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| General | Paths | Psychic Phenomena | Crosstraining |
In most cases sorcerers will stick to their paths and psychics to their powers. However, there are a few individuals who bridge that gap. Either they are psychics who sought out teaching in the ways of path-based sorcery, or they are sorcerers who awakened to the potential of their minds.
With the permission of the ST, characters may buy one of the following merits. Since sorcerers and psychics are considered to have an affinity for all numina, they pay the base costs.
The rules presented in Sorcerer Revised about buying paths as powers or powers as paths are still valid, so players who are only looking to buy one or two numina from “the other side” will probably want to explore that possibility first.
Sorcery Initiation (4 pt. supernatural merit)
You are a psychic who has been initiated into the secrets of sorcery. You gain additional practices and instruments, determined by your paradigm and the ways of the organization or individual who teaches you. You are also now able to use instruments with your existing Psionics practice, but only for paths that you have associated with the practice.
You don’t gain any free dots in paths, but you gain the ability to buy them with freebie points (if this merit is bought during character creation) and experience points. All rules for the purchase and the use of paths apply as normal.
Psychic Awakening (4 pt. supernatural merit)
You are a sorcerer who has realized the true potential of the human mind. You gain the Psionics practice if you did not have it already. You are able to associate this practice with any new paths you may learn in the future. But you cannot use instruments with psychic powers.
You don’t gain any free dots in psychic phenomena, but you gain the ability to buy them with freebie points (if this merit is bought during character creation) and experience points. All rules for the purchase and the use of phenomena apply as normal.
It is possible for sorcerers to buy the hekau presented in Mummy: The Resurrection and the Mummy Player’s Guide. In this case all sekhem costs listed in the descriptions of the spells and rituals have to be paid with mana instead.
The main caveat is that sorcerers can only learn this magic with the help of reborn teachers. Therefore usually only members of organizations like the Cult of Isis or the Children of Osiris, which work closely with the reborn, have this option.
Since sorcery is an ability that is based on exploiting certain little-known properties of the universe and not dependent on any inherent power of the user, it is possible for many supernatural beings to learn it. However, please note that learning sorcery is a privilege, not a right. It requires the consent of both the Sorcerer ST and the ST handling the character’s main splat. Also please note that Changelings, Mages, and Wraiths are unable to learn sorcery.
The following XP costs apply to characters who learn sorcery as a secondary ability:
| Trait | Cost |
|---|---|
| New Path | 10 |
| Path | current rating x 6 |
| New Ritual | level of the ritual |
TBD
TBD
TBD
TBD
TBD
The Garou Nation is generally suspicious of “namer magic,” and doubly so if it’s one of their own doing it. Still, there are a few camps that have developed sorcery traditions. As a general rule only werewolf characters who belong to one of these camps have access to the following merit:
Sorcerous Camp Initiate (4 pt. supernatural merit)
You were taught the secrets of linear magic by the elders of your camp. You don’t gain any free dots in paths, but you gain the ability to buy them with experience points. You gain the paradigm Creation is Innately Divine and Alive (M20, page 569), and are able to choose your practices and instruments freely within the boundaries of that paradigm. You may choose a personalized or unique instrument for each path as normal.
Your favored paths are determined by your camp, but Garou may never learn the following paths: Enchantment, Shapeshifting, Spirit Chasing, and Summoning, Binding & Warding. Garou can not possess the Mana background, but they may use gnosis as a substitute for mana on a one-to-one basis.