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A SourcebookFor Mage: The Ascension

Sorcerer's
Companion

3
Credits Special Thanks
Written By: Chris Falco Everyone who’s given me advice and support over the
Developed By: Chris Falco course of this project.

Edited By: Chris Falco

© 2018 White Wolf Entertainment AB. All rights reserved. Vam-


pire: The Masquerade®, World of Darkness®, Storytelling Sys-
tem™, and Storytellers Vault™ are trademarks and/or registered
trademarks of White Wolf Entertainment AB. All rights reserved.
For additional information on White Wolf and the World of Dark-
ness, please, visit: www.white-wolf.com, www.worldofdarkness.com
and www.storytellersvault.com.
Sorcerer's
Companion

Contents
Introduction 7
Chapter One: M20 9
Chapter Two: Far-Flung Disparates 13
Chapter Three: Strange Magics 21
Chapter Four: Arcane Development 52
Introduction

For as long as Mages have existed in the Chapter One: M20 contains advice for using Sor-
world, unAwakened practitioners of magic cerer Revised’s rules (and those provided in this com-
could be found. Hedge Magicians, Sham- panion) alongside a Mage: 20th Anniversary Edition
ans, Mediums, Ritualists, and countless game.
other forms of practitioners have always Chapter Two: Far-Flung Disparates contains advice
been there, whether working alongside the and writeups for ‘Societies’ of Sorcerers that center not
Awakened or carving out their own unique among Mages, or even their own kind, but among
place in the World of Darkness. Some find their way other denizens of the Twilight World, such as Vam-
into the Traditions, acting as Consors and Acolytes. pires and Werewolves.
Some find their way into the Technocracy, acting as
Extraordinary Citizens. Others find their way into Chapter Three: Strange Magics provides two brand
Disparate Crafts or Sorcerous Societies of other kinds new Paths of Sorcery, two conversions of Paths found
altogether, and some even find a place among the oth- in other World of Darkness products to the systems
er supernatural societies in the twilight world. used within Sorcerer Revised, and dozens of new ritu-
als for both those Paths and those within the original
Contained in this book are new Paths, Rituals, Mer- book.
its, Backgrounds, and other options and advice for
both Storytellers and Players, giving these half- Chapter Four: Arcane Development is filled with
Awakened practitioners more tricks and tools for deal- new and updated Backgrounds, Merits, and Flaws, all
ing with the wider supernatural world that they’ve of which should be compatible with both Revised and
become a part of. 20th Anniversary editions.

7
Chapter
One:
M20
Edition Compatibility
Mage: 20th Anniversary Edition, some- As always, the Storyteller is the final arbiter of any
times referred to as the 4th edition of Mage: changes made or needed, and any advice given here
the Ascension, is for the most part easily can easily be modified or even ignored.
compatible with existing Revised edition
materials, especially given that many of Character Creation
Revised edition’s unique mechanics are
provided as optional rules in the 4th edi- Step One: Concept
tion, or are otherwise easily converted. Still, some work The only real change that needs to be made when
does need to be done in order to make characters cre- considering the character’s concept is to keep in mind
ated with Sorcerer Revised fully compatible with a the changes and updates to the setting materials pro-
Chronicle that’s utilizing the 20th Anniversary ruleset, vided for the Traditions, Technocracy, and Disparates
whether alongside Mages or other character types alto- introduced in the 20th Anniversary book, if your Sor-
gether. cerer is going to be a part of one of those groups.
This Chapter is dedicated to the creation and play- Step Two: Attributes
ing of Sorcerers in a 20th Anniversary edition chroni- This step is largely unchanged. Remember to consid-
cle, whether alongside Mages (or other character types) er the “Equal for All” rules if playing alongside Mages
or simply to make use of those systems for a Sorcerer or other Supernatural characters.
Revised game. It will cover the new Abilities, Back-
grounds, Merits, Flaws, and Focus systems, and how Step Three: Abilities
they apply (or don’t) to Sorcerers. A few significant changes need to be made when
choosing Abilities for Sorcerers using the 20th Anniver-
sary ruleset. By default, Sorcerers should use the Abili-

9
ties in Mage: 20th Anniversary Edition, although at for their Society, or for their highest ranking one at
Storyteller discretion, some secondary abilities may not creation if lacking an affiliation altogether, rather than
be appropriate for them. Hypnotism may be treated as choosing it for a Specialty Sphere, and it applies the
a Secondary Skill, and Parapsychology becomes a Spe- same difficulty break for that Path. Similarly, they may,
cialty for Esoterica; the other Abilities in Sorcerer Re- if they want, choose a unique instrument and gain an
vised are replaced with their equivalent in the 20th appropriate difficulty break when using that Path, so
Anniversary rules. long as they retain that instrument (see Mage: 20th
As such, certain Paths that utilized Abilities that are Anniversary Edition, pg. 503, for modifiers due to
now covered as Specialties of other Abilities should of instruments. At Storyteller discretion, other modifiers
course be rolled with that new Ability; for instance, on that page might apply to Sorcerers’ Paths as well).
Herbalism would be rolled with Intelligence + Esoteri- Sorcerers never evolve beyond the need for their in-
ca (Herbalism). Similarly, those using Abilities not struments, but may temporarily Work Without a Fo-
covered in the 20th Anniversary core might be better cus (Mage: 20th Anniversary Edition, pg. 506) if they
replaced with a primary Ability; Healing might use follow a Mythic paradigm.
Medicine instead of Intuition, for example. Step Five: Finishing Touches
Step Four: Select Advantages If not using the Resonance/Synergy optional rules,
With regards to Backgrounds, a few changes need to as described in Mage: 20th Anniversary Edition and
be made as well. Sorcerers may choose from any of the expanded on in The Book of Secrets, Sorcerers no
backgrounds in Mage: 20th Anniversary Edition, except longer gain a point of Resonance and such things have
for Avatar, although Nodes should be rare for Sorcer- no effect on their magic (beyond any Merits/Flaws
ers (outside perhaps those skilled with Mana Manipu- taken to represent that sort of effect). If you are, Sor-
lation), Wonders or Enhancements should use Sorcer- cerers will gain a single point of Resonance or Synergy
er-made Talismans and Alchemy as a basis for power as normal, but in general, they’ll rarely, if ever, gain
level, Sanctums have no effect on Vulgar vs Coinci- more than a Faint level of either (that is, a single dot),
dental Magic for Sorcerers (although magic done in although they might garner more than one kind over
their sanctum never fails due to witnesses, and botches time.
may be lessened), and other restrictions based on asso- Merits and Flaws are of course only an option if
ciation (such as Tradition vs Technocracy) may apply those rules are being used by the Storyteller, and Sor-
as deemed appropriate by the Storyteller. They of cerers may still not take any that affect Spheres, Awak-
course still suffer any limitations on selection that a ened Avatars, or other Mage-specific traits or concepts.
Mage would. Any Background that normally affects A few changes should be made to the Merit/Flaw of-
Awakened rotes and rituals instead apply to a Sorcer- ferings in Sorcerer Revised, too: Ritual Congregation
er’s spells and rituals. is ignored and covered by the Cult background, Totem
The backgrounds in Sorcerer Revised are altered is covered by the Totem background, and Blood Magic
somewhat to better fit with the 20th Anniversary rules, is a Flaw, not a merit (this change should be consid-
too. Guide is ignored and replaced with either Famil- ered as a likely errata even if NOT using 20th Anniver-
iar/Companion or Totem, and Status works per the sary rules).
20th Anniversary Edition’s rules, rather than with those Note that like Mages, Sorcerers do need to purchase
given. The Storyteller should feel free to borrow back- appropriate Merits to be a Ghoul, kinfolk, or other
grounds from other books where appropriate, especial- sort of character type in addition to being a Sorcerer;
ly with regards to other “secondary” character types, their “free” template is the one provided by them be-
such as Kinfolk or Kinain. ing a Sorcerer. While a Ghoul, Kinfolk, or Kinain may
When choosing Paths, Sorcerers specifically (not learn Numina, there’s a marked difference between a
Psychics) will choose a Focus, similar to a Mage, and dabbler among those societies and a dedicated Sorcer-
use the related mechanics for the effect Tools have on er, so choose whether a given character is another
the difficulties of using those Paths. They choose a character type dabbling in Numina (which means they
Personalized Instrument for any one of the Paths listed get none for free) or if they’re a Sorcerer who also has

10 Sorcerer’s Companion
a tie to another Society (in which case they get their above Path maximums. What Aspects are best suited
Paths normally, but must buy the appropriate merit). to this are largely up to the Storyteller, but as a general
With Storyteller approval, once that base merit is se- rule, simple scaling effects like number of dice or crea-
lected for a Sorcerer, other Backgrounds, Merits, tures affected are good candidates, but those that de-
Flaws, and other traits unique to those character types fine the basic “strength” or utility of the effect (such as
may be purchased with Freebie points. Divination’s Questions or Accuracy) are not.

Other Considerations
Crossover
Sorcerers designed using these rules work about as
If not using the Splitting Successes optional rule, well as any Mage character for a Crossover game, if the
you may want to provide Sorcerers with an easier Storyteller is willing to deal with the challenges in-
method of building up their own power. To handle volved. As a general rule, unless you’re playing a Sor-
this simply, no “free” dots of Aspects are given based cerer in a game that’s primarily filled with another
on Path level, but each success rolled progresses ALL character type, the 20th Anniversary Mage rules should
Aspects simultaneously, to the extent desired by the be considered the standard where they conflict with
Sorcerer. As usual, doubling the needed successes other 20th Anniversary game-lines, in a Sorcerer game.
might still allow one Aspect to raised above normal
With regards to Ghoul, Kinfolk, and Kinain Sorcer-
maximums.
ers, as mentioned in the previous section, the appro-
Alternatively, if you ARE using the Splitting priate merit from The Book of Secrets is needed to
Successes rule, you may want Sorcerers to be able to represent this tie. Sorcerers do not gain access to Gno-
similarly spend a lot of time building up large rituals. sis or Glamour (and may not take any traits granting or
At Storyteller discretion, some Aspects may be “de- requiring those), although with Storyteller permission
coupled” from the Sorcerer’s Path rating when using their Mana might be re-flavored to represent that sort
extended casting or Rituals; for instance, with Sum- of energy. Ghouled Sorcerers DO have a blood pool,
moning, Binding and Warding, Warding Strength or and Mana never can represent or replace Vitae; it’s
Number of creatures affected might be able to go closer to Tass than any ambient form of energy.

11
Chapter Two:
Far-Flung
Disparates
Strange Societies
Sorcerer Revised contains a lot of infor-
mation for Sorcerers that find themselves I don’t have that book!
among the Traditions, the Technocracy, You don’t need to have the other 20th Anniver-
certain Crafts, or other Sorcerer-specific sary game-lines to make use of this section. Several
Societies, but only barely dabbles in the Mage resources provide rules for approximating
possibility of Sorcerers that have found the powers and abilities of the Night Folk, and
their way into stranger groups entirely. This Sorcerers rarely advance far enough among them
chapter, however, delves a bit further, assisting with to see the in-depth inner workings of their socie-
concepts that might involve Sorcerers that have inte- ties. If all else fails, too, you can simply use these
grated not with Mages, but with other denizens of the mysteriously aligned Sorcerers as strange allies or
Twilight World. unexpected antagonists, too.

Vampire ing for a unique advantage over their peers, whether in


While Vampires are prone to taking mortal thralls, rival Sects or among their own supposed allies.
it’s rare that they risk ghouling mortals (or otherwise) On the Sorcerer’s side, the prospect of Ghouling
that already have some level of supernatural power to might seem inherently appealing, especially if the
them. Still, it’s not unheard of, and given there are far Vampire in question is careful to veil their words and
more Sorcerers and other linear magic users, and far glaze over the typical side effects. Immortality is some-
more of them are found on their own, rather than thing that any Sorcerer is hard pressed to manage
connected to a developed Society, Hedge Magicians without complicated, nearly mythical rituals, but a few
can prove a tempting target for Vampires that are look- sips of Vitae can prolong their lives indefinitely. Simi-

13
larly, the physical power and strange abilities granted Followers of Set
by the process offer innate abilities that won’t tax the
Initiation
Magician’s will like their typical Paths. It’s only later,
when they find themselves desperately craving another The Followers of Set are well known to treat them-
taste that they might realize the mistake they made... selves more as a religious sect than a clan, and so will
often take on converts from other clans, mortals, and
Of course, not every Sorcerer needs to end up en-
even other supernatural beings, so long as they’re will-
thralled with blood. An ally of convenience isn’t un-
ing to accept and follow the teachings of Set. Sorcerers,
heard of, nor is membership in the cults of the Setites
being more powerful than most mortals, and even
or the families of certain Clans and Bloodlines, or
more prone to feeling like outsiders in an uncertain
even a more direct mentor or patron. Just how trust-
world, are thus just as likely, if not more so, than
worthy or stable that bond may be, though, can vary
any other to find their way into one of the Cults
considerably, at best.
making up the Followers of Set, and the Setites are
Mechanical Considerations more than happy to draw them in.
Ghouled Sorcerers gain a free dot of Potence as There’s a difference, of course, between a dupe and
normal, but other Discipline dots must be purchased one who knows what’s behind the curtain, having
with freebie or experience points. If you have access to been fully inducted into the Setites’ philosophy and
Vampire: 20th Anniversary Edition, you might want to made a part of the Clan. The former are plentiful, but
assign a Humanity rating and Virtues to a Ghouled the latter are much rarer, even among Sorcerers, alt-
Sorcerer as normal (although they always gain their hough some of the former may be taking advantage of
normal starting Willpower of 5); if not, handle a the other worshippers in the same way that the Setites
Ghoul’s potential for Frenzy by simply giving them the themselves do, or are perhaps simply caught up in the
Berserker/Stress Flaw (Mage: 20th Anniversary Edi- whirlwind of vice and experience provided to them.
tion, pg. 644) without granting them additional freebie
Either way, the Setite Kindred themselves are gener-
points.
ally more than happy to make use of the unique talents
If keeping track of Resonance, being a Ghoul will of these magic users, putting their spells and rituals to
usually provide a dot of Resonance with a Static or use gathering the resources and secrets they seek to
Entropic flavor to it, reflecting the clan of the Kindred offer upon the indoctrinated masses. The Sorcerers, in
in question. Vitae itself is not Mana, but if desperate turn, are apt to put their new allies to use, and indeed
enough, it can be spent like Mana to help fuel Paths, more than one Child of Osiris (common enemies of
although the reverse is not true; Mana can never be these Sorcerers, as described in Sorcerer Revised, pg.
used for Disciplines (or for other inherent abilities of 34) has found that a rival Setite Sorcerer has a few
Ghouls, like regeneration). Of course, creative Mana undead allies willing to help him out.
Manipulation rituals might bend these rules slightly.
Organization and Style
As a general rule, while Ghoul Backgrounds become
Those dabblers that pay lip service to Setite Cults
available to a Sorcerer that’s taken the Ghoul merit,
rarely get very far, and rarely follow any recognizable
the Storyteller may wish to require that these be pur-
patterns in their magic beyond generally following a
chased with Freebie points, instead of the initial allot-
mythic, religious sort of bent. Those that find them-
ment.
selves fully indoctrinated into the Setites, meanwhile,
For non-ghouled Sorcerers, little needs to be consid- find their foci and style matching the teachings of their
ered beyond what’s covered in Sorcerer Revised. Vitae, cult and of the Clan as a whole. While specifics can
as mentioned, is akin to Tass and thus of minimal use vary between Cults and even individuals, this usually
if the resonance of it doesn’t closely match a desired means “blasphemous” shrines, blood, sacrifices, prayer
spell’s effect, and Vampires react fairly typically to to or symbols and representations of Set and/or his
Paths, and visa-versa. masks, desecration of symbols of Gods opposing Set,
and of course, serpents, either representations thereof
or actual physical specimens.

