1) whether Wilhelm's tradition is treated under Hedge Magic Revised Edition / Ancient Magic (both named in the rules as containing ready-made Breakthroughs to lift) or improvised at the table; and (2) the q017 question — "does a further guideline in a branch you're already initiated into get easier?" — is not answered by core: folk/hedge guideline progression lives in the supplements plus your house ruling, and sits outside this core Integration track.
Dustin (Bonisagus, Puissant Magic Theory) is unusually well-suited to be the one who stabilizes and teaches: the risk-modifier cap counts Puissant Magic Theory, and his Inventive Genius adds +3 to insight rolls. For tl025 ("how is Magic Theory created from scratch"): the Ability itself advances normally, but a whole new system entering the theory books is precisely this Breakthrough process — points converted into a new Ability/Virtue per "After the Breakthrough."