1) You can get charm-competitive effects in several Paths at 2-3 dots.The paths are generally not worth it, 5 dot which is generally needed to be competitive with charms is 36xp. That near two, 5 dot charms or a lot of lesser ones.
2) 5 dots(or 6 dots, to max out Alchemy and a couple others) is only necessary if you need to absolutely master a Path.
Achieving broadbased competence is much cheaper.
3 dot Alchemy will give you healing potions, wound negators, supertough materials and potions duplicating psychic powers for a scene
3 dot Conveyance gives you the speed of an airplane
3 dot Divination allows you to look into time over ten years forwards and backwards
3 dots Enchantment allows us to make stuff that can duplicate supernatural powers
3 dots Fortune allows us to curse or bless individuals and groups of people with lifechanging effects; stuff like inflicting permanent illness, winning the lottery, better health, career success or success with the opposite sex for months at a time.
3 dot Healing allows us to stabilize dying people in the field, enough they can move under their own power.
I could go on.
3 dots in a Sorcery Path is 13XP.
For the 34XP for paying 5 dots of 1 Path, we could add 5XP and pay for 3x 3-dot Sorcery Paths.
Or we could add an additional 2XP, then buy 1x Ancient Sorcery spell and 2x 3-dot Sorcery Paths.
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