14 Sorcerer’s Companion
While “dabblers” may find themselves acting as
ghouls to the Setites, it’s actually very rare for adopted
initiates to be fed Vitae, or at least no more common
than it would be for one Setite to attempt to Blood
Bond another.
Paths
Fascination, Illusion (pg. 31) and Shapeshifting, with
others depending on the Cult the Sorcerer is part of.
With Storyteller permission, Sorcerers that have pur-
chased the Setite Initiate merit (Lore of the Clans, pg.
67) may, instead of purchasing Setite Disciplines di-
rectly, mirror Setite Sorcery appropriate to their Cult's
style of Sorcery (Akhu, Sadhana, etc) as Sorcery Paths,
replacing Vitae costs with Willpower, but purchasing
them as if one level higher than normal (so, the first
dot of that Sorcery is useless, and the second dot pro-
vides the first dot of the Path).

Giovanni
Initiation
The Giovanni were once mortal Necromancers,
many say, and in fact Necromancy (the “Blood Magic”
version) itself was based on the precepts of ancient
mortal sorcery. While knowledge of such magic is usu-
ally kept away from the mortal members of the various
families within the Clan, some that are granted a peek
behind the curtain find ways to mimic its powers re-
gardless, whether through an approximation of the
Blood Sorcery they’re witnessing, a glimpse into nec-
romantic resources from ages past, or perhaps the help
of the spiriti bound by the family, for those that inher-
ently have a sensitivity to them.
Still, the Giovanni are rarely very trusting of mortal
magicians, and more hesitant still about the living
members of their own family taking on such powers,
unless they’re someone they’ve already been eying as a
protégé for one reason or another. Generally speaking,
when the anziana catch wind of a Sorcerer in the fami-
ly, there’s two possibilities: the Proxy Kiss if you’re
seen as worthwhile, or ending up six feet under if
you’re not.
Organization and Style
Even if they’re allowed to continue their practice,
the best that a Sorcerer in the Giovanni can hope for is
the aforementioned Blood Bond, becoming a ghoul to
a perhaps powerful member of the Family, but a ghoul
nonetheless. Mortals simply won’t be allowed to pro-
15
gress the ranks at all; as far as the family’s concerned, they’re driving off (or worse) isn’t just practicing the
they’re little more than a very useful tool. At least, up less reality-warping version of magic.
until they start being considered for the Embrace. That said, there’s of course always exceptions. Kin-
Depending on the form of Necromancy that they're folk Sorcerers especially are often given some leeway,
most familiar with, as well as the tradition of the exact developing their Numina under the watchful eyes of
branch of the family they come from, the tools and their kin, acting as strega to the Black Furies, or as a
practice may vary. Some may use Vodoun practices, respected shaman of the Uktena or Wendigo. Kin with
others might instead follow the trappings of High Rit- these talents, and especially those who dedicate them-
ual, and others that pieced things together themselves selves to such abilities, like a Sorcerer, often find
may need to rely on what many Mages might call “gut- themselves contributing to the Nation in ways other
ter magic”. kin never could.
Regardless, all their spells and rituals will usually fol- Beyond the Nation, other Breeds have been known
low the same precepts as those of the Undead Necro- to take on Sorcerers as allies, friends, mates, or stu-
mancers; they must incorporate an aspect of the Magic dents. Some Bastet have a long history of acting as
User's authority over the dead (or the wider world), the Consors to Mages and Sorcerers alike (and stealing a
imprisonment that is death itself (so the spirits and few magical secrets in the process), Kitsune will often
dead know their place), and an item identifying the find themselves allied with eastern practitioners, and
target or effect (in the case of Wraiths, this usually Sorcerers are a favored choice for the Kin of the Nagah
means incorporating a Fetter). The instruments and that lead their serpent-worshipping cults.
foci that represent these vary like the practice itself, Mechanical Considerations
and may involve language and invocation, circles and
symbols, representations of other worlds, depictions of Kinfolk Sorcerers, beyond their foci tending to mir-
death, actual elements of death (like corpses), emo- ror the beliefs and practices of the Garou (or other
tional states, sacrifices, or offerings, among other pos- Breeds) rather than more traditional methods, work
sibilities. fairly typically. They cannot gain Gnosis, but their
Mana often resonates similarly, although it can’t be
Paths rolled the same way to activate Fetishes (but they may
Divination, Shadowcasting, and Summon- use Kinfolk Fetishes normally).
ing/Binding/Warding (Necromantic or Material). The Abilities presented in Kinfolk: A Breed Apart
Many Necromancy rituals can be duplicated as rituals (pg. 58) may be taken as Secondary Abilities (although
of one of the aforementioned Paths, with ST permis- if using M20 rules, Rituals might be better off as a
sion (For example, Puppet might be turned into a “Garou Rituals” specialty of Esoterica). Backgrounds
Summoning/Binding/Warding ritual at level 2). can be taken normally, but as with ghouls, the Story-
Werewolf teller may wish to limit these to being bought with
Freebie points for dedicated Sorcerers.
Magic users are rarely seen favorably by the Garou,
who are well known for reacting rather violently to the Kinfolk Sorcerers may theoretically learn Kinfolk
presence of “Namebreakers” (or more simply, Gifts, but this is rare and difficult, as they’re often far
“Namers”), as they call the Awakened. The reasons for more focused on their own forms of power. Similarly,
this hatred are ill-known to most magic users but seems while they may learn Kinfolk Rites, they usually focus
to most to come down to an inherent dislike of Dy- their efforts on their own Paths and Rituals.
namic Magic’s ability to reshape reality in a way nor- Path-Dancers
mally reserved for the Celestines themselves. Of
Initiation
course, the reason for this hatred shouldn’t apply to
Sorcerers, but few Shifters know the difference be- The Uktena tribe counts more Shamans and lesser
tween Awakened Mages and Hedge Magicians, and practitioners of magic among their kinfolk than most
fewer still will stop to be absolutely sure the witch know, even the majority of their Tribe, but many of
those Hedge Magicians are made to keep their practice

16 Sorcerer’s Companion
a secret, acting as typical kin when among the Nation most often upon the spirits known to the Nation, seek-
at large, since so many other Tribes can't recognize the ing out the blessings of Gaia and the Wyld more often
difference between a respectful Shaman and a Name- than the “minor” totems sought by the Dreamspeak-
breaking Witch. More often than not, the Garou of ers.
the Path Dancer camp will take interest in them, or- Paths
ganizing them to allow them to both develop their
talents for the good of the Nation, and to impart some Spirit Chasing (pg. 23) is most common, followed by
of their knowledge upon those Uktena deemed worthy Summoning/Binding/Warding (particularly for Spir-
of controlling such magic. its), Alchemy (Herbalism), and Healing. Some few
practice Shapeshifting to mirror their Trueborn family,
More often than not, the Sorcerers of the Path though few Garou tolerate their Kin stealing what is
Dancers discover their propensity for magic long be- seen as Gaia's gift to give, even among the Path Danc-
fore joining the Camp’s secret society of Sorcerers. ers.
Many simply start off as simple Mediums and other
spirit-talkers, learning mundane rituals for placating
and honoring the spirits that eventually take on some
Wraith
Those Sorcerers that interact with the unquiet dead
level of power. Some others learn their gifts from other
or less often affiliated with them, and more often
Sorcerers (away from the prying eyes of the Garou), but
simply acting as Mediums, Necromancers, or Clairvoy-
in all cases the Uktena known for similar magics are
ants, speaking with the dead, making deals with them,
always keeping an eye out for prospective students (and
or perhaps binding them for use as tools or protectors.
teachers).
Given that most Sorcerers lack the ability to truly move
Organization and Style past the Shroud, it’s thus incredibly rare for them to
The Path Dancers are a small group, so their sorcer- become involved with the Legions, Guilds, or other
ous kinfolk are generally organized rather simply. They societies within the Underworld. This is especially true
follow the direction of any members of the Camp in modern times, where most of Stygia and its eastern
aligned with the local Caern, and are often claimed by equivalent has been decimated after the Sixth Mael-
one of the Tribe to make it easier for them to fulfill strom.
their purpose, rather than being put to the more typi- With that being the case, there are still some Sorcer-
cal tasks kinfolk are assigned to. One Garou from this ous Societies that focus their efforts around dealing
Camp could end up responsible for anywhere between with ghosts in one manner or another, even if they’re
one and a half dozen talented Sorcerers, depending on not directly affiliated with the machinations of the
the area and how many of those Uktena are involved Underworld. A Sorcerer could easily end up as a part
with the Caern. of one of these groups. In addition to what’s listed
The methodologies of Path Dancer shamans are of- here, you might consider utilizing the Wraith books
ten heavily colored by their Garou tutors, and this Medium: Speakers with the Dead and The Quick and
provides them with a unique view of the cosmology of The Dead, although some of their information is out
the universe, even compared to other shamans; in fact, of date with Revised edition’s timeline. The mer-
Path Dancers often heavily disagree with the view- its/flaws in the former may also work for Sorcerers,
points of Dreamspeakers of many stripes, even if they with Storyteller approval, at least where they haven’t
both share a basic animistic view of the world and been reproduced in a more recent book.
follow the ways most often attributed to Shamans. Mechanical Considerations
Following the teachings of the Uktena specifically, If not using Wraith: 20th Anniversary Edition di-
this causes most Path Dancers to subscribe to forms of rectly, little consideration needs to be made, as many
shamanism or medicine work, and the relation be- of the mechanics in Sorcerer Revised and other Mage
tween the material and immaterial; their foci tend to resources are built with the assumption of dealing with
include fetishes (lower case, usually), representations of ghosts as a known facet of reality, and so work with
spirits, smoke, drugs, mirrored practices of Garou rites, little change.
totems, and various uses of the elements. They call

17
If you ARE using Wr20, some systems in there
might be worth considering. Sorcerers that lack natural
Mediumship may be prime targets for The Contract,
and this may help with the development of Necroman-
tic Paths, due to the inherent connection. High
Shroud ratings should have an effect similar to the
Gauntlet on magics targeted into the Shadowlands, as
well, meaning Haunts become natural beacons to Nec-
romantic Sorcerers. A Storyteller might even allow a
Sorcerer to purchase the Haunt background, repre-
senting a given Wraith’s haunt, of course, not one
they’re actually tied to; the Shroud rating is lowered by
the background’s level as normal, and the Pathos gath-
ering there might provide a further difficulty break to
certain Paths, or work as an ideal place for certain
Hedge Magicians to regain their Mana.

Changeling
As a rule, Changelings both love the presence of and
highly distrust Mythic magic users of any kind, Sorcer-
ers included, and will despise and avoid those of a
more technocratic, static, or otherwise “Banal” (as they
put it) bent.
Kinain Sorcerers, though, are surprisingly rare; most
Kinain tend to rely more on the Cantrips taught to
them by the fae than on the more static, linear options
provided by typical Sorcery. Still, it does happen, and a
Kinain Sorcerer might even have a mix of both.
What’s more likely, though, are those with a “Faerie
Affinity” of some kind, a connection to Fae and the
Dreaming that involves not blood, but ancient pacts or
forgotten magic.
Those lacking either a connection by blood or Oath
to the Fae rarely end up knowingly interacting with
them, as chimerical reality is difficult, at best, to per-
ceive if you don’t receive such blessings.
Mechanical Considerations
Kinain Sorcerers and Sorcerers with a Faerie Affinity
tend to have a lower Banality than typical Sorcerers.
For Kinain, use their normal rating and then subtract
one if they follow a Mythic paradigm of any sort (and
this includes the Sons of Ether and Virtual Adepts).
For those with a Faerie Affinity, calculate it as normal
for a mortal and subtract two total, to a minimum of
four.
Kinain Sorcerers do gain access to Fae Blessings, but
must purchase them with Freebies, they don’t get any

18 Sorcerer’s Companion
for free, and most Kinain backgrounds should similar- into the Dreaming on the magic user's own, a perilous
ly be taken with Freebies by Sorcerers. Sorcerers do not journey for one without a Kithain's sense of the realm's
have a Glamour pool; their Mana can be “flavored” as laws. This journey is usually completed with a simple
Glamour, although it can’t be used to fuel Cantrips enough goal; gather an object from the Near Dreaming
(but may fuel Blessings with Storyteller permission) that can't be seen from a Rath or Freehold, or learn a
without special rituals. They MAY learn Arts and secret from a Chimera in the area, but to those not
Realms for the normal cost, but will usually have to experienced with the Realm, this is a difficult enough
fuel these with Dross. Dross will also work to lower the task as it is.
difficulty of Paths like Mana, if the Sorcerer’s magical Organization and Style
style is appropriate for it.
In general, the Crystal Circle works closely with its
Note that Sorcerers, unlike Awakened, have no in- Changeling counterparts, the two sharing their magical
herent resistance to Enchantment, and do not prolong knowledge and helping the other to develop their tal-
its effect on them, either. ents in a way that meshes rather uniquely, compared to
The Crystal Circle similar alliances. Some of the coven would claim Nam-
ing was developed with the help of mortal magic users,
Initiation
after all, and many rituals cast by the Crystal Circle
The powerful magic-wielders of the secretive Crystal Sorcerers mirror Changeling Cantrips in turn.
Circle are shrouded in rumor and mystery, a Change-
Internally speaking, the group is too small to have a
ling organization that’s on the tongue of many, but
real organization, and it's hard to say if they're equal to
that most know little about. Widely known as heroes
or beneath the Sidhe of the Crystal Circle that lead
and powerful magicians, few know how it is they've
their own numbers. Generally, one's either in charge
learned to master magic so easily, or how they've man-
or not, though those that are more magically adept are
aged to survive their treks into the Dreaming. Just
given more respect than those with less apparent skill.
about none of them know that a coven of Hedge Ma-
gicians have been working directly beside the cabal of Much of the Sorcerer performed by the Crystal circle
the Crystal Circle, an alliance of a sort between Spell- is done in a manner similar to the bunks and glamour
caster and Fae that hasn't been seen since before the workings of Fae. To perform their effects, Energy (es-
Shattering. While the groups aren't technically the pecially Glamour) is most commonly used as an in-
same, as the Sorcerers and the Changelings of their strument, as are the aforementioned mirrored-bunks,
respective Circles provide their own organization, languages and true names, and writings or inscriptions;
they're so incredibly intertwined that they may as well the basic idea behind it all is that the pure creative
be part of the same group. energy of Glamour and Mana merely needs to be guid-
ed and shaped properly to have an effect on the wider
A Sorcerer must be well-renowned and well-rounded
world.
in their magical talents to join the Crystal Circle, many
of them first practicing independently or among an- Paths
other group (mechanically, this means they need at Mana Manipulation, Oneiromancy, Dowsing (pg.
least 10 dots of Paths to join). Those that have the 21), and Enchantment see the most use among the
right aptitude and that are seen by the coven to have Sorcerers of the Circle, but they pride themselves on
the right purity of intent, and the right spirit of curios- having a wide array of capabilities, and so may poten-
ity and exploration, are approached and offered a tially develop any Path.
chance to join. This initiation generally involves a trip

19
Chapter Three:
Strange
Magics
Forgotten Paths
While Sorcerer Revised consolidates and Path is related to Divination in that both allow the
presents a multitude of Paths that provide a magician to use external foci and interpretation to read
number of different options for Hedge facts from the world around them. Dowsing is much
Magicians and Extraordinary Citizens of more results-oriented than Divination, as it is dedicat-
various stripes, there are other, stranger ed to specific, limited, practical matters rather than
magics, either less well known among the overarching possibilities and circumstances. It might
common Sorcerer societies, practiced pri- be said that while Divination focuses on the universal,
marily among strange Disparate groups, perhaps, or Dowsing attends to the specific.
because they’ve simply been developed more recently When dowsing, the magician uses a specific item, or
and not widely shared. items, made from normal everyday materials, to find
This Chapter provides both updates of two previous- some sort of object, person, substance, or location, or
ly published Paths to fit the Aspect system in Sorcerer to determine an immediate fact. The stereotype of the
Revised (Dowsing and Spirit Chasing), two brand new dowser is that of the peasant yokel with a forked stick
Paths (Illusion and Chronomancy), and many new looking for water, and indeed, that is a common use of
rituals, for both these and the pre-existing Paths. the ability. True dowsers know there is much more to
this magic, however. Facts may be learned through the
Dowsing judicious asking of questions. Specific items can be
With this Path, a magician uses ritually prepared but found, and at higher levels even hidden emotions (like
ultimately mundane items to answer simple questions, malice, hatred, or even love) can be detected in those
locate elemental sources, and find specific items. This around you.

