Linear Sorcerers
Linear Sorcerers bridge the gap between the Awakened and Sleepers, capable of learning some level of magical ability. Unlike a true mage, a linear sorcerer cannot improvise magic-they are limited to a generally relatively small set of 'spells.' In fact, many linear sorcerers know only a bare handful of spells-a doctor trained by the Progenitors might know the Life 3 Heal Others rote, but nothing else, while a consor trained by the Akashic Brotherhood may learn how to target their blows with Entropy 1, and sense incoming attacks via Forces 1. Linear Sorcerers, unlike Awakened mages, buy
spells rather than spheres-singular rotes which they learn to master.
Prerequisites
Linear Sorcery is difficult at the best of times and only exceptional Sleepers can reliably learn linear sorcery. To learn Linear Sorcery, a character must have either at least 4 dots in two relevant Abilities governing their sorcerous tools, or a supernatural trait (e.g. Enhancement) which justifies their use of linear sorcery. The relevant Abilities do not have to be 'classically' associated with the occult-an Akashic consor can learn linear sorcerery due to their mastery of Do and Athletics, a NWO Watcher might base their sorcery on Academics and Investigation, while a Shock Corps door-kicker will probably base their sorcery on their Firearms and Alertness.
[Since an Exalt already has a relevant supernatural trait by virtue of being Exalted, they should get to waive any other requirements. On the other hand, a ST might want to enforce these restrictions because the prerequisites define what a sorcerer's 'paradigm' is for lack of a better word, and not everyone's paradigm is or should be "I have a glowy bit of sun-god stuck on my soul, reality must obey me."]
Tools
The tools used by a linear sorcerer define them in the same way mages are defined by their paradigm. Linear sorcerers, unlike mages,
never transcend their paradigm. All linear sorcerers choose a focus to use to cast a spell with which they must use whenever they seek to cast that spell. A tool can be used for multiple spells (such as Hermetic linear sorcerers and their wands), but each spell must use a tool. Some linear sorcerers may use tools that are internal to themselves such as 'psychic powers,' 'implanted cybernetics,' 'genetic engineering,' or 'martial arts styles' to channel their spells-these tools are harder to master, but make it much more difficult to prevent a sorcerer from accessing their magic.
New merit:
Our Tools Shape Us (1 or 3 pt Merit): The linear sorcerer uses spellcasting tools which are difficult to remove, such as psychic powers, knowledge of martial arts, implanted cybernetics, genetic augmentations, or their own voice. At the 1-point level, the linear sorcerer uses something like singing or martial arts katas to cast spells. They cannot have their spellcasting tools removed without surgery, but the tools can be temporarily denied to them (e.g. by gagging someone who casts via singing or binding someone who must cast via martial arts kata). At the three-point level, the linear sorcerer always has access to their spellcasting tools, and the only way to deny the linear sorcerer their spellcasting tools is by invasive surgery (e.g. lobotomizing a psychic or ripping the augmentations out of a cyborg).
Spells and Casting
Linear sorcerers learn spells, rather than paths or spheres. Spells are glorified rotes and are constructed identically to rotes.
A spell is cast using the
Mage: the Ascension rules for casting magic effects, with the exception that the number of dots in the Spell replaces the character's Arete for all casting purposes. If using a rules variant where characters cast via (Arete + Sphere), replace this with either (Spell + Spell), (Spell + Attribute), or (Spell + Ability) as you wish [in Exalted vs WoD you'll probably want to use Spell + Spell, to minimize the amount of shenanigans that can be done via Exalted excellencies]. Spells can be enhanced with Mana use, at the rate of -1 difficulty/point of Mana spent. If the character botches a spell, bad things generally happen. Either inflict an appropriate dramatic penalty that is related to the intent of the spell being cast or look up the Paradox generated by the botched spell and subject the sorcerer to a backlash of intensity sufficient to completely burn off the paradox generated by the botched effect.
Unlike a true willworker, linear sorcerers may not freely make extended magic rolls in combat time. If a linear sorcerer wishes to cast instantly, they may only make a single roll on the spell and let the dice fall where they may. If a linear sorcerer wishes to make an extended roll, they must engage in a ritual, taking a minimum of ten minutes per roll (and often significantly longer). This ritual takes an appropriate form to whatever tools the sorcerer works with. The maximum number of successes that a linear sorcerer can accumulate on any single spell is equivalent to (Willpower). There is no additional cost for a sorcerer to enact a ritual-learning a spell allows the sorcerer to cast it as either a ritual or an instant effect.
Vulgar effects are more difficult for linear sorcerers. If casting a vulgar spell, a sorcerer must pay 1 Willpower to cast at all, plus 1 additional Willpower or Mana (in any combination) per point of paradox the casting would normally incur.
Higher-ranked effects cost Mana to even attempt. Any effect using 4-dot spheres costs 1 additional Mana to cast per 4-dot sphere. If the spell requires more than 1 sphere rated at 3 dots or more, add an additional 1 Mana to the cost. Linear sorcerers may learn spells which require 5 dots in a Sphere, but may not cast them independently. Instead, they may only use these spells to assist a willworker casting the same effect, using the normal rules for multiple mages collaborating on a single effect. For these reasons, linear sorcerers generally prefer to learn lower-level spells that have day to day usability. Linear sorcerers who learn Adept-level or Master-level effects generally only use them in concert with true willworkers-such as the drive technicians working on Voidship engines or the alchemists who provide the Euthanatos' Omega Protocol with draughts and infusions to achieve superhuman combat prowess.
Countermagic & Unweaving
Linear sorcerers do not have access to either countermagic or unweaving by default-but can learn it. Linear sorcerers must buy countermagic on a per-Sphere basis-if a linear sorcerer wishes to counter Correspondence effects, they must buy Countermagic (Correspondence). The sorcerer must only possess the ability to Countermagic one of the spheres which went into an effect. For a linear sorcerer, 'narrow' countermagic-countermagic that only works against someone with a similar paradigm (e.g. a psychic who can counter other psychics, but can't shut down a plasma cannon or a flaming magic sword) is costed as if it was a 1-dot effect. Broad countermagic, which works on all effects using that sphere no matter the paradigm, is costed as a 2-dot effect.
Linear sorcerers cannot unweave effects without the following merit:
Magefray (3 pt Merit): The linear sorcerer may Unweave effects like an awakened mage. The linear sorcerer may unweave any effect as long as she possesses a Countermagic spell for every sphere which the effect incorporates, using the highest dice pool out of all applicable Countermagic spells instead of Arete to unweave the effect.
Spell Cost
The first dot of a spell costs XP equal to the sum total of all the dots in every sphere used in the spell, plus 1 (e.g. a Forces 3, Prime 2 effect would cost 6 XP base). A Linear Mage pays (current rating x [highest required sphere]) to purchase a new dot in a spell.
Linear mages may not purchase more than 5 dots in any spell and may not purchase spells which require 6-dot spheres or above.
Buying spells at character generation costs 1 freebie point per 3 XP or fraction thereof for the first dot and 3 freebie points per additional dot.