Sorcerers are the wielders of mysterious magic and other such powers, something that puts them above the rest of mortality, in that regard.

The two most widely known forms are sorcery, or the study of magical, sorcerous formulae called spells, which must be executed with care as to be made real, and psychic phenomena, or the inwards use of supernatural powers to fuel one’s body, or to affect the world around.

Each comes with a set of defined rules to work in a consistent manner…and consequences if those rules are broken.

Sorcerer.png

Technocracy.jpg

Glyphs of Power, used by sorcerers to identify themselves, and of the Project



Lore

Sorcery, say the Kindred, was borne of Lilith. Others, instead, talk of Set, of the ashipu, and the many gods that roamed the Earth. Others, instead, say that before Thaumaturgy, there was mere sorcery: that is what made the Tremere so powerful: sorcerers in Kindred bodies…

One constant is clear: sorcery, as a power, is lost with the Embrace. The creative spark of magic is erased with death, and only the power of Blood can imitate that of a spellcaster.

Psychic powers, however, are less clear-cut. Some say they derive from brain power channeled into breaking physical and natural laws, while others call it an “off-shoot” of sorcery, a more innate, immediate execution of the prepared sorceries of a student of spells.

Regardless, they all gather in covens, groups or schools where they teach one another to master their power. The three largest groups are:

Among the mortals, however, something called “the Project” has been rumored to capture, and employ psychics for some nefarious purpose, unknown to most: what is known, however, is that the Project has a kill-on-sight policy on sorcerers, and sorcerers have pretty much the same on the agents of the Project.

This has led to the uncovering of the CIA’s “Project Sophron”, a parallel project made by the Agency as to counteract the BSI’s influence and likely overtake them once more as the elite “anti-supernatural” force of the United States.

Sorcerers

<aside>

Sorcerers have a pool of Quintessence (qp), whose Background will be linked here. Furthermore, at CC, they have Attributes 6/4/3, Abilities 11/7/4, Backgrounds 5, Numina 5, 5 starting Willpower (irregardless of the actual Courage), 21 freebies. Tables for Freebie/XP expenses are in System Reference Area.

They draw from this power to fuel their Numina (such as Hedge Magic and Psychic Powers). Should they spend it all, they can regain it by:

When learning a Numina Path, the sorcerer ties a permanent Attribute for casting, and what Ability is the basis of his sorcerous/psychic powers. The character then uses it as part of the casting pool (Attribute+Path Level). The Numina Path Level cannot be over the Ability number of dots.

The difficulty is equal to Path Level+3, and each added Aspect adds +1 diff, for up to 10. Psychic Phenomena, instead, are cast with Willpower, difficulty equal to Phenomena Level+3.

Witnesses are immaterial, though Masquerade Breaches are dangerous; each point of Quintessence spent lowers the difficulty by one. Each spell cast costs 1 WP.

Hanging Spells allows to keep one spell in the memory without difficulties, though for every two spells memorized, one has a -1 dice pool on Social/Mental checks.