21
Dowsers are more reliant than most on their Foci, the immediate circumstances can be asked
which often act as their divining tool. If the Dowser instead (“Is there a god?” is beyond their ken,
lacks the “Prepare Implement” ritual (see below), he but “Is this soup poisoned?” is valid).
must have a Personalized or Unique focus dedicated to
•••• The dowser may seek out less material or
this Path to be able to use it. As such, most do learn
obvious phenomena, such as seeking out
that basic ritual early on, to provide them with addi-
magic, Mana, illness, or emotions, although
tional options in how to go about their spells.
the specifics must be defined (“Wards”, not
Any questions asked with Dowsing should be related “any magic I might want to see”).
to the present or immediate past, and only relating the
immediate area/situation; predicting the future or ••••• The dowser can seek out less well defined
finding information relating to far-reaching circum- immaterial phenomena, such as seeking out
stances is the purview of Divination. The distance any sort of Awakened magic, or Mana of any
Aspect must cover anything being questioned, as well resonance.
as the distance to anything being sought out more •••••• The dowser can seek out incredibly vaguely
directly. defined objects, people, locations, substances,
or phenomena of any size, for instance seeking
System
out “the weakness of the Demon that’s
Roll: Perception + Awareness hounding me” or “the best resource to
Modifiers: -1 for well known object/location/etc. improve my studies”.
+1 to +3 for vaguely defined targets. Distance
Cost: None for ritually prepared tool, one • The immediate vicinity (20 feet, or a small
Willpower to use foci directly. room)
Duration: Approximately a scene of searching •• Same building or area (about 50 feet).
Aspects ••• About 1 mile.
Potency
•••• About 10 miles.
• The dowser is able to find small items (up to
••••• Around 100 miles.
the size of a small book) that already belong to
her, or gain a vague sense of an answer to a •••••• No limit, although the power may need to be
yes/no question about immediate reactivated to home in on something far away.
circumstances relating to herself.
Rituals
•• The dowser can find personal items of any
Prepare Implement (•)
size, and small, specifically defined objects
belonging to others (“Joe’s wedding ring” is Usually the first ritual learned by any prospective
applicable, but not “Any book that has the Dowser, this allows the magical preparation of an ob-
ritual I need”). She may also gain a general ject to allow it to be used for this Path. Different object
sense of the answer to a yes/no question types are often better for different types of Dowsing; a
relating to another individual’s immediate coin on a string might work well for yes/no questions,
circumstances. and a rod likely works best for seeking out specific
objects. A point of Willpower must be spent to enact
••• The dowser can find specifically defined items the ritual, with the exact preparations depending on
of any size belonging to anyone, seek out the Sorcerer in question.
small, vaguely defined objects, or find
accumulations of mundane substances (an Marked Possession (••)
underground spring, or unexpected “pocket of This ritual allows the Sorcerer to mark a possession
air” in a building’s walls representing a secret of theirs, to make it easier to find in the future using
room). Any sort of yes/no question relating to this Path. This costs a point of Willpower, but there’s
22 Sorcerer’s Companion
otherwise no limit on the number of objects that can
be marked this way. Once an object has been marked, Spirit-Chasing
the Sorcerer may detect it anywhere without applying Practiced primarily by Kinfolk Hedge Magicians and
any successes to the Distance aspect, even if her rating various other scattered shamanic practitioners, this
in the Path would normally be too low to seek it out little-known Path can provide unique abilities to those
where it is. that study it. While this Path's name implies a similari-
ty to Summoning, it has little relation to Summon-
Complex Insight, Lesser (•••)
ing/Binding/Warding of any kind. Spirit Chasing
This ritual allows the Dowser to seek out infor- instead creates a bond between a mystic and a chosen
mation about themselves or another that’s not defined plant or animal (or, with Storyteller permission, some
in terms of yes/no answers, although this must still other sort of Naturae).
always relate to immediate circumstances and the pre-
Practitioners of this Path believe, as do werewolves,
sent time, and should be limited to about a word or
that within every living creature rest a soul, spirit, ani-
two in response. This costs a point of Willpower, and
mus or similar ephemeral concept. Spirit Chasers try
successes must be spent on Potency to cover the poten-
to watch and learn from these beings; unlike the learn-
tial “target” of the information, and on the Distance
ing of Gifts, however, the animus doesn't necessarily
aspect as normal, if needed.
enter into any kind of “bargain” with the mystic. In-
Complex Insight, Greater (••••) stead the practitioner studies the spirit, first by making
This works as the lesser version, but the question contact with it, then by asking it questions and mim-
asked can require up to a short sentence in response. icking its natural abilities that manifest in this world,
and finally by putting what it’s learned into practice
Granted Awareness (•••••) through Sorcerous rituals.
After performing this ritual, either on themselves or For example, a Spirit Chaser studying bears would
on another they wish to grant the insight to, the target begin by watching bears and observing their move-
becomes able to sense a given phenomena that Dows- ments and patterns of life. He would then engage in
ing could seek out at the level of Potency applied to some sort of private ritual of his own devising, plead-
the ritual, although it’s always limited to just the “im- ing for a bear's particular spirit to appear; sometimes,
mediate vicinity”. This does not allow them to sense this process takes years of work. Next, the mystic
the phenomena behind veiling magics or other powers would explain to the spirit that he'd like to learn the
that would hide it, but anything that’s not supernatu- ways of bears in their natural habitat. The spirit might
rally hidden, even if not immediately visible, can be require proof of the mystic's sincerity. But if it agrees,
detected with a reflexive Perception + Awareness roll the Spirit Chaser can learn the rudiments of living like
(difficulty 7). This costs a point of Willpower to enact, a bear. He could, for example, discover how to survive
and using it a second time on a target dispels the first on raw meat, roots, berries, nuts or insects, even those
instance of it; it otherwise lasts for about a week at a poisonous to humans. As his understanding progress-
time. es, the mystic could also learn to focus his sense like a
A six dot version of this ritual exists that costs a bear, hibernate or even grow claws. Spirit Chasers by
permanent dot of Willpower but lasts indefinitely (or no means restrict themselves only to mammals or even
until actively dismissed by the Sorcerer). the animal world. A number of them choose plants for
their Spirit Chasing. This Path is unique to every prac-
Price of Failure titioner.
The most obvious failure is simply an inability to While, by default, the practitioners of the Path may
discern what the Sorcerer desires, but botches can only benefit themselves with the abilities they’ve
cause them deeper troubles. It might lead them into a learned, at higher levels a dedicated Sorcerer eventually
dangerous situation, provide deliberately misleading learns to grant these gifts to another; the mechanics
and dangerous answers, or fool them into thinking work the same way in that case as if the target had cast
what they’re seeking out doesn’t exist to begin with. it themselves. Any target of this Path’s base effects

23
must be willing; it’s to be treated as a gift, not a bur- into hibernation; they awake when spring
den. comes. This level allows Spirit Chasers the
The following table provides both the base spells and same luxury; they can fall into a healing sleep
general possibilities of Rituals developed at each level, and recover one Health Level for every success
but the specific mechanics will depend on the animal rolled one Health Level for every success rolled
in question; sample benefits and rituals for different on Spirit Chasing. Each level regained requires
plants/animals can be found afterward. If a Sorcerer four hours of rest. Thus, a person who got
wishes to take this Path for more than one type of three success could heal three Health levels
Spirit, they must re-purchase the Path, going through after 12 hours of sleep. Rituals may include
the whole process again from the beginning. With hiding, healing venomous wounds and altering
Storyteller permission, redundant levels (like level 3) the process of childbirth.
might provide an additional ritual if you’ve already •••• This level of Spirit Chasing grants the mystic
purchased it once. keen insight and wisdom. The Storyteller
decides, based upon the levels of success, what
System sort of information to provide. For example, if
Roll: Manipulation + Occult a character has chosen the oak tree as her
Cost: One Willpower bonded spirit and rolls three success, the
wisdom that comes to her might involve seeing
Modifiers: -1 if you have Medium, Spirit Sight, or
how an event long ago affected the present.
similar merits.
The idea is that the oak has stood for many
+1 if you’ve angered related Naturae. years and seen much. The Storyteller can use
Duration: A scene, unless the ritual or level says this level of the path to provide clues or plots
otherwise. hooks for the characters. Possible rituals
encompass past visions, detecting lies or leaps
Aspects of intuition.
Effects ••••• At this point, the Spirit Chaser may practice a
• This level allows the mystic to learn how to unique ability chosen from their spirit. A
“eat” the food of the chosen spirit. It requires practitioner bonded to a deer could run
that the proper food be available (e.g., quickly or jump over a high fence. If a
sunshine and water for plants or crumbs for character chose poison ivy, anyone who
insects). He receives full nutritional value from touched him might develop a blistering rash.
the meal, as if he were the animal or plant. A minimum of three successes is necessary to
Rituals might include chewing cud, hiding invoke this effect; it's perhaps the closest
food to eat later and so on. Kinfolk can ever come to possessing the
shapechanging abilities of their Garou
•• With this level of Spirit Chasing, the character relatives. Acquiring physical prowess (such as
can extend his sensory perception to match great strength), offensive powers (growing
that of his chosen animal or plant in one claws or fangs) or shielding (sprouting thick
aspect. If the Spirit Chaser has a bond with a fur) are all possible rituals.
lynx, for example, he could see in the dark.
Discovering hunters, scenting a trail or finding •••••• The rare Spirit Chaser that reaches this
food are examples of rituals at this level. pinnacle may practice another ability chosen
from their spirit, but this one may be more
••• Animals and plants have an innate obvious or simply a lot more potent. Someone
understanding of self-preservation. Hurt following a bird spirit may be able to fly short
creatures lick their wounds clean, while plants distances without wings, or someone following
use energy from photosynthesis to repair torn a type of vine may be able to suck the life from
leaves and roots. When winter approaches and another individual.
food is scarce, some animals and plants fall
24 Sorcerer’s Companion
Subjects
•-••• The Sorcerer may only grant the benefits to
themselves.
•••• The Sorcerer may grant the benefits to one
other individual.
••••• The Sorcerer may grant the benefits to
themselves and one other individual.
•••••• The Sorcerer may grant the benefits to three
people, which may include themselves.

Sample Patrons
The following are a few examples of the abilities cer-
tain types of spirits might grant the Spirit-Chaser fol-
lowing them. They’re organized by the base effect for
that creature, with rituals at that level following the
base spell. Note that these are just examples, and even
for the same type of spirit, the levels can vary.
Spider
•: The Spirit-Chaser is able to eat insects and per-
haps certain small animals, depending on the exact
type of spider, with only a small handful’s worth
providing a day’s sustenance.
-Spinning a Web: This ritual allows the Spirit-
Chaser to spin silk, able to create about a
“handful” of the substance per success. It’s no
stronger than a spider’s usual silk, but can help
with catching insects or perhaps stor-
ing/hiding small objects.
-Liquid Diet: While spiders don’t exactly drink
blood, the spiritual resonance of it (perhaps
due to the Ananasi) allows the Sorcerer to sub-
sist on it. The ritual involves the act of drink-
ing the blood itself (at least a “point” of it),
and in addition to being able to digest it
properly, for about an hour afterward they be-
come immune to mundane fatigue.
••: The character can sense minor vibrations along
the ground and other surfaces, granting a -2 difficulty
to appropriate Alertness rolls.
-Warning Instinct: After using this ritual,
which costs 1 Willpower, the character be-
comes attuned to hostile activity aimed against
them. For the next 12 hours, they may roll
Wits + Alertness, Difficulty 7, to get a vague

25
sense of any sort of incoming danger, giving it-Chaser. Any time the target is in danger over
them about a turn to avoid it or prepare. the course of the next month, the caster feels
-Spider’s Web: This ritual is used within terri- the pull of that web, and knows the general lo-
tory belonging to the character, allowing them cation of their charge.
to become acutely aware of their surroundings; •••••: The Sorcerer becomes able to climb walls
for 1 hour per success, the general direction and even ceilings without needing any sort of hand-
and distance to anyone else in the area can be hold or other support, nor any sort of roll.
sensed. This may work against concealing -Exoskeleton: This ritual, which costs 1 Will-
powers, using the normal means for resolving power, grants 3 Armor to the caster, which
such a Seeing the Unseen (V20, pg. 142). doesn’t stack with mundane armor but does
•••: As normal. stack with other supernatural forms of protec-
-Antivenin: This ritual allows the Spirit-Chaser tion. The caster’s skin takes on a hard sheen to
to “bleed” out an antitoxin through their it, feeling like a spider’s exoskeleton. It lasts
pores, which can be used to cure any sort of for 1 hour per success rolled.
natural toxin affecting themself or another. 1 -Trap: By spending a point of Willpower and
Willpower is spent, and 1 success is needed preparing an area with this ritual, a sort of in-
per the Toxicity of the poison to be cured. visible “web” can be set up to trap intruders
-Paralyzing Slumber: This ritual lets the charac- (or otherwise). An area about the size of a
ter develop a paralyzing venom of sorts that small room is marked, and anyone who steps
sends a target into a healing sleep. After use of inside must beat the Sorcerer’s successes in a
the ritual, a target must be immediately bitten Strength + Athletics roll (difficulty 7) or end
(an unwilling target resists with Stamina (diffi- up trapped in place, as if grappled by an invis-
culty 6)), and if successful, they fall into a ible force. They may roll again each turn, with
slumber akin to the normal third level of the successes being cumulative, escaping when
Path, letting them heal. However, they’re still they exceed the Sorcerer’s total. The ritual lasts
awoken by anything that might normally wake for a full day.
them up. This costs 1 Willpower. ••••••: Those Spider-Chasers that end up at the
••••: A Spider-Chaser’s insight at this level shows pinnacle of the path becomes able to instantly ensnare
them webs of connection and influence, the vast net- someone with ephemeral webs. This works as the Trap
work providing insight of various kinds, perhaps show- ritual above, but instead instantly targeting a single
ing connections between a body and its murderer, or individual, and the substance visibly being “shot” at
between two lovers that are concealing their feelings the target by the Sorcerer.
from others. -Spider Sense: It becomes entirely impossible
-Cobwebs: Gathered cobwebs, whose denizens to surprise the ritualist for a day after this ritu-
have long since passed, have often survived for al’s cast. Any mundane attempts at Stealth or
years. Using this ritual on gathered cobwebs deception against them automatically fail, in-
can show the caster what happened in the area stantly revealing them to the caster, and su-
in the past, back until the point of the web’s pernatural attempts must defeat the Sorcerer
original creation, with level of detail and at Seeing the Unseen (V20, pg. 142) per the
what’s seen depending on level of success. The usual mechanics (higher Power level wins, or
cobwebs are destroyed in the process, and so it higher number of successes if equal). This
may not be performed on the same web again. costs a point of Willpower to use.

-Metaphysical Vibrations: With this ritual, Vine, Ivy


which costs 1 Willpower, an individual, object, •: The Sorcerer can “feed” on trees and other large
or location can be marked with a sort of pre- plants by absorbing energy from them by touch. A
ternatural “webbing” that connects to the Spir-

26 Sorcerer’s Companion
single use of this will rarely harm them long term, but -Sense Control: This ritual, when cast on
continued usage might. someone or something, reveals details about
-Bask: By performing this ritual in direct sun- others that have some sense of control over
light, the Sorcerer is able to immediately re- them, whether a mundane sort like blackmail,
plenish their internal reserves, as if they’d just or a supernatural sort like a Mage’s Mind rotes
eaten a large meal and had 8 hours of sleep. or a Vampire’s Presence.
They still require water normally, however. -Symbiosis: As “Metaphysical Vibrations”,
-Liquid Diet: As the Spider ritual. from Spider.

