MJ Homebrew: Linear Sorcerers
So, something that is very important to both sides of the Ascension War, but rarely dealt with (because they had their own super fiddly systems) is Linear Sorcerers.
This is a simpler system for Linear Sorcery. I do recommend using the Mana-for-mages hack and using Quintessence only for creating Devices/Talismans and permanent effects for it, though.
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 phenomenally difficult at the best of times. Only exceptional Sleepers can reliably learn linear sorcery. To learn Linear Sorcery, a character must have at least 4 dots in two relevant Abilities governing their sorcerous tools. This does not have to be 'classically' associated with the occult-an Akashic consor is likely to become a linear sorcerer due to their mastery of Do and Athletics more than their Occult knowledge, while a NWO Watcher is more likely to use their Academics and Etiquette to qualify.
Tools
Linear sorcerers, unlike mages, never transcend their paradigm. All linear sorcerers choose a tool 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 'psychic powers' or 'chanting' or 'martial arts styles' to channel their spells-these tools, which are difficult to deny to a character, are still valid for a sorcerer, but increase the cost of spells which use such a tool.
Casting
A spell is cast as any Awakened mage's magic, 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. Spells can be enhanced with Mana use, at the rate of -1 difficulty/point of Mana spent. The maximum number of successes that a linear sorcerer can accumulate on any single spell is equivalent to (Willpower). Vulgar effects are more difficult for linear sorcerers. If casting a vulgar spell, a sorcerer must pay 1 willpower per point of paradox the casting would normally incur to overcome their own disbelief (but note that they still may not spend more than 1 WP per turn), as well as 1 point of Mana. Strangely enough, the linear sorcerer does not suffer paradox for this-perhaps it takes its price from the mind of the sorcerer in this fashion.
Higher-ranked effects cost Mana to even attempt, which means that linear sorcerers tend to focus on small, relatively simple effects. Any effect using 4-dot spheres costs 1 Mana per casting, while effects using 5-dot spheres cost 3 Mana per casting. If the spell requires more than 1 sphere rated at 3 dots or more, add an additional 1 Mana per cast to the cost. Linear sorcerers tend to favor relatively simple, low-level effects which are nevertheless incredibly useful.
Spell Cost
A spell costs a certain number of Experience Points to purchase, based on the spheres necessary for the spell. A spell's base cost is the sum total of all the spheres which would go into its casting if the spell was cast by an Awakened mage. Double the cost if the effect would be generally vulgar or if the tool used for casting the spell is difficult to take away from the character (i.e. the spell is cast by prayer, singing or chanting, martial arts katas, or implanted cybernetics). Triple the cost if the spell would qualify for both. Paying this cost provides the character a spell at 1 dot. A Linear Mage pays (current rating x [highest sphere]) to advance a spell 1 rank, up to a maximum of 5.
There are no linear mages with spells at a rating greater than 5.
This is a simpler system for Linear Sorcery. I do recommend using the Mana-for-mages hack and using Quintessence only for creating Devices/Talismans and permanent effects for it, though.
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 phenomenally difficult at the best of times. Only exceptional Sleepers can reliably learn linear sorcery. To learn Linear Sorcery, a character must have at least 4 dots in two relevant Abilities governing their sorcerous tools. This does not have to be 'classically' associated with the occult-an Akashic consor is likely to become a linear sorcerer due to their mastery of Do and Athletics more than their Occult knowledge, while a NWO Watcher is more likely to use their Academics and Etiquette to qualify.
Tools
Linear sorcerers, unlike mages, never transcend their paradigm. All linear sorcerers choose a tool 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 'psychic powers' or 'chanting' or 'martial arts styles' to channel their spells-these tools, which are difficult to deny to a character, are still valid for a sorcerer, but increase the cost of spells which use such a tool.
Casting
A spell is cast as any Awakened mage's magic, 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. Spells can be enhanced with Mana use, at the rate of -1 difficulty/point of Mana spent. The maximum number of successes that a linear sorcerer can accumulate on any single spell is equivalent to (Willpower). Vulgar effects are more difficult for linear sorcerers. If casting a vulgar spell, a sorcerer must pay 1 willpower per point of paradox the casting would normally incur to overcome their own disbelief (but note that they still may not spend more than 1 WP per turn), as well as 1 point of Mana. Strangely enough, the linear sorcerer does not suffer paradox for this-perhaps it takes its price from the mind of the sorcerer in this fashion.
Higher-ranked effects cost Mana to even attempt, which means that linear sorcerers tend to focus on small, relatively simple effects. Any effect using 4-dot spheres costs 1 Mana per casting, while effects using 5-dot spheres cost 3 Mana per casting. If the spell requires more than 1 sphere rated at 3 dots or more, add an additional 1 Mana per cast to the cost. Linear sorcerers tend to favor relatively simple, low-level effects which are nevertheless incredibly useful.
Spell Cost
A spell costs a certain number of Experience Points to purchase, based on the spheres necessary for the spell. A spell's base cost is the sum total of all the spheres which would go into its casting if the spell was cast by an Awakened mage. Double the cost if the effect would be generally vulgar or if the tool used for casting the spell is difficult to take away from the character (i.e. the spell is cast by prayer, singing or chanting, martial arts katas, or implanted cybernetics). Triple the cost if the spell would qualify for both. Paying this cost provides the character a spell at 1 dot. A Linear Mage pays (current rating x [highest sphere]) to advance a spell 1 rank, up to a maximum of 5.
There are no linear mages with spells at a rating greater than 5.
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