The purpose of this thread is to explore ways to take the Hedge Magic system and bring it fully into the x20 era.
Full disclosure: I'm posting this in the Classic World of Darkness forum instead of the Mage forum because I prefer to treat Hedge Magic as something distinct from the metaphysics of Mage: the Ascension and just as suitable for use in crossovers with Vampire, Werewolf, Wraith, Changeling, or on its own as with Mage: part of the idea is that sorcerers ought to be able to serve as dangerous antagonists against the various Night People; so I'm not particularly interested in rules that are designed to make them secondary to any one gameline. I'm viewing this as a companion piece to my Acolyte Magic thread, with the idea being that Acolyte Magic represents proto-mages who unknowingly draw upon Mage's metaphysics while sorcerers represent people who have tapped into sources of power extant to the World of Darkness rather than expressing an innate human potential to change reality. For this purpose, I'm reserving "linear mage" as a term to refer to some sort of Acolyte Magic system, while all other terms traditionally associated with Hedge Magic still apply to it.
As such, my inclination is to use the fluff from World of Darkness: Sorcerer and most of the mechanics from Sorcerer Revised, excluding only the "magic automatically fails in the presence of mundane witnesses" (I prefer the first edition's treatment of this as an optional rule to the revised edition's treatment of it as a requirement) and the inclusion of psychic powers: this is specifically about hedge magic, not about "all kinds of Numina". If ther's interest, I'll see about setting up a similar thread to discuss ways to update and expand psychic phenomena.
Given my desire not to treat Sorcerer as a Mage supplement, it's ironic that the first option I'm going to propose (to get the ball rolling) involves incorporating an element of M20 into sorcery: namely…
Practices. Sorcerer already includes the use of Instruments by hedge wizards as a necessary part of their magic; it only makes sense to incorporate a Practice as well, as a way of providing a framework for the use of those Instruments. With this option, every sorcerer must select one Practice from M20 to represent the style of magic he, well, practices. Whenever the sorcerer first picks up a Path, he should choose a suitable Attribute + Ability pair (confirmed by the Storyteller) with the Ability being drawn from his Practice's list of Associated Abilities, and the Attribute fitting the nature of the Practice (e.g., shamanism might end up using Social Attributes, given the shaman's focus on serving as a mediator); that becomes the Path's dice pool. For backward compatibility, assume that if no Practice is specified, it defaults to High Ritual; and treat the listed dice pools as suggestions for use with the High Ritual Practice. With this change, Hedge Magic ceases to be primarily about stock magicians and expands to easily cover alchemists, chaos magicians, craftsmen, priests, mad scientists, shamans, witches, and more.
Full disclosure: I'm posting this in the Classic World of Darkness forum instead of the Mage forum because I prefer to treat Hedge Magic as something distinct from the metaphysics of Mage: the Ascension and just as suitable for use in crossovers with Vampire, Werewolf, Wraith, Changeling, or on its own as with Mage: part of the idea is that sorcerers ought to be able to serve as dangerous antagonists against the various Night People; so I'm not particularly interested in rules that are designed to make them secondary to any one gameline. I'm viewing this as a companion piece to my Acolyte Magic thread, with the idea being that Acolyte Magic represents proto-mages who unknowingly draw upon Mage's metaphysics while sorcerers represent people who have tapped into sources of power extant to the World of Darkness rather than expressing an innate human potential to change reality. For this purpose, I'm reserving "linear mage" as a term to refer to some sort of Acolyte Magic system, while all other terms traditionally associated with Hedge Magic still apply to it.
As such, my inclination is to use the fluff from World of Darkness: Sorcerer and most of the mechanics from Sorcerer Revised, excluding only the "magic automatically fails in the presence of mundane witnesses" (I prefer the first edition's treatment of this as an optional rule to the revised edition's treatment of it as a requirement) and the inclusion of psychic powers: this is specifically about hedge magic, not about "all kinds of Numina". If ther's interest, I'll see about setting up a similar thread to discuss ways to update and expand psychic phenomena.
Given my desire not to treat Sorcerer as a Mage supplement, it's ironic that the first option I'm going to propose (to get the ball rolling) involves incorporating an element of M20 into sorcery: namely…
Practices. Sorcerer already includes the use of Instruments by hedge wizards as a necessary part of their magic; it only makes sense to incorporate a Practice as well, as a way of providing a framework for the use of those Instruments. With this option, every sorcerer must select one Practice from M20 to represent the style of magic he, well, practices. Whenever the sorcerer first picks up a Path, he should choose a suitable Attribute + Ability pair (confirmed by the Storyteller) with the Ability being drawn from his Practice's list of Associated Abilities, and the Attribute fitting the nature of the Practice (e.g., shamanism might end up using Social Attributes, given the shaman's focus on serving as a mediator); that becomes the Path's dice pool. For backward compatibility, assume that if no Practice is specified, it defaults to High Ritual; and treat the listed dice pools as suggestions for use with the High Ritual Practice. With this change, Hedge Magic ceases to be primarily about stock magicians and expands to easily cover alchemists, chaos magicians, craftsmen, priests, mad scientists, shamans, witches, and more.
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