••: The Sorcerer gains a sense of ‘life’ inherently, •••••: The character becomes able to more bla-
detecting if something’s living or dead on sight, and tantly absorb the life force from someone. When in a
with multiple successes detecting injury or illness, or grapple with someone, or otherwise having a large
other conditions that might imply a state closer to amount of bodily contact to them, this power can be
death. enacted, dealing 1 bashing damage to them per success
and healing the same from the Sorcerer. This is soaked
-Salted Earth: The Sorcerer is inherently able normally by the target.
to tell the level of nutrients and other factors
affecting the sustainability of plant-life in the -Support: By casting this ritual on a willing
area, after performing this ritual. participant, and spending a point of Willpow-
er, that character acts as a sort of physical sup-
-Diagnose: With this ritual, the Sorcerer gains port, keeping the Sorcerer sturdy and unin-
a further sense of what the base Path allows, jured. Whenever they would take damage, af-
granting actual details about the health and ter they’ve rolled their own soak, the target
well-being of the target, and what that means. may roll their soak pool (minus any physical
If used on the undead, this will even provide armor), if any, to further reduce the damage
details as to what sort they are, but of course the Sorcerer takes. However, if damage still
it’s unlikely they’ll sit there and allow you to gets through, the target takes it as well.
perform this ritual on them willingly to deter-
mine that. -Warning: Your character gives off a vague im-
pression that stimulates the same part of the
•••: As normal. mind as someone recognizing a poisonous
-Eat Wounds: This ritual, which costs a point plant and animal, and they instinctively want
of Willpower, allows the Sorcerer to absorb up to avoid them. Anyone who wishes to attack
to 1 lethal or bashing wound per success from them must succeed on a Willpower roll (diffi-
another individual, suffering from it them- culty 3 + your Path rating) to do so. This pro-
selves and healing it normally. This may only tection is negated if the Sorcerer attacks first.
be used once on an individual per day. ••••••: This works as the fifth level, except lethal
-Absorb: For the rest of the day after using this damage can be delivered and healed.
ritual, the character heals damage twice as fast -Stolen Years: A seemingly minor effect that
so long as they’re either in the sun or touching can add up over time, when casting this ritual
someone that’s in a healthier state than they on someone (which costs 1 Willpower), you
are. Prolonged use of this around a healthy in- steal 1 day of their lifespan and add it onto
dividual might cause their health to suffer, but your own per success. This can be resisted with
the specific details of this are up to the Story- Willpower (difficulty 8), with successes cancel-
teller. ling your own. Most will never know they’ve
••••: Ivy tends to reveal the weaknesses and fail- lost a day or two, but repeated usage of this
ings of others; for instance it might reveal someone’s ritual can theoretically greatly expand the Sor-
low Stamina score, a building’s loose support, or a cerer’s life, if others don’t catch on to what
group’s most “open” member. they’re doing.

27
Wolf
•: The Sorcerer is able to eat and safely digest raw
meat.
-Shared Meal: A simple ritual, when cast while
sharing a small meal with someone the Sorcer-
er sees as family or close to it, everyone eating
(up to 1 person per success) may benefit as if
they’d had a full meal of their own.
-Hidden Meal: While wolves will usually eat all
they hunt, especially large game might be
stored away for later, away from scavengers.
Casting this ritual on a store of food or other
perishable resources will make it harder to
mundanely detect, increasing the difficulty of
relevant Alertness rolls by the successes rolled.
••: The Sorcerer gains a Wolf’s sense of smell, be-
coming able to track by Scent using Alertness, and to
detect other odors normally unnoticeable to people
with mundane rolls.
-Pre-Scented Trail: By spending a point of
Willpower and casting this ritual, the Sorcerer
gets a sense of where a discovered trail will
lead to, in approximate distance and direction,
without having to follow it every step of the
way.
-Territorial Sense: As “Spider’s Web” for Spi-
der-Chasers.
•••: As normal.
-Lick Wounds: After utilizing this ritual, which
costs a point of Willpower, on someone (in-
cluding the Sorcerer themselves) with an active
injury, it begins to close more safely. Hospitali-
zation won’t be needed no matter how severe
the injury is, although severe injuries still re-
quire the normal natural healing period for
the wounds to actually close. Bashing wounds
will heal twice as quickly, however.
-Stalk: This ritual provides the character with a
wolf’s instinct for hiding and moving silently.
They gain a -2 difficulty break on any Stealth
rolls involving moving quietly or carefully for
the next scene. This costs a point of Willpow-
er.
••••: The Wolf-Chaser gains a sense of a large va-
riety of effects on a wide territory marked by them-

28 Sorcerer’s Companion
selves or another, seeing who owns it, immediate dan- automatically succeed and gain the number of
gers to and within it, and other relevant information successes needed. Supernatural attempts at
depending on the level of success. concealment may clash against this normally.
-Killer’s Insight: By utilizing this ritual right af- Price of Failure
ter killing a living being, nearly anything about
The most likely issue with failing or botching this
them can be learned, although only things that
Path is that the Spirits the Sorcerer venerates become
affect them directly. While learning who their
offended by the clumsy attempt to mimic their abili-
best friend might be is unlikely, they may learn
ties. This might increase the difficulty for further cast-
about where they lived or what their favorite
ings until some sort of chiminage is offered, or if done
food was. Exact level of detail and relevance of
repeatedly might cause the spirits to decide to take
the information depends on the number of
more direct action against the Sorcerer.
successes rolled.
-Hunter’s Instinct: This ritual, which costs a Chronomancy
point of Willpower, grants insight into how It's well known that mages are supposedly masters of
best to defeat a specific foe or marked “prey”. time and space, and Sorcerers have worked to keep up
They need not be present for the ritual. After with this sort of belief as well. While Divination allows
its completion, for the next day, a single cho- a Sorcerer to see aspects of the future, and Fortune
sen ability gains a -1 difficulty break for any allows one to tug the strings of fate, some magic users
uses against the target. prefer to focus on manipulations of time within the
•••••: A Master Wolf-Chaser gains the stamina of present. Traveling years through time is beyond the
their patron spirit. For so long as the power lasts, they capability of Sorcery, but a user of this Path may gain
never need to roll to resist fatigue or loss of energy, or keener insight on the flow of time, make subtle altera-
to fight the effects of sleeplessness. tions, or even speed it up and slow it down. Some may
consider these effects comparatively minor when
-Wolf’s Maw: The Sorcerer grows a wolf’s
measured against some of the things a "true" Mage
sharp predatory teeth, which deal lethal dam-
can do, but most Sorcerers will quickly discover just
age and don’t require a grapple to attack
how useful this Path can be.
someone with. This costs a point of Willpow-
er. System
-Wolf’s Hide: For the following scene, the Roll: Wits + Occult
character’s hide thickens and hardens, allow-
Cost: One Willpower
ing them to soak Lethal damage with Stamina.
Obvious tufts of fur sprout on them for the Modifiers: -1 if the character has successfully
duration of the ritual, which costs a point of Meditated that day.
Willpower. Duration: Varies.
••••••: The Sorcerer becomes able to harry and Effects
weaken opponents as easily as their patron, if not mo-
reso. They may target specific body parts without any Chronomancy does not have Aspects, per se, and in-
loss of dice or increased difficulty, allowing them to stead its effects are based on raw level.
easily disable and bring down “prey” that’s normally • See the Flow: At this level, the Sorcerer
too large for them to handle. becomes aware of the flow of time, able to
-Perfect Honing: For the day after using this keep track of it perfectly, and to react
ritual, which costs 1 Willpower, the Sorcerer is accordingly. He may be able to sense an area is
able to perfectly track and hunt down prey. No warped by time magics or fae manipulations of
matter what the difficulty or penalty, if it chronos, and his own ability to react quickly to
would even be theoretically possible to make a things is improved because of it. In combat,
roll of any kind to track someone down, they the Sorcerer gains a bonus to his Initiative

29
equal to successes rolled, but capped by Path only partially within might be manipulated
rating. Either way, this lasts for a scene. from the outside; pushing a mattress below
someone you froze right before hitting the
•• Perfect Timing: After managing to sense the
ground, for instance.
flow of Time, the sorcerer learns to sync
himself up to it, giving him the ability to •••••• Time-Hop: While true time travel is beyond
perform actions that require good timing or what any Sorcerer is capable of, this spell
the syncing of events more easily. Any action allows a Sorcerer to 'hold' themselves in time,
that requires precise timing, including most disappearing and then reappearing a number
combat maneuvers, can gain a dice bonus of turns or minutes later (Depending on if in
equivalent to the lower of successes rolled or combat or not, respectively) equal to the
the caster's Path rating. This lasts until used, number of successes rolled (no cap).
but no longer than a scene, after which the Alternatively, the caster may hop backwards a
unused bonus disappears. number of turns equal to successes gained
(capped by Path rating), in which case the
••• Accelerate: Disciples of this Path are able to
sorcerer remains as he is (damage taken and
more deliberately alter the flow of time itself,
all) but may redo these turns upon reappearing
speeding themselves up by slowing things
and replacing his former self, with knowledge
down to their perception. After casting this
of what happens (actions may generally not be
spell, the Sorcerer has a number of extra
changed until the Sorcerer does something
actions he can take in combat or similar,
different). This is a spell that can be aborted
spread out as desired, equal to his successes
to, but still costs an action to cast as normal
rolled, though capped by Path rating. This
(thus, it works as a perfect Dodge, so to speak).
cannot be stacked; only one instance can be
If something is occupying the space the
active at a time. This follows similar rules for
Sorcerer would reappear at after the duration,
extra actions as Celerity or Rage; these extras
they're moved to the closest available area
may not be split further, they occur at the end
instead, and they take 1 lethal damage.
of the round, and they must be declared as
being used at the beginning of a round. Rituals
•••• Decelerate: With this use of the power, the Grant Time Sense (•)
Sorcerer becomes able to slow down others as This simple ritual mirrors the first level of the Path,
he previously sped up himself. Each success but applies it to another individual instead of the Sor-
rolled, capped by path rating, causes the loss of cerer themselves. It costs 1 willpower.
one action from another character starting in
the next turn. For instance, if 3 successes are Perfect Reaction (••)
gained, the target would either lose 3 turns of With this ritual, which lasts a day per success, the
actions, or would need to 'split' their dice pool mage gains an automatic success to avoid being sur-
as if performing the fourth action in a turn prised or ambushed, and this cannot be canceled by a
(so, a -7 penalty), or some combination 1. While it's no guarantee against a particularly stealthy
thereof. This can be canceled out by anything individual, it does give a better chance to notice some-
that would grant extra actions, on a 1 to 1 thing amiss in time.
basis.
Time Ward (•••)
••••• Freeze: The sorcerer, at this level of power, can
stop time in a small area (1 yard diameter), Rival sorcerers, dark mages, mischievous fae, and
preventing any actions or any movement for a even some ancient vampires all have means of mussing
number of turns or minutes (in combat or out, with time in ways similar to a Sorcerer using this Path.
respectively) equal to successes rolled, capped With this ritual, the caster wards an area (About the
by Path Rating. Anything moved within size of a room) against uses of this path or similar abili-
becomes frozen as well, but something that's ties, creating a Threshold that must be overcome.

30 Sorcerer’s Companion
This ritual is permanent, but the successes are ablative;
if you had 5, and then it blocked a 3 success casting of Illusion
Time magic, it would only have 2 left. This costs 1 The stereotype of powerful sorcerers tends to include
Willpower. Note that this doesn't block divination and magical items, throwing fireballs, and enthralling peo-
similar, only effects that directly alter the flow of time ple, but a lesser, yet still very accurate one, is the idea
or the sorcerer's perception of it. of the powerful Illusionist, creating images of things
that aren't truly there, distracting more powerful foes
Blight of Ages (••••) and dissuading would be persecutors.
With this ritual, the chronomancer is able to age a At a base level, the practitioner creates tricks of the
target they can touch, advancing them towards weak- light, odd sounds, maybe even a minor smell, but the
ness and eventually death or destruction, depending Mythic casters can create illusions that are as deadly to
on if the target is alive or not. The target must be in an individual as the real thing, in some cases. Howev-
contact with the sorcerer for the entirety of the ritual, er, these powers are often misrepresented in tales or
which costs 1 Willpower. Every success ages the tar- recollections, as a tangible illusion of a beast evokes an
get organism or object by 1 year. A sentient being image of a Conjurer, not an Illusionist.
can resist this with a Willpower roll (difficulty 7).
Some stories say that the original creators of this
Time Cocoon (•••••) path actually learned its powers by studying the magic
This ritual takes a long time to cast, about an hour as of the fae (Or stealing it somehow, depending who you
a base, but allows the Sorcerer to shield themselves ask). This is further supported by the fact that Illusions
from the flow of time. Similar to the 6th dot of the created through the Path have a chimerical presence;
base path, they disappear from the flow of time, but even ones that don't have a true solidity do have a
this only applies forward, and lasts for a week per suc- chimerical one, and can damage chimerical beings like
cess gained, during which they cannot be found or Fae.
affected (except by other advanced Time perceptions), The illusions created with this path aren't perfect. A
including by age, although they may do nothing until mystically attuned individual can detect that they're
reappearing. This costs 1 Willpower to cast per roll. illusions (but not see the real thing or prevent damage
Unaging (••••••) from higher level ones) with Perception + Awareness
or Kenning (Difficulty 4 + Path rating of caster). Simi-
This potent ritual prevents the blight of aging from larly, someone with illusion-piercing powers (Auspex,
affecting the caster, allowing for ancient Sorcerers, so Mind/Prime/Forces scans, Mana Manipulation 2+,
long as no outside factors lead to their deaths. For Mind Shields) that are active, if they have more suc-
every success on the casting of this ritual, the chrono- cesses than the illusionist, can see through an illusion
mancer ceases aging for one week. This costs 2 Will- entirely, and prevent higher level effects from damag-
power to cast, and can't be 'stacked' or cast while the ing or affecting them (An ability like Auspex that's
user is already under its effects. At Storyteller discre- either active or not, not rolled, calls for a roll of Per-
tion, its difficulty may increase the older the Sorcerer ception + Awareness or similar (diff 7) to determine
gets; linear magic can’t generally grant “true” immor- effective successes).
tality.
System
Price of Failure Roll: Wits + Subterfuge
A lot can go wrong when messing with the flow of
Cost: One Willpower, plus one more for
time. A chronomancer might end up freezing them-
any 6-dot Aspect
selves or speeding up an enemy, befuddling their sense
of time, or even disappearing from the flow of it alto- Modifiers: -1 if the character has successfully
gether. Meditated that day.

Aspects
Senses Affected

31
•-•••••One sense is affected per success allocated
(Base success allows one sense). The number
of senses affected can not be higher than the
Path rating.
•••••• At six dots, magical senses can be fooled as
well; a Mage can be fooled into thinking
someone's attempting to pierce his mind with
powerful magics, a Vampire using Auspex 2
could see an aura on an illusion, or a Fae
could be convinced that a Freehold is nearby,
for instance. This only requires one Sense suc-
cess like any other, but this level of Mythic
understanding is needed to fake that.
Complexity
• The illusion must build on something existing
and be in the same vein, like turning a cement
wall gray instead of white, or making a
raspberry pie smell like blueberries. This
change must be single, straightforward, and
simple. The wall could be made a different
color, but couldn't look like colors are swirling
over it, for instance.
•• The illusion must build on something existent,
but can be a bit more complex. A wall could
appear to have blood spattered all over it, or
be made of an entirely different material, a
siren could be made to sound like a bullhorn,
or blueberry juice could be made to taste like
coffee.
••• Above illusions can now change and move,
such as a wall made to look like it has blood
trickling down it and pooling on the ground.
In addition, mostly static but separate imagery
can be created. A person humming the same
note over and over (With enough sense
aspects) could be made to appear on an empty
street, for instance, or a box could appear to
be on fire (And even give off heat and the
proper sound with the right aspects, though
no damage could be done, and the fire
wouldn't spread or move quite enough). The
size of such things is limited to about that of a
large person.
•••• Changing, separate imagery can be made; a
fire with realistic movement that spreads over
nearby materials, for instance, or a person that
32 Sorcerer’s Companion
walks down the street singing a short tune. ••••• Lasts for up to a month after the Sorcerer
Size is limited to that of a large vehicle, and leaves the area.
this limit doesn't change for higher aspects
(Rituals are needed for anything bigger). •••••• Permanent until dispelled.

