He became a guide, at peace and occupied with classrooms. He came forward and uttered the word as a teacher. The selfappointed wise people came up to him, testing him, but he refuted them, for they were empty; and they despised him, for they were not truly intelligent.
— The Gospel of Truth, 11.17
You may have heard this phrase before: hedge magicians. Admit it; if you play Mage, you have probably spit that phrase out before: hedge magicians.
Perhaps you overlook them as the “willworkers” do. Perhaps you consider them “lesser talents,” purveyors of parlor tricks enraptured with their own petty goals and completely oblivious to the Ascension War and its consequences. What good's a hedge magician when you could be a True Mage with all reality at your fingertips?
True, hedge magicians don't barrle for Ascension, and their concepts of enlightenment and Awakening may be provincial compared to the concepts bandied about by mysticks and mages. Mythology isn't their ammunition; reality isn'ttheir playground. Most sorcerers have never even heard of the Ascension War or the Traditions or the Technocracy (isn't that a band?). They're less concemned with metaphysics than with personal growth and achievement. Unlike the Crafts, they did not decline membership in the Traditions or the Order of Reason: They were simply overlooked.
Though un-Awakened in the meraphysical sense, these talented folks are freer for their lack of “enlightenment.” While they might belong to magical societies (as opposed to the magickal factions of Mage), these sorcerers walk a personal Path. Paradox is no threat to them because they offer no threat to the “established order.” The static arts they pursue lightly stir reality's surface; they don't slap reality around like a red-headed stepchild or lure it like a whore using false promises or tricks to disguise her true intentions. So-called hedge wizards (who do not ever refer to themselves with such flippant titles) trear reality like a temperamental lover, like a partner with wonderful gifts to give to the paramour with enough wisdom and common sense. The key to such arts is knowledge, and hedge magicians love to learn.
* Hedge magic is limited. Magicians cannot use the Spheres of magick, but follow the more limited and defined magical Paths — Paths created by millennia of use. Such arts follow defined laws, but conform to ancient folklore and work in more “believable” ways than the wild, unpredictable Arts of magick. Consider such Paths “loopholes” in reality. A skilled magician can exploit them, but cannot reweave reality to suit his tastes.
The magician also walks a more challenging road. Without the grand powers at a True Mage's disposal, a magician must compensate with her own cleverness, witand common sense, The sorcerer's world is a shadowed room, filled with half-finished poetry, ancient riddles and devastating traps. Navigating this minefield is more hazardous — but more rewarding — when you don't have the awesome resources that a True Mage commands.
Some Ascension factions (especially the Hermetic Order) groom their perspective recruits by teaching them hedge magic first (see Order of Hermes, page 58). Other mages collect their consors from among “fellow travelers” in the mysterious occult world (see Ascension's Right Hand). These people occasionally advance to another level. A hedge magician needs not remain un-Awakened; she could, with the right choices, “graduate” to the higher levels of mystic achievement — the Arts of the True Mage.
Then there's Mage: The Ascension's sheer power level. While the game's metaphysics, concepts and ideals come from real magic theory, some of the upper-level Sphere powers get pretty outrageous. Path magic is more “realistic” than the fantastic Arts employed by True Mages. Inan “easy to swallow” chronicle (especially a “hunters” game like the ones portrayed in The Hunters Hunted, Inguisition, Halls of the Arcanum, The Quick and the Dead and Project Twilight), a hedge magician makes a more appropriate player character than an Awakened mage.
And let's be honest: Sometimes you just don't want to battle for reality. Sometimes it's fun just to have a character who understands some of the mysteries of the cosmos but walks without the baggage of the larger Ascension factions. Sometimes it's nice to return to the days when Creation was a mystery, a fascinating puzle, not a battleground.
World of Darkness: Sorcerer isn't really a Mage book; rather, it's a general-purpose look at those magie-workers who stand “between” the True Mage and the Sleepers around him. This book provides source material, rules systems, secret societies and character options for these elusive hedge magicians. With a few minor adjustments, however, it can also be an ideal resource for Awakened Orphans and solitary practitioners (see Mage, pages 55-56). After all, any mystical group (see this book's Chapter Two) can have Awakened members, and when you get right down to it, the challenges of the mystic road are pretty much the same whether you're Awakened or not.
So what can you expect from this book?
* Chapter One: The Way of the Sorcerer begins a discussion of the philosophy of magic as viewed by sorcerers themselves. You'll note some parallels between the ways of hedge wizards and their Awakened counterparts — their roads are not dissimilar. This is not a discussion of hedge magic vs. True Magick — it's is a look down any sorcerer's road.
* Chapter Two: The Faces of Sorcery offers an introduction to five major societiesand a handful of less-prominent — groups. “Major” is relative — just because they're important today doesn't mean they'll remain so. These societies offer jumping-off places for dozens of new stories and potential origins and affiliations for hundreds of new characters.
* Chapter Three: Character Creation shows you how to create magician player characters. While some main rulebook — Mage, Vampire, whatever — is still essential to the process, this chapter includes appropriate Merits, Flaws, Backgrounds, crossover notes and a few special talents.
* Chapter Four: The Paths presents hedge magic itself. It covers the various magical Paths, the things they do and the forms they take. While some of this material comes from Ascension's Right Hand, several new Paths have been added and the systems have been slightly updated.
* Chapter Five: Solitary Templates presents a variety of lone magicians. With some slight adjustment, these characters work equally well as templates for Awakened Orphans.
* Finally, the Appendix offers