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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
The Reborn have always worked closely with sorcerers. The Spell of Life and the Spell of Going Westwards are usually cast by mortal practitioners (with some divine help) and the Elixir of Life of the Wu T’ian is often brewed by human alchemists. As such the reborn have relatively easy access to sorcery instruction.
Reborn Sorcerer (4 pt. supernatural merit)
In addition to the hekau paths of your people you have decided to study the paths of mortal sorcery. 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. Amenti and Teomallki receive the paradigm All Power Comes from Gods (M20 Book of Secrets, page 189) while Wu T’ian gain the paradigm Ancient Wisdom is the Key (ibidem, page 190). You may choose your practices and instruments (including personalized and unique instruments) freely on the basis of these paradigms.
While reborn can learn any path in theory, they usually find it difficult to learn sorcery that is opposed to their nature. Sakhmu find themselves unable to use Shadowcasting, Wu Feng cannot produce anything but fire with the Hellfire path while Tian Lung can only produce ice. As always the storyteller is the final arbiter of what is appropriate for a character and what isn’t.
Reborn can not possess the Mana background, but they may use sekhem/waka/chi as a substitute for mana on a one-to-one basis.
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:
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.