••••• The illusion of full physics or reactive abilities Rituals


can be imbued into an image at this level. For Illusion rituals generally are used to make more
instance, an illusionary ball that bounces off of complex images than a given level (or the Path in gen-
things, makes the right sounds when it lands, eral) normally allows, or do things with illusions that
can be kicked around, and even gets slippery if normally wouldn't be possible.
water's poured on it. Similarly, a fake person
The Emperor's Clothes (•)
could be made, although reactions wouldn't be
so complex as a real person, but they could This ritual lets the caster create static, non-physical
show basic emotions, react to stimuli, and "clothing" out of nothing on himself, generally fairly
have a need for "self preservation". simple looking though a lot of successes might allow
Conversation would be limited to what's pre- something more complex. It only affects the sense of
programmed by the caster, though, so to sight, and thus is really nothing more than something
speak. Objects can be affected by and interact to cover modesty, and people might find it odd to feel
with things, like the example of getting wet, skin or hair when trying to touch the clothes.
but can't exert force on anything solid, or do
Illusionist's Aroma (••)
damage, even indirectly.
With this ritual, the caster creates a very specific,
•••••• At this level, illusionary objects can physically
pleasing scent that specifically attunes to the person
affect things, although any damage done is perceiving it, on themselves. This reduces social diffi-
limited to bashing (in direct ways; a fake per- culties by -1 (where appropriate, Intimidation obvious-
son could push someone into a real fire, ly isn't affected, and being on a stage giving a speech
though, to do aggravated). This damage is lim- when not close enough for smell obviously has no
ited to one target (and one action) per turn, effect), and of course covers up any negative smells,
and the dice pool used for both targeting and though incredibly awful ones might require more suc-
damage is equal to caster's Manipulation. If an cesses. It lasts for one day.
illusionary and not autonomous weapon is
made, the attack pool is as normal for the Malleable Mask (•••)
wielder, and the damage is the caster's Manip- This allows a sorcerer to creature an illusion with the
ulation regardless of the norm for that type of usual level of complexity for 1-2 dots, visual and audio
weapon. only, but it changes depending on who's looking; the
Duration visage matches what the person expects to see, rather
than what's really there. For instance, casting it on a
• Lasts only as long as the Sorcerer Concentrates
guard dog will make it so that a person will see what-
(This counts as an action for split pools), and ever they'd expect a guard dog in a house to look like,
he can't cast another spell. or might even see another animal altogether, depend-
•• Lasts only as long as the Sorcerer is nearby, but ing on their expectations of whose place they're break-
he needn't concentrate on it. He still can't cast ing into. Similarly, a street sign will change the listed
another spell from this Path, though other text based on where a person subconsciously thinks
Paths can be used. they are at a given time, or someone could be made to
hear a band playing better music than they are if they
••• Lasts for up to an hour after the Sorcerer have a good view of them.
leaves the area, and other spells can be cast.
Shadow Puppet (••••)
•••• Lasts for up to a day after the Sorcerer leaves
the area. An illusion affecting sight, sound, and touch (but is-
n't physical), the humanoid shape created by this
33
moves and speaks and similarly does whatever it is the solutely no free dots are given beyond a 1 in each At-
caster does. This can be useful for either interposing a tribute. So, for instance, at least one Freebie needs to
dangerous looking monstrous visage to scare and react be spent on Willpower.
to others, or for creating a fake version of yourself that If you have access to Changeling: the Dreaming,
makes it difficult to target you in combat or otherwise. with Storyteller permission, the creation can instead be
Sizable Illusion (•••••) treated as a Chimera that’s always Wyrd, granting one
chimera point per success. These creations can never
This ritual uses the basic aspects for a spell, but can
buy redes worth more than three chimera points, and
end up being much larger than the usual limit for the
cannot buy Aggravated Damage.
Path; anything up to the size of a large mansion can be
made. This can be used to make a house seem to ap- Either way, only one of these may exist at a time per
pear in an empty lot, make it look like an elephant is caster, unless a Willpower DOT is spent to make an-
running down the street, create a creepy warehouse in other. Each roll requires one hour, and this ritual costs
an empty field, and anything similar. This ritual costs 1 a Willpower point per roll.
Willpower.
Price of Failure
Chimerical Assistant (••••••) A botched Illusion might be visible only to the cast-
Using this powerful ritual, a mythic sorcerer be- er, unknown to them, might form something that does
comes capable of creating a permanent 'assistant' that the opposite of what was intended (creating lights and
can affect the world around it, and has a basic level of sounds around the character instead of a concealing
intelligence. This provides two “Freebie points” per wall), or at higher levels even turn against the user
success for the creation of a “character”, although ab instead.

A Sorcerer’s Grimoire (Rituals)


Alchemy •• Metal that can be crafted into a blade with an ul-
tra-keen edge, one that never needs to be re-sharpened.
The following formula are both those gathered from
•• An adrenaline-boosting “energy drink” that
previous editions and alternative sources of alchemical
improves the user’s Strength by one (to a maximum of
rituals, and those created anew for this book.
five) for a scene. After it wears off, the imbiber takes 1
• A liquid that, when imbibed, removes minor bashing damage from the exertion of their body.
Health Level penalties (through Injured) until the
•• Eyedrops that, when utilized by someone lacking
individual is wounded again or heals.
the Awareness talent, grants them 1 dot of it, which is
• A powder that, when combined with an alcoholic experienced as strange visual hallucinations.
beverage, immediately recovers them from the effects
••• A salve which heals three non-aggravated
of alcohol, both intoxication and hangovers alike.
Health Levels worth of open wounds in a matter of
• A mirrored material that cannot be chipped or minutes. This must be applied by moonlight by one
smashed. who loves the wounded. Each success creates one ap-
• An incredibly strong super glue, more potent than plication of the balm.
even the strongest commercial epoxies. ••• Metal that can be made into a handful of bul-
• A potent poison (one with a Toxin Rating of 7) lets that will inflict a single aggravated level of damage
in addition to any other wounds.
•• A liquid that allows the drinker to go for an en-
tire week with only one hour’s sleep per night. ••• A hallucinogenic compound that grants the
imbiber a sense of the Astral Umbra, giving them the
•• A powder that grants a vision to whomever con- equivalent of a dot of the Astral Projection Numina
sumes it; this vision is always clothed in symbolic lan-
(Sorcerer Revised, pg. 92).
guage, and may either portend future events or show
previously unknown aspects of a current situation.
34 Sorcerer’s Companion
••• A lotion that unnaturally hardens the skin difficulty to craft an object from it, and a similar diffi-
where applied, granting the user 1 die of Lethal soak culty to any actions taken using that object as a weap-
that stacks with Armor. on, tool, or otherwise.
•••• A salve that, when applied to the eyes, grants •••••• A regimen of drugs or potions that ex-
the user the ability to see through the Shroud for one tends the user’s life to an extreme degree; for as long as
night (see Wr20). they take the regimen (which requires at least one im-
•••• An unstable metal that can be turned into a bibement per week), they age one day for every year
projectile that will burst into flames when fired or they’re alive, although if they miss a week, they re-age
launched, inflicting an extra two dice worth of fire at a rate of one month per day, until the regimen’s
damage and igniting flammable materials. restarted or they reach their normal age (which might
mean an inevitable death).
•••• An incredibly unhealthy “study aid” that
sharpens the user’s focus unnaturally, granting them Conjuration
+1 Intelligence and +1 Wits, which can take them
Prepare Object (•)
above their normal maximums for a scene, after which
time they’ll typically crash hard, needing a full 12 This ritual allows a sorcerer to prepare an object for
hours of sleep. easy conjuration at a later time, as described in the
base Path level.
•••• A headache-inducing powder that, when in-
haled, grants the user two dots of Anti-Psychic (Sorcer- Conjurer's Ward (••)
er Revised, pg. 91) for a scene, although they suffer With this special ritual, a sorcerer is able to ward
extreme headaches the entire time, causing a -1 wound one of their own possessions against uses of this or
penalty equivalent. similar Paths. Those attempting to use Conjuration
••••• A regenerative powder that, when con- against a warded object suffer a +3 difficulty to the roll,
sumed, allows the user to heal damage very quickly and those using similar powers (Correspondence or
(one level every other turn) for the duration of a story. Forces, Movement of the Mind, Legerdemain, etc.)
As a side effect, the user sweats very heavily, smells like suffer a +2 difficulty as well. This costs a point of Will-
a caged beast, and may attract the attention of strange power.
entities. Bag of Holding (•••••)
••••• An elixir (requiring at least five points of Essentially a far more advanced version of Sword
vampiric Vitae) that simulates three dots of Potency for Summoning, this ritual allows the Conjurer to magi-
the user for three hours (meaning +3 dice to strength, cally mark a bag or similar container, along with a
and Willpower or Mana can be spent to upgrade those number of objects that could fit through the contain-
3 dice to 3 automatic successes instead). This fluid also er’s opening, but don’t necessarily need to fit inside it.
creates a ravening hunger, however; for a day and a Marking the bag costs a permanent point of willpower,
night, the drinker will eat whatever food may be near- but the ritual may be recast with no cost to mark other
by, even rotted or knowingly toxic sorts, although this objects that the user wants connected to it. Once both
may be staved off by spending Willpower. the container and any objects have been marked, those
••••• A biomimicry compound that allows the objects may be pulled “out of” the bag or container
user to gain a single aspect of another creature; this from any distance, no matter where they actually are,
might be claws, gills, etc. A single dose will only grant as if they were in the container the entire time, acting
one of these, but different sorts can be made with the as a sort of mini-portal.
same ritual. Everything at Once (••••••)
••••• An alloy or other material that’s as solid to Upon completion of this ritual, the Conjurer is able
spirits and ghosts as it is to those in the mundane to conjure forth any number of objects that have been
realms. prepared with the Prepare Object ritual, with other
•••••• A legendary substance that takes on the Aspects such as Number, Distance, and Size not need-
exact properties needed at a given time. There’s a -2 ing to be accounted for (only a basic success). This
35
doesn’t allow any further manipulation beyond the
immediate “summons”, but can provide a quick and
comparatively easy way to move a large number of
personal belongings.

Conveyance
Unknowing Leap (•)
This simple ritual works like a basic use of the Path,
but with a couple of minor differences. For one, it
takes five minutes to perform. However, it removes the
extra success required to go somewhere you don't
know about ahead of time, whether by fine tuning
instruments or just meditating to improve your focus.
This costs a point of willpower.
Flight (••••)
Rather than relying specifically on moving from
point A to point B, this ritual grants the caster or an
other subject the ability to fly at their normal running
speed, whether using a minor “talisman” to direct their
will, a set of hover boots, or some other implement
that’s smaller than the traditional means required of
Conveyance. They retain the same sort of maneuvera-
bility they’d have running at the same speed. This lasts
for a scene, and costs a point of Willpower.
Endless Bound (••••••)
This ritual works (other than the time required) like
a typical use of the Path, except if the user gains more
successes than are needed to move 100 miles, they can
travel as far as they want within the same planet (or
same realm, if somehow used in the Umbra or stranger
places). This costs a point of Willpower.

Enchantment
As with Alchemy, the rituals provided here are a
combination of those from obscure sources and
unique rituals designed for this supplement.
• A silver toe ring which protects its wearer from in-
coming projectiles if she is barefooted at the time
(granting +2 dots of Dodge vs. projectiles only).
• A colored candle that grants the user some one-
time favor after it’s burned (two points of Resources,
Arcane, Allies, or Influence, depending on the color;
each color is a different ritual). The granted Back-
ground works once to provide that favor, and then
fades.

36 Sorcerer’s Companion
• A handful of grave dust that helps the user sleep ger. The charm must be sprinkled with wine each time
soundly, but wakes them immediately if they’re ap- it is used, and works once for each enchanting success.
proached with hostile intent. •• A rowan ring that partially negates fae magic
• An oak picture frame that preserves any painting aimed at the caster, increasing the difficulty of any
or document placed within it for as long as the frame such effect by two. It works for one incident per suc-
remains intact. Both frame and contents must be cess.
sealed with almond oil and sprinkled with pure water •• A black cloak that makes the wearer almost in-
whenever it’s switched out. visible in darkness or shadows, granting three dice of
• Small stones that improve the psychic abilities of Stealth to the wearer when traveling in dim light. Of
the wielder, reducing the difficulties of Psychic Numi- course, wearing a cloak in public might draw attention
na by 1. to you anyway.
• Small stones that inhibit external psychic abilities, •• An experimental firearm that subtracts one from
raising the difficulty of Psychic Numina aimed at the the difficulty of shots made with it and adds one more
wielder by 1. die of damage, but that will backfire incredibly badly
• An oak box that protects a single, specific item in- should the wielder ever botch, injuring them or per-
side it from thievery (increasing the difficulties of any haps destroying the weapon entirely.
action taken to retrieve it by 2). The magic is good •• A highly modified UV light that can reveal even
until the item is removed from the box. Both the box distant traces of someone’s passing, granting two dice
and item must be treated with willow smoke each time to any rolls made to track someone, and sets the max-
it’s closed. imum difficulty of such tracking to 9 (preventing “im-
• A piece of amber jewelry that fends off magic, possible” trails).
granting the wearer one die to any roll made to resist •• A high-tech ocular targeting piece, attached to
magical effects (such as Sorcery, Spheres, Thaumatur- both the eye of the user (akin to a contact lens) and a
gy, and Cantrips, among other possibilities). It will last ranged weapon, removing the penalties of targeted
for a number of months equal to the creator’s success- shots with it entirely.
es before needing to be re-made. •• A magically enhanced focus that adds one die to
• An auto-targeting scope/laser that needs to be spe- the casting of Sorcerous spells or two to Sorcerous
cifically tailored to a gun it's made for, which causes an rituals utilizing it.
automatic 1 dice bonus for “aiming” if the scope/laser ••• An obsidian torque that strengthens the wearer
can be looked through or seen, even clumsily, but once after it’s blooded, granting them three dots of
doesn't increase the maximum bonus aiming can pro- Strength that last for one scene per success.
vide, although does work as a normal scope.
••• A handkerchief prepared with a strange sub-
• A set of special tools that grant +1 die or -1 diffi- stance, that is capable of wiping away any mundane
culty to appropriate Crafts rolls. substance it’s used to clean (blood, ink, fingerprints,
• A pair of glasses that will improve the sight of even etcetera). The user must hum softly while mopping up.
the most sharp-eyed individual, granting them +2 dice The rag works once per success rolled in its creation.
to any sight-based Alertness rolls. These glasses need to ••• An intricate ring that can only be forged by
be cleaned with a specially prepared mixture of rub- those with the blessing of the Fae (whether due to
bing alcohol each night after they’re worn, or they lose being Kinain, having an Affinity, or otherwise), which
their magic. indicates the friendship of the fair folk, increasing the
•• An iron nail that enables the user to cause difficulty of hostile fae magic against them by two, and
someone to painfully stub their toe. The nail must be lowers the difficulty of peaceful interactions with them
driven into a footprint left by the target. by one. Such rings might draw the attention of fae in
•• A golden charm that alerts the wearer when the need, however, or those wishing to cause said fae
talisman maker (or some other single party) is in dan- harm.

37
••• A set of jury-rigger’s tools that can be used to •••• A chalice that can heal those that drink from
repair any broken object for a scene with 3 turns of it; it must be filled with pure spring water and imbibed
work and a successful Dexterity + Technology or Crafts on holy ground, at which point it heals all damage the
roll (as appropriate) at Difficulty 6, so long as recog- user is suffering. It may only be used once per month,
nizable components remain to work with. After the and any single person may only ever benefit from its
scene (or about an hour) passes, the object falls apart effects one time.
once more, and can’t be fixed again with this set of •••• A pair of high quality, wire-inlaid stabilizing
tools. gloves that, when worn, grant the wearer superhuman
••• Ephemerally treated bullets (one per success) manual Dexterity. They provide an additional +2 dice
that deal damage directly to the essence of banes and to all Dexterity rolls that in any way involve the hands,
infernal spirits, or aggravated damage to beings pos- as well as to any derived traits. In addition, up to a
sessed or altered by them. They physically vanish after number of times per day equal to the successes rolled,
hitting their target. one Willpower or Mana may be spent to convert one
••• Hybrid metallic-wooden bullets that do lethal of those extra dice into an extra un-penalized action, so
damage to vampires (and don’t have their damage long as that extra action, again, involves use of the
halved). With three shots embedded in the heart, they hands (firing a gun, for instance); two Mana or Will-
can even act as a “stake”. One bullet is made per suc- power total can be spent in a turn to convert both
cess. dice. This is similar to actions granted by Rage or Time
magic, meaning they occur after all other actions, can-
••• A simple device, looking like a small camera, not be split further, and must be declared at the be-
that can be used to take a picture of a body and dis- ginning of the round. When not being worn, they
cover supernatural causes of death; the physical cause must be stored underground, out of the view of the
of death “glows” in an obvious way in the photo if it sun.
has a supernatural origin (the bite marks of a Vampire,
or claws from a Werewolf, for instance, or even a heart •••• An auto-loader for a gun that will quickly re-
magically stopped by Life magic). It must be recharged load clips or even individual bullets for the gun it’s
at a special station each day it’s used, or it breaks attached to; it will do this reflexively for the user up to
down. once per turn. After a scene in which it’s used, it needs
to be placed in a container of water mixed with the
••• Armor made of high tech, experimental mate- crumbled remains of used coal for about 12 hours
rials that “react” to physical force, providing 2 extra before it can be used again, or it ceases functioning.
dice of lethal soak, on top of the normal stats of a Kev-
lar Vest, so long as it comes from kinetic attacks. •••• A specialized EMP device that disables tech-
nological devices. When activated (which takes an
•••• Bones that can be used to contact the person action), all technological devices more complex than
they came from. If the individual hasn’t fully “moved clockwork within 25 feet are disabled, ceasing working
on” (that is, they exist as a Wraith, Spectre, or similar for 1 turn per success rolled on the enchantment. This
entity, even if forged into something else), the user cannot be targeted. After one such use, the device
may ask them one question per success at any distance. must be recharged with a high voltage power supply (at
This works three times before the bones crumble to least 480 Volts) for 12 hours.
dust. Note that the entity is not compelled to tell the
truth, just answer; Subterfuge rolls might be needed to ••••• A black cloak that masks the user’s foot-
determine validity. steps, even if he walks across a squeaky floor. While
this magic is active, the wearer will be effectively silent
•••• A book which translates anything written in- unless he speaks aloud. Silver threads must be sewn
side it into the reader’s native language. This book into the garment; a few unravel and fall away every
must be sprinkled with paper ash before each use. The time it’s used, until finally the magic expires when
translation effect works for one scene per creation they’ve all detached.
success.
••••• An exquisite piano which plays beautifully
for anyone who strokes its keys, even if they know

38 Sorcerer’s Companion
nothing about music. However, a prayer to the nine
muses (by name!) must be recited before it will play.
••••• A sword with a bone-splinter of a Saint
forged into the hilt. The reversed hilt and quillons of
the sword count as a holy symbol when used by one of
True Faith against the supernatural. True Faith can
also be rolled to improve the sword’s damage reflexive-
ly, adding one die per success when used to strike an
unholy creature. Finally, those bearing the blades gain
a +1 rating to their existing True Faith (if they have at
least one) and the Iron Will merit, but only while the
sword’s drawn and at the ready. They have the statis-
tics of broadswords, causing Strength + 5 damage as
their base, and when channeling True Faith as above
the damage is aggravated to appropriate creatures. The
weapon radiates an aura of holy flame that’s visible to
all supernatural abilities capable of seeing it, such as a
Vampire’s Auspex and a Mage’s Spirit or Prime scans.
If the sword is ever used for “dark” purposes, the mag-
ic is immediately lost.
•••••An amulet that protects the wearer from the
physical attacks of a specific type of supernatural being
(one per ritual learned). So long as the amulet’s worn,
that sort of creature may not physically touch the
wearer through any means, although longer range at-
tacks or powers work normally. Users of these talis-
mans always feel strangely cold.
••••• This tube-filled, semi-metallic device is at-
tached to the user’s left arm, never the shoulder, a
process that deals one unsoakable lethal damage, but it
then remains attached until removed (which does the
same damage). Once per day, the device can be activat-
ed with an instant action to perform emergency sur-
gery on the wearer; strange tendrils, tubes, or na-
nomachinery find their way into the wielder’s body,
stitching wounds closed, breaking apart bullets, and
otherwise working to fix up the wearer over the course
of three full rounds. However, this process is unbeara-
bly painful, causing a -5 wound penalty for the dura-
tion. When it’s finished, however, 1 damage of any
kind per success rolled on the initial enchantment (to
a maximum of 5) is healed, or a toxin/disease of any
rating up to those successes is removed. Until the user
sleeps for at least six hours, minor aches and throbs
remain, causing an effective -1 wound penalty, even
after the “surgery” is completed.

39
•••••• The Winchester: Said to be the first rifle ers to learn those Paths more easily, up to the rating
produced by Oliver Winchester under the Winchester that’s been imprinted in them. After reading through
name, then heavily modified by a member of his family such a grimoire, an individual may purchase the next
that dabbled in an odd form of techno-sorcery (“Elec- (or first) dot of one of these paths at new rating x 5, so
trodyne Engineering”, as she called it), the rumor is long as this wouldn’t put them above what’s imprinted
that this gun is capable of killing anything, even the in the Grimoire. This period of study takes at least a
avatars of gods themselves. While not entirely true, as week per dot of the Path being learned.
celestial entities and god-like beings are probably be- Alternatively, such a Grimoire might be able to grant
yond its scope, it definitely comes close. The basic stats a Sorcerer-specific Merit, Ability, or Background, at
of the rifle are equivalent to an 1873 Winchester lever- about half cost, with the same period of study (a week
action (see Wyld West Expansion Pack, pg. 14, or just per dot).
use the Rifle block in M20) despite its earlier construc-
tion, but with a damage rating of 9. Against mortal A Sorcerous Grimoire is of course written within the
beings, that's the only real advantage it provides. confines of the Sorcerer’s view of the world, and so
only those with compatible foci are really able to make
Its real advantage comes when turned against super- use of them. As well, most will require some sort of
natural entities, that is, anything with a full supernatu- minimum Knowledge or specific Specialty in an Ability
ral template or that works under spirit mechanics (So, to be able to properly comprehend, although the spe-
a Mage, Bane, Fomori, Wraith, and Vampire would all cifics are left up to the Storyteller.
apply, but Kinfolk and Ghouls wouldn't). In those
cases, the damage becomes three higher, is always ag- Like a Mage’s Grimoire, a Sorcerer’s Grimoire will
gravated, and is unsoakable even if the creature would always be a unique work of art, with magical lettering,
normally be able to soak aggravated damage. The bul- strange effects occurring when they’re being read, and
lets will even hit a target in the penumbra or shadow- any number of other odd properties accompanying
lands. them.
Keeping The Winchester working requires a fair bit
of upkeep. For one thing, it only works with bullets
Fascination
that are hand-crafted for it and carved with intricate
Simple Protection (•)
occult sigils, and no more than can fit in the gun at
once can be made ahead of time, or they lose their Any user of Fascination can possibly roll Wits + Fas-
power (so, there can be no more than 17 rounds made cination to recognize and prepare for uses of other
at once). Creating new bullets is akin to the process of supernatural powers. This ritual allows a user to pre-
casting a level 1 Enchantment ritual for each one pare for this ahead of time, making their resistance
(though that 'ritual' needn't be purchased), as well as a more likely. Successes scored on this ritual, which lasts
successful Dexterity + Crafts roll (difficulty 8). By the for one night, add to those rolled for the aforemen-
end of the night on any day the gun is used, it needs to tioned recognition roll.
be 'cleansed' by firing a specially prepared salt round Strength of Will (••)
out of it, then manually cleaning the barrel with a
clean cloth. This ritual uses the powers of the path on the Sor-
cerer themselves, granting them a strength of will and
As an additional danger, entities that could be af- confidence that grants them a bonus dice per success
fected by the weapon instinctively know how danger- (capped by path dots) for Willpower rolls, with the
ous it is upon seeing it, even casually, and may end up normal duration chart for the Path. This costs a will-
working to procure or destroy it. power point.
•••••• Sorcerer’s Grimoire: This Grimoire is ca- Hatred (•••)
pable of initiating even a sleeping mind into the mys-
teries of Sorcery. Up to one dot of Paths the creator While this Path is usually utilized to grant a positive
knows per success on the enchantment ritual are im- outlook of the character, this ritual does the opposite.
printed into the Grimoire, which can be used by oth- The target (singular) ends up utterly hating the caster
or another named and present target if they have no
40 Sorcerer’s Companion
way to resist the effects of the magic, and will go out of went into the effect, or in the case of those that don’t
their way to harm them. This ritual is difficult to cast involve rolls (like the Bond), the Storyteller will decide
in real-time, but can be hung as normal and released in the threshold, depending on the exact level of power
the presence of the pre-named target. Either way, it and potency of that use of it. The Storyteller might
costs a Willpower point. also decide that certain powers, like Archmastery
Emotional Ward (••••) Spheres or Elder Disciplines, may be beyond the scope
of this ritual to undo.
Recognition alone isn’t always enough to resist the
effects of other mind-influencing powers, as some can’t Fortune
even typically be resisted to begin with. This ritual,
Targeted Blessing (•)
however, which costs 1 Willpower, grants the caster a
pool of dice equal to the successes rolled, which can be Normally, a sorcerer using the Fortune path has little
spent to either improve their resistance to other men- say over what advantages they get past the general use
tal powers, or to act as a mental shield for those lack- of a blessing in the right context, but this ritual allows
ing typical resistance; in the latter case, roll however the sorcerer a little bit of control. Using the same du-
many of these dice at a difficulty of 8, with successes ration chart as normal for the path, the sorcerer in-
subtracting from the offender’s. Once a die is used to stead gains a -1 difficulty break on a named task, due
improve or create a resistance, it’s gone from the pool, to the threads of fate working for them. This costs a
but they otherwise don’t expire until used. However, point of Willpower.
casting this ritual again does not add to this pool, just Eye for Luck (•)
replaces it.
This simple ritual allows the Sorcerer to spot unnat-
Enchanted Castle (•••••) ural influences on the Fortunes of themselves and
A master Sorcerer is capable of enchanting an area those around them; this will let them recognize things
itself with their influence, which can be anything up to like other Fortune users’ effects, the Entropy Sphere,
the size of a large mansion (or perhaps a Castle, as the the Soothsay Art, and any similar sort of power. The
name suggests, should a Sorcerer have access to one). effects last for a day.
Anyone who enters the area is affected as if by the base Lucky Coin (••)
Path, with Aspects built up normally, although any
With this ritual, the caster can store a Fortune effect
number of people can be affected so long as they’ve
on an object, with no aspects needed for the target's
been in the area for a period of at least a few minutes,
definition, and then the next person other than the
and the effects then linger for when the Sorcerer inter-
caster himself who touches it is affected by the spell.
acts with them in the future.
Some benevolent sorcerers use this to leave 'lucky pen-
Break Bond (••••••) nies' around for people to help brighten their days a
With this potent Ritual, the character is capable of bit. Tricksters might instead leave curses on random
undoing just about any emotional supernatural effect objects for their own amusement.
present on a target, whether themselves or another Fortune’s Protection (•••)
person that’s there for the entirety of the ritual. This
With this ritual, the mage weaves protective threads
will undo anything that has an emotional influence on
of fate around himself or another individual, using the
the target, such as Mind magic altering emotions, oth-
usual aspects for duration and target. Instead of severi-
er uses of Fascinate, and the emotional effects of the
ty, however, the mage applies successes to a pool of
Blood Bond (although metaphysically speaking, it
'protection'. Every time the protected individual would
doesn’t entirely break the Bond, which may then “re-
take damage within the duration, 1 success is removed
generate” itself if even a small bit of that Vampire’s
from the pool per point (which is then ignored), and if
Vitae is consumed). This can also remove the lingering
it runs out, the effect ends. The way this damage is
effects of a power or effect that’s otherwise ended, like
avoided should always appear as great strokes of luck;
the derangements caused by Dementation or the long-
the sword point hits the one piece of metal the sorcer-
term effects of the Delirium. The number of successes
er is wearing, for instance.
needed will generally need to be higher than those that
41
Sacrificial Curse (••••) for larger injuries, and of course costs a willpower
This powerful Curse work similarly to the Death point.
Curse ritual (Sorcerer Revised, pg. 77), but instead of Strengthened Pattern (•••••)
relying on the caster’s own death, it’s cast in response A master of Healing is able to strengthen their own
to the death of someone close to them (the exact cause Pattern against the ravages of offensive magic and oth-
of death doesn’t matter); the Willpower of the “sacri- er unnatural causes of injury. Each success on this
fice” is what’s considered spent, instead of the Sorcer- ritual grants 1 dot of armor that's used to soak damage
er’s own Willpower (beyond one needed to activate the caused by Pattern-altering magic or similar supernatu-
ritual to begin with). ral powers (Including Life, Vicissitude, Holly Strike,
Fair Play (•••••) and similar). This costs a Willpower point and lasts for
This powerful ritual allows the Sorcerer to “level the one scene.
playing field” against other users of luck-bending ef- Regeneration (••••••)
fects. Any sort of luck or fate altering power used in The Path of Healing is normally incapable of regen-
their presence for the rest of the day suffers a Thresh- erating lost limbs or organs, but with this ritual,
old equal to half the successes rolled by the Sorcerer through an extreme degree of effort, that limitation
(round down), although existing effects don’t suffer can be worked around. The ritual requires a full hour
from this. It doesn’t matter if these powers are harm- of work, and the (willing) patient must spend a perma-
ful, beneficial, or who exactly they target, if the Sorcer- nent point of Willpower, in addition to a temporary
er’s present, they fizzle and fail. point spent by the Sorcerer, per limb or organ being
Blessed Coven (••••••) regenerated, and at least three successes must be scored
This special ritual allows for multiple Sorcerers to for each.
utilize teamwork rules, as described for Fortune’s ef-
fects, without all of those involved actually knowing Hellfire
the Path. For each success on this ritual, one target is With Storyteller permission, you might be able to
blessed to act as an assistant, rolling the usual dice take Special Effects instead of rituals when gaining
pool for Fortune at a +1 difficulty to assist the group as Path levels, treating their level as the number of suc-
if they had the Path. The actual casting of the Fortune cesses required.
effect must occur within the same scene as this ritual’s Inflammatory Fluid (•)
completion.
This ritual allows a sorcerer to create a special fluid,
Healing whether by mixing blood, special herbs, or various
chemicals into it, making it highly flammable. Usually
Mending the Cut (•••) stored in a breakable container, this fluid combusts
A normal use of the Path of Healing can only expe- when exposed to open air again, creating a size one
diate the healing time of Lethal wounds, but this ritual fire, with heat decided by successes scored (Candle at
works directly on them. The process takes a half hour, 1, Campfire at 2, Bunsen Burner at 3, etc). Any fluid
and after it’s completed each success removes one le- created with this ritual turns to ash 24 hours after it's
thal wound from the target, to a maximum of the us- created. This costs a Willpower point.
er’s Path rating. This ritual costs a Willpower point, Elemental Resistance (•••)
and can only be used once per injury per target, as
normal. This ritual works as Fire’s Weal, but may be applied
instead to a (single) natural phenomena covered by the
Alleviate the Unearthly Wound (••••) Special effects the user has access to (for instance, Bliz-
With this ritual, the caster may apply the normal use zard might help resist damage from exposure or direct-
of the Path as it applies to Lethal damage (Stabilizing ly taken from hailstorms).
and expediting healing times) for Aggravated damage, Heat Shield (••••)
though this takes at least a half hour, perhaps longer

42 Sorcerer’s Companion
While Fire’s Weal can resist natural flames, this more
potent ritual allows the caster to be nearly immune to
it. Successes on the ritual, capped at the caster’s Path
rating, are subtracted from any damage that would be
taken from fire over the course of the next scene. This
costs a point of Willpower.
Command the Inferno (•••••)
This ritual, which can be cast more quickly than
normal (one turn per roll), allows the caster to com-
mand the spread of natural flames. Successes rolled are
split between the size and intensity of the flame to be
commanded, and once they’ve been garnered, the
ritualist may either define how the flames spread,
dampen them, or contain them. The fire can’t do any-
thing it couldn’t naturally do, for instance leaping
across a gap or spreading over something entirely in-
flammable. This control lasts for one turn, plus one
turn per success rolled above what’s needed to com-
mand the flames to begin with.
Sympathetic Inferno (••••••)
This powerful ritual allows the caster to call down a
pillar of hellfire down on a target from a long range.
The caster must have an object of personal importance
to the intended target, or a similarly strong sympathet-
ic connection like blood or hair. The ritual is then cast
as with the base effect, with successes purchasing Dam-
age, Area (centered on the target), and Special Effects,
although the Range becomes unlimited. An “aiming”
roll is made as normal, which does allow for the target
to potentially Dodge if a larger area is targeted. Once
the ritual is cast, the object or other connection used
to target burns up as well. This ritual costs two points
of Willpower to cast.

New Special Effects


••Blood: This deals an unsoakable point of lethal
damage to the caster, as their own blood is burned in
order to fuel the effect, but if the target is damaged by
the effect, they find themselves wracked with pain and
unnatural fatigue, as their own body works against
them; treat them as having two “phantom” points of
additional damage for the sake of calculating wound
penalties and effect on movement.
••••••Balefire: This sickening, unnatural sort of
flame burns a sickly green and carries a corrupted En-
tropic resonance with it (in fact, even purchasing this
special effect tends to make the Sorcerer’s resonance

43
take on that sort of flavor). Rather than burning clean- Awaken Node (•••)
ly, it almost boils and moves with a strange viscosity to This ritual allows dormant producers of Mana (of
it, and it seeks out its intended victim with an unerring any kind) to be uncapped, reawakened, or otherwise
gait. Balefire does not need a targeting roll (although it made to produce energy once again. Successes are re-
CAN be targeted to gain additional attack successes to quired equal to the location’s previous rating, multi-
damage), and tends to taint its victim with its foul plied by two if the area’s something other than a typi-
resonance; repeated uses of it can cause all sorts of side cal Node (such as a Caern or Balefire), and further
effects (represented with various physical or supernatu- increased if strange, external effects are what caused it
ral flaws), to both the victim and caster alike. This to go dormant (Storyteller discretion). This effect is
unnatural fire does, however, tend to attract the atten- permanent, though costs a point of Willpower to cast.
tion of Werewolves and other shifters, so the Sorcerer
should be very careful in using it where they might be Suppress Place of Power (•••)
lurking. This effect must be made aggravated. This ritual allows for a Node or similar place of
power to be suppressed for a longer period than al-
Mana Manipulation lowed by the base Path. Upon completion of the ritual,
Study Wonder (•) a Node of rating equal to or lower than the number of
successes rolled has its Mana flow (of any kind; Quin-
While figuring out the resonance of a Wonder can
tessence, Glamour, etc) blocked for a day, plus an ad-
give some basic idea as to what its intended use is, this
ditional day per success rolled over the minimum re-
isn't always accurate, nor is it very detailed. This ritual
quired. This costs a point of Willpower.
gives more specific information; Intelligence + Occult
is rolled, and the successes scored gives the level of Mana Absorption (••••)
information you receive. One success gives a general With this ritual, the sorcerer can temporarily store
category of effect (protective, offensive, mind-altering), more mana, like with the base path effect, but the
three gives a specific use, and five gives information as mana absorbed with the ritual doesn't need to be used
to the specific type of Wonder (Minor Talisman, Arti- in the next turn, and instead remains in the sorcerer's
fact, etc). This costs a point of Willpower. pattern until discharged. This can't be used if the sor-
This ritual doesn't work on Fetishes or other magical cerer already has more than his usual maximum stored
objects specific to other Night Folk, but with proper (because of this ritual or otherwise), until he's back
information, similar rituals can be learned that apply down to normal. The maximum amount of extra mana
to them instead, for the same cost. this ritual can possibly allow a sorcerer to store is
5+Path Dots. This costs a point of Willpower.
With Storyteller permission, this ritual might instead
be purchased for use with the Alchemy or Enchant- Countermagic Ward (•••••)
ment Paths. The Sorcerer is able to form a larger bubble of Mana
Absorb Resonance (••) that provides protection against magic of any sort over
an area. For each success rolled, one Mana the Sorcer-
The Sorcerer “soaks in” the Resonance of a location,
er has access to (whether internally or in the form of
object, or another spellcaster they have access to; they
Tass, Dross, Infusions, or similar stores of energy) can
must be present for the entirety of the ritual. Upon a
be added to a Countermagic dice pool that’s rolled (at
successful completion, the Sorcerer’s own resonance is
difficulty 7) against any effect targeting someone in the
replaced temporarily by the sort they’ve absorbed. This
area, with successes subtracting from the caster. This
effect lasts for a day.
ward lasts for one day, plus one additional day per
Suppress Personal Resonance (••) extra success dedicated to duration.
This ritual lets a Sorcerer suppress their own Reso- Wellspring (••••••)
nance, similar to a mage using Mind 2, removing the
The Sorcerer is able to create a temporary wellspring
usual social difficulties it can cause, or otherwise mak-
of Mana that matches the Sorcerer’s type, similar to
ing it difficult to recognize. This lasts for a scene, and
the base Path’s effect, but the Mana comes in a slow
takes only a few minutes to cast.
trickle, is targeted over the area instead of coming
44 Sorcerer’s Companion
through the caster, and lasts longer. Successes are split stance). This ritual costs a point of Willpower, and
between duration (in days) and Mana produced per uses normal Distance factors.
day (two successes per Mana, capped at five per day). Curse of the Dreamless (•••••)
This Mana can be used by anyone who successfully
meditates there that’s capable of wielding a similar For one night per success, this ritual causes the target
“flavor” of Mana to the Sorcerer; with Storyteller per- to sleep without dreaming, which leads to mental fa-
mission this might even mean that a Kinfolk Sorcerer tigue and other side effects, especially over time. Will-
may produce Gnosis or a Kinain might produce power is not regained on any night the target doesn’t
Glamour. Unlike a traditional Node, any Mana not dream, and over the course of longer periods, tempo-
absorbed in a day goes to waste, as none settles natural- rary mental flaws or derangements might be developed,
ly into Tass or similar substances. at Storyteller discretion. This costs a point of Willpow-
er, and uses normal Distance factors.
Oneiromancy Demesne (••••••)
Sense the Dreamers (•) With this potent ritual, a mythic Oneiromancer is
This ritual allows the Sorcerer to detect individuals capable of forging a Demesne, a dream realm that they
that are currently dreaming in the surrounding area, can visit, or bring others to with use of other spells.
which can have various uses. Generally, this lasts for a Every three successes on this roll provides one tempo-
scene and expands to an area according to successes rary dot of the Demesne background, which lasts for
rolled; one might only find those in the same room, about a week, although recasting this ritual and simply
whereas five can detect half a city block. garnering three successes (no matter the rating) can
extend an existing Demesne’s duration. This can be
Dreaming Ward (••)
used to create a new realm or enhance one’s connec-
A simple effect, cast before falling asleep, successes tion to an existing one they already have the back-
scored on this ritual cancel successes on other powers ground for. This costs a point of Willpower.
used to enter or alter the caster's dreams. These suc-
cesses are ablative, meaning that they’re lost as they Shadowcasting
cancel other effects, and so a persistent attacker might Piercing the Mask (•)
eventually still get through. The effects last for a single
night’s sleep. A simple ritual, taking only five minutes to enact,
this allows a caster to see in the dark. One success
Dream Vessel (•••) allows for low light vision without penalties, and three
The Oneiromancer prepares a specially prepared ves- or more allows the caster to see with no light whatso-
sel with this ritual, enchanting it with a pre-prepared ever, though usually in various ebon hues, rather than
dream or nightmare that plays out once over the color or even grayscale. This can defeat even preter-
course of a night’s sleep. Multiple vessels can be used natural darkness if the ritualist rolls more successes
by the same target; the one with the highest number of (use Seeing the Unseen (V20, pg. 142) mechanics if
successes involved always “plays out” first, followed the opposing power isn’t normally rolled).
then by the next highest, and so on, until no more Terrifying Darkness (•)
vessels remain or the dreamer wakes up. This costs a
point of Willpower, and the vessel lasts for one day per The caster drapes a small room in darkened shadows
success rolled before its magic fades. (This ritual requires a minimal amount of light to be
present, if any), shadows which seem to contain a cold,
Recurring Nightmare (••••) suffocating tangibility. Anyone else that enters the
This ritual allows the caster to send a recurring room, or that's in there as the ritual's finished (or re-
dream or nightmare to a target, similar to the base leased) must make a Willpower roll (Diff 5 + successes
level of the Path, but the repetitions can be played out on ritual), or find that the darkness seems to choke
over the course of a longer, predefined period, or fol- them slightly, causing a -1 to Stamina pools while
lowing a given pattern (once every third night, for in- there. This ritual costs 1 Willpower to enact.
Veil of Shade (••)
45
With this ritual, the caster is able to hide an object 'darkness' to the area that makes it difficult to focus on
or furnishing, no larger than about half his own size, overall, not actually covering it with blackness but
in incredibly dark shadows. In a dark room, they'll instead just causing most people to ignore it.
never be found, and even if brightly lit, the shade re- Success on the ritual creates a blind spot about ten
mains, but obviously may alert someone to the fact feet across for about an hour per success, located any-
that something's out of place. The ritual lasts for a day where within the line of sight of its creator and capable
per success on the casting roll. of moving at up to the ritualist's walking speed, at the
The Shadow that Serves (••) ritualist's mental direction. Anyone wishing to peer
This ritual calls a shadow entity from the void (some- inside must earn more successes on a Willpower roll
times known as the Abyss) to serve as a spy for the (difficulty 7) than the creator achieved on the ritual.
ritualist. Performing this feat involves allowing the Otherwise, he just doesn't think to consider it. Note
flame of a candle to burn the ritualist, dealing 1 aggra- that this power is wholly supernatural in origin, and
vated damage and requiring a point of willpower to most mortals will not have had the experience with the
accomplish, and then extinguishing the flame with occult to even consider that they can try to see what is
that same hand. The caster then tightens that fist, so malevolently forcing their attention away. Powers
digging fingers into burned flesh until blood is drawn, capable of defeating supernatural deception follow the
allowing those first few drops to hit the ground. The normal rules for such. This ritual costs a point of
blood blackens unnaturally, taking the shape of a Willpower to use.
small, shadowy creature which can serve as a spy for Tripping Shadows (••••)
the ritualist for one day per success, disappearing on The Shadowcaster thickens the shadows in the area,
the sunrise following the last day. the substance allowing them to trip up and impede
The creature has a stealth pool of 10, rolled at diffi- those who don’t know what they’re dealing with. This
culty 4, and an alertness pool of 8, rolled at appropri- causes a +2 difficulty to any rolls made to maneuver
ate difficulty. It can move as quickly as the caster could through the area by anyone other than the Shadow-
sprint, never tires, can communicate empathically with caster, and moving at more than half speed requires a
the ritualist by making skin contact, and is always Dexterity + Athletics roll (difficulty 8, after accounting
aware of where the caster is. It's not able to exert any for the above penalty). This costs a point of Willpower
sort of physical force or otherwise communicate. Any and lasts for a full day.
bright light shined directly on it will dissolve it, ending Shadow Walk (••••)
the ritual early, as will the touch of fire.
Generally, information given is in fleeting emotional By cutting his palms and placing his hands on a
impressions and obscured images; shadows don't shadow-covered surface, the caster becomes able to
commune well with human minds. drink in the surrounding darkness, allowing him to
fade from sight and dampen sounds made after the
Blinding Darkness (•••) ritual completes. Until the next sunrise, so long as the
This ritual, which costs 1 willpower, allows the caster caster is at least partially covered by shadows or dark-
to blind a target if they fail a Willpower roll (Difficult ness (including unnatural darkness, but not his own
of 4 + successes rolled). This blindness lasts for a scene, shadow), he's utterly invisible to passersby, unable to
but is rendered useless against powers that would let be seen or heard by mundane senses.
someone see in the dark, as it's effectively highly tar- The ritual ends early if the caster does something in-
geted shadows (indeed, one looking at the blinded credibly obvious or attention drawing, such as attack-
person's eyes will have trouble seeing their irises, seeing ing someone, tripping an alarm, knocking something
just reflected blackness instead). Obviously, this ritual heavy over, or making loud enough noises to get past
is most often used by hanging it first. the ritual's 'dampening'. Supernatural senses may also
Shroud of Absence (•••) allow an individual to spot the Shadowcaster, using the
Rather than create a writhing, coiling mass of shad- normal rules for seeing the unseen, and if they make it
ows, this ritual instead adds a preternatural form of clear where the ritualist is to others, the spell also ends.
Enacting this ritual costs a point of Willpower.
46 Sorcerer’s Companion
Step Through the Abyss (•••••)
Another ritual that’s normally hung, this potentially
maddening ritual allows the Sorcerer to escape more
immediate danger by stepping through the shadows to
someplace… else. Called the Abyss by some, the Shad-
owcaster finds themselves assaulted by strange imagery
and unsettling visions while there. They can remain as
long as they want, unassailable by those lacking a way
to get into the strange realm, but doing so for more
than a short period is taxing. For every day the Sorcer-
er remains, roll Willpower (difficulty 4 + days they’ve
been there); on a failure, they lose a point of Willpow-
er, and on a botch, they lose two. If they run out of
Willpower and fail again, they need to either leave
immediately or else be driven mad (represented by
appropriate mental or supernatural Flaws).
Whispering Darkness (•••••)
This ritual can be used to cause a patch of darkness
to “spy” on an area for the ritualist. For one night after
the ritual’s use (which costs a point of Willpower), the
shadows in the area funnel all they see to the caster; of
course, the senses of these abyssal entities are warped
and dark, making it hard to make out colors and de-
tails, although general events, shapes, and forms can
generally be determined. Larger numbers of successes
will generally grant more detail.
Shadowcrafting (••••••)
The Shadowcaster is able to use this ritual to forge
items made of pure, semi-solid shadows, hardened to
an eery sheen by this magic. This can form any simple
or purely mechanical equipment, but can’t form any-
thing capable of chemical reactions, conducting elec-
tricity, or similar levels of technology. Successes are
split between armor/damage/equipment bonus of any
tools being forged, which will last for a full week before
fading into nothingness.
Tenebrous Form (••••••)
The sorcerer learns to not only master the darkness,
but become it. By meditating within the shadows for at
least 10 minutes, the Shadowcaster becomes able to
take on their form, becoming as insubstantial and
fleeting as the darkness itself. They’re unable to be
affected by gravity or physical force, but must at least
partially be touching a solid surface to move about.
In this form, only fire, solidified darkness, and super-
natural banes and weaknesses will harm the ritualist,

47
although they in turn may not attack physically. How- Separate mostly-mechanical or simple electron-
ever, they may envelop characters with the same effica- ic devices - Toasters, Lighters, Blenders,
cy as using the fifth dot of Shadowcasting, potentially Clocks, etc.
frightening and shrouding them in the same way. The Can also be used for Digital Web programs -
character is also able to see even in pitch blackness and Minor Data Beasts, Minor Attack Progs, Vi-
supernatural darkness. ruses.
This ritual costs 1 Willpower and lasts for a scene or Level 2
until it’s ended willingly by the caster.
Ephemera/Necromancy/Daimonic:
Summoning, Binding, and Ghosts (If using Wr20, separate into Wraiths
Warding and Spectres).
Some advice follows for the specificity and availabil- Material:
ity of rituals relating to certain types of entities. As Any larger animal – Wolves (including Dogs),
well, there are a few “general” rituals that work outside Dolphins, Monkeys, Elephants.
the bounds of the Path’s normal Aspects, which cover
the effects of certain older Paths (like Ephemera) that Coiling:
were folded into this one in Sorcerer Revised. Larger, more complex devices can be chosen -
Televisions, Monitors, Radios, Print-
Creatures ers/Scanners, Intercoms, Phones, Cameras.
The following is some advice and expanded options
Digital Ghosts.
for the creatures that can be affected at each level of
this Path, separated further by the type of S/B/W, if Level 3
the distinction matters to your character. Note that Ephemera/Necromancy/Daimonic:
while animals are separated fairly specifically, ephem-
eral and supernatural beings are just slightly more gen- Naturae, Astral Preceptors, Astral Angels, Mi-
eralized; the reason for this is that while “rat” as a crea- nor Astral Deities, Astral Demons, Celestials,
ture type actually covers dozens of species, a “rat natu- Epiphlings, Sentient Chimera, Banes, Chaos
rae” is usually the most specific “species” of spirit that Spirits (Wyld Spirits), Paradox Spirits (bad
a Sorcerer will recognize, and so more general catego- idea), Nephracks, etc. Generally up to Jag-
ries are given. This also helps Ephemera Summon- glings/Servitors in level of power.
ing/Binding/Warding to be a bit more useful. Material:
Note: Where the word “Minor” appears as a distinc- Humans. This affects Mediums, Acolytes,
tion, it can be assumed to mean Gaffling, Minion, or and “dabblers” in Numina if they have no
similar categories of being, as appropriate. other templates.
Level 1 Coiling:
Ephemera/Necromancy/Daimonic: Computers, Alarm Systems, Entertainment
Minor Naturae, Imps, Minor Epi- Systems, Internet Hubs, etc.
phlings/Stereotypes, Minor Banes, Nonsen- Can also be used for more complex Digital
tient Chimera, Minor Celestials (lunes, for in- Web programs- Data Beasts, Attack Progs,
stance), etc. Virii.
Material: Level 4
Any simple creature type – Rats, Bats, Spiders, Ephemera/Necromancy/Daimonic:
Lizards, Flies, etc.
Familiars, Bygones, Risen, Fomori, Drones,
Coiling: Gorgons, Kami, other individual types of Pos-
sessed beings, etc.

48 Sorcerer’s Companion
Material: them to see anything else in the penumbra, however.
Kinain, Kinfolk, Sorcerers, Psychics, Consors Unlike most rituals, this one requires only a minute to
(human ones), Ghouls, Thralls. cast.

Coiling: Fae Sight (•)

Trinary Computers, Devices, Gadgets, VR sys- This ritual works like Ephemeral Eyes, but allows the
tems. sorcerer to see Chimera in the Near Dreaming. The
memory loss of the Mists still applies, but no Coma
Level 5 results.
Ephemera/Necromancy/Daimonic: Mediumship (•)
Fallen Demons, Denizens (Adhene), Elemen- This works as See Naturae, but for seeing Ghosts, in
tals (Inanimae) the Shadowlands, instead.
Material: Enochian (••)
Vampires (Cainites), Kuei-Jin, Mages, Change- With this ritual, the character becomes able to speak
lings, Hsien, Werewolves, Changing Breeds and understand Enochian temporarily, allowing easier
(one ritual per type), Imbued. interaction with High Umbral entities. They can be
Coiling: treated as having +1 dot of the Enochian Ability (or
the Enochian Esoterica Specialty, if using M20).
Automobiles, Airplanes, Large-Scale Security
Systems, Boats, HIT Marks, etc. Granted Sight (••)
Level 6 This simple ritual works as either Ephemeral Eyes,
Chimerical Sight, or Mediumship (each must be pur-
Note that Level 6 Rituals should be incredibly diffi-
chased separately), except it allows the perception to be
cult to find and learn, and if misused, it’s very likely
granted to someone else other than the caster.
the Summoner will be hunted down by very powerful
beings. Just because the following are theoretically Spirit Speech (••)
possible doesn’t mean any Sorcerer will reliably and After casting this ritual, the Summoner becomes
frequently be making use of them, if they even discover able to understand the strange tongues spoken by
the rituals’ existence to begin with. Middle Umbral spirits, and allows them to be under-
Ephemera/Necromancy/Daimonic: stood by those entities in turn. They can be treated as
having +1 dot of the Iwapo Ability (or the Iwapo Eso-
Demon Lords, High Umbrood Gods, Incarna,
terica Specialty, if using M20).
Celestine Avatars, Malfeans, Earthbound.
Tongue of the Shadowland (••)
Material:
While the dead are known to speak the same lan-
Antediluvians/Methuselahs, Archmages, Leg-
guages they did in life, Wraiths also seem to have a
endary Shapeshifters (Rank 6), Arcadian Fae.
tongue all their own, allowing universal communica-
Coiling: tion between them. This ritual allows the caster to
Legendary Digital Web entities of any sort. speak and understand that ghastly tongue.
Dolor (•••)
General Rituals
The following rituals don’t use the Aspects provided This very short ritual, requiring only three turns to
for the Path, other than Duration. cast (and this can be sped up with the normal difficulty
increase, as if it were a Path effect), allows the Sorcerer
Ephemeral Eyes (•) to damage the Essence/Power/Corpus of a spiritual
This ritual allows the Sorcerer to perceive entities in entity; each success rolled does one damage, although
the penumbra, including any sort of Middle/High this can be soaked by the entity. A separate version of
Umbral Spirit that’s present there. This does not allow the ritual must be purchased for Middle Umbral Spir-
its, High Umbral Spirits, Ghosts, Chimera, Digital
49
Web entities, Demons, etc. This costs 1 Willpower to
cast.
Penumbral Vision (•••)
A more complex version of Ephemeral Eyes, this rit-
ual allows the caster to see the entirety of the Penum-
bra, or any other Umbral Realm that’s directly parallel
to the material realm where they are. This will also
allow the caster to see back into the material realm if
cast from the Penumbra. Three or more successes al-
lows dual perception of both the Umbra and the mate-
rial realm, but anything less and the caster is unaware
of their physical surroundings while using this ritual.
Shadowlands Sight (•••)
With this ritual, the caster goes into a sort of trance,
and transposes their perception entirely across the
Shroud, letting them see the entirety of the Shadow-
lands, instead of just the Ghosts that may be present
there. With five or more successes on the ritual, a “du-
al perception” is allowed, letting the caster process
both the material realm and the shadowlands simulta-
neously. Otherwise, they’re unaware of the material
realm while watching the Shadowlands. Should the
caster somehow end up on the other side of the
Shroud, this ritual can instead be used to see the mate-
rial realm.
Fetter (••••)
This ritual allows a sorcerer to make himself into a
Fetter for a specific, named ghost for the duration,
with all inherent benefits and drawbacks to the Wraith
and Sorcerer. This costs 1 Willpower to cast.
Possession (•••••)
This dangerous ritual allows the Sorcerer to open
himself up to Possession; a specific, named spirit,
ghost, or similar ephemeral being that’s present for the
ritual becomes able to temporarily Possess them for the
duration of the effect, as if they had the Possession
charm/rhede (or, if using Wr20, as if they had the
Puppetry Arcanoi).
Cross Boundary (••••••)
Powerful Sorcerers find themselves able to step
across the Gauntlet like some Mages. With this Ritual,
which has its difficulty modified by the Gauntlet
rating (and requires successes appropriate to it), the
Sorcerer may step into the Penumbra. The ritual must
be cast again to get back.

50 Sorcerer’s Companion
Chapter Four:
Arcane
Development

Eldritch Resources
While the Awakened have countless
unique abilities and resources of their own, New Backgrounds
Sorcerers have built up their own power Feng Shui
bases over the years, whether to compete Whether via Paths like Mana Manipulation, the as-
with Mages and other Night Folk or to sistance of the Awakened (or stranger Night Folk), or
help them more efficiently work alongside through some other method, you have access to an
them. area that’s attuned specifically to one type of activity.
The following Backgrounds, Merits, and Flaws After choosing this Background, choose a single
should be assumed to have the requirement of being a Ability that this Background applies to. Within that
Sorcerer, but with Storyteller permission, a few might area, that Ability becomes easier to use, as described
be applicable to other character types. Still, you should below. Note that this does NOT stack with uses of the
be hesitant about giving away the few unique tricks Shape Mana ritual or similar abilities that makes a task
and tools linear mages have built up for themselves. with a given ability easier via Mana or Resonance.
These have all been written with compatibility in However, this Background may be taken more than
mind; all of them should work equally well with both once, representing multiple areas or multiple different
Revised edition games and M20 games. Abilities that are affected.
• You have a small space (like a single room)
that provides a -1 difficulty break to the chosen
Ability.

52 Sorcerer’s Companion
•• You have a larger space (a small home or so) ••• You have a relic of middling power, or perhaps
that provides a -1 difficulty break to the chosen multiple lesser ones, which provide +2 dice
Ability. and -1 difficulty to appropriate Spells and
Rituals.
••• You have access to either a huge area (a
warehouse, manion, or park, for instance) that •••• You have a very powerful relic that resonates
provides a -1 difficulty break, or a small space strongly with a given realm. This provides +3
that provides a -2 difficulty break. dice and -1 difficulty to appropriate Spells and
Rituals.
•••• You’ve prepared a larger space that provides a -
2 difficulty break to the chosen Ability. ••••• Your artifact almost seems to exist partially in
another realm, and so provides +3 dice and -2
••••• A huge area that you have access to provides a
difficulty to appropriate Spells and Rituals.
-2 difficulty break to the chosen Ability.
Trinket
While Wonder covers objects made via Awakened
Spiritual Relic Magic and Sorcery, sometimes a Sorcerer who’s made
When aligned with energies of death, they’re often strange alliances may find their way into the possession
called Memento de Morte, when aligned with natural of far stranger objects. This background represents
spirits, they’re often called fetishes (lower case f), and those; this might be a Werewolf’s Fetish modified to
when aligned with other beings altogether, they may be work for a Sorcerer (or Kinfolk), a Fae Treasure, a
called any number of names. What they all have in strange artifact born of Vampiric Thaumaturgy, or
common, however, is that they have a tie to another something stranger still.
layer of reality, and thus make it a little easier to utilize
• You’ve come into possession of a single,
Sorcery on otherworldly beings or the realms they
dwell within. temporary item of some kind, like a Talen.

Upon choosing this relic, choose one wider realm; •• You’ve either stolen, been gifted, or lucked
the Middle Umbra, High Umbra, Dreaming, Digital into possession of a minor relic crafted froms
Web, and Underworld are examples of valid choices. trange magics (Level 1, or created from a Level
The bonuses provided by this relic apply to Sorcery 1 power).
used on that realm, in that realm, or on entities from ••• You’ve managed to get ahold of a somewhat
that realm, although this bonus does NOT apply to more powerful, but still minor artifact (Level
humanoid beings that have a tie to that realm; the 2, or created from a Level 2 power).
Dreaming won’t provide a bonus against Changelings,
nor will the Middle Umbra provide it against Were- •••• One way or another, you own a decently
wolves. powerful object of some kind (Level 3, or
created from a Level 3 power).
The main drawback of this Background, of course, is
that the relic is otherwise a fairly mundane object, and ••••• For whatever reason, you’ve somehow
so can be broken or stolen fairly easily; it also resonates managed to hold onto a fairly major wonder
very obviously to entities affected by it, potentially (Level 4, or created from a Level 4 power).
making an abusive caster a target.
Note that difficulty decreases follow the normal rules New Merits
for minimum difficulty for casting a Spell or Ritual. Impossible Ritual (2 pt. Merit)
• You have one minor relic that provides +1 die You’ve somehow managed to develop a ritual that
to appropriate Spells and Rituals. either works off of a Path that normally doesn’t allow
it (like Shapeshifting) or that relies on multiple Paths
•• You have two minor relics or one slightly (like a ritual needing both Hellfire and Shadowcast-
stronger one, which provides +2 dice to ing). The exact mechanics of this ritual should be de-
appropriate Spells and Rituals.
53
veloped with your Storyteller, but of course cannot
exceed the rating you have in the Path(s) it’s based on. New Flaws
Magical Signature (1 pt. Flaw)
Path Dabbler (7 pt. Merit)
Your magic is in some way oddly recognizable to
You’ve learned to dabble in various paths beyond
those that know how to perceive it. Whether through
those you’ve dedicated yourself to, allowing you to
Mana Manipulation Prime Scans, aura-viewing abilities
access the basic effects of a multitude of different mag-
like Auspex, or even high scores in Abilities like
ical studies. Every day, choose a single Path you don’t
Awareness or Kenning, those with a sense of magic are
have any rating in; you’re treated as having one dot in
able to recognize yours where it lingers. This might be
that Path for the rest of the day, although the difficulty
some odd flicker or visual signature that’s visible when
of using that Path is increased by +1, and you do not
your magic’s studied, or might be a strange, unique
gain a free Ritual (making it useless to choose “Ritual
sort of resonance that only your own spells give off,
Only” Paths). You may choose a different Path every
but it’s unmistakable and leaves a trail with the spells
day.
you cast.
Ritual Dabbler (3 pt. Merit)
Ritual Ineptness (7 pt. Flaw)
Through overly focused study that bypassed the basic
Whether you’re deluded into thinking you’re some
fundamentals most go through, you’ve learned a single
kind of psychic, cursed with an inability to gather
Ritual in a Path that you don’t have access to, or that’s
power over a long period, or simply unable or unwill-
above the rating you have in a given Path. This ritual
ing to focus on longer feats of magic, you’re utterly
can be up to third level, and you’re treated as having 3
unable to make use of Rituals. You do not gain free
dots of the Path for any requirements of that Ritual
Rituals when purchasing a Path dot, cannot buy new
(such as for those that still use Aspects), but otherwise
ones, and are utterly unable to make use of “All Ritu-
may not access the Path beyond it. Some rituals might
als” or “Ritual Only” Paths. All of your effects come
not be suitable for usage without the base Path, at
solely from the base spells provided by any given Path.
Storyteller discretion.
You CAN, however, still purchase Special Effects for
Sympathetic Mastery (5 pt. Merit) Hellfire.
Whether through intense practice with sympathetic Stubborn Magic (1 or 4 pt. Flaw)
magic, training under a Master of Correspondence, or
Your character’s view of magic relies heavily around
a quirk of your magical lineage, you’re better able to
the need for supernatural energy to be channeled into
make use of sympathetic connections for your magic.
every effect. You must spend a point of Mana to cast
For any spell or ritual that relies on a subject’s True
any Spell or Ritual, and this first point does not lower
Name, any well-known name of theirs will work. For
the difficulty of it (further points do as normal, howev-
any connection relying on blood or a similar “piece” of
er). If you have no Mana left, you cannot cast Spells or
someone, a prized possession will work. For anything
perform Rituals.
relying on a prized possession, any possession will
work, and for those relying on simply having any pos- If you don’t need to use any other foci beyond the
session, you can get by with some representation of the Mana, this is a 1 pt. Flaw. If you still require typical
person, like a well-drawn picture or photograph. For foci in addition to the Mana, this is a 4 pt. Flaw.
long range spells/rituals or sympathetic magics that
don’t directly use the above methodologies, you simi-
larly can use a more general connection, but the specif-
ics should be discussed with the Storyteller.

54 Sorcerer’s Companion
The Sorcerer's Companion provides new Paths, Rituals,
Backgrounds, Merits, Flaws, and other options for Sorcerers,
utilizing the Sorcerer Revised systems and providing updated
hints for compatibility with M20.

Quick-Conversion rules for M20 play.


2 brand new Paths of Sorcery.
2 conversions of existing Paths to Sorcerer's systems.
75+ new Rituals.
New Backgrounds, Merits, and Flaws.
Advice for Crossover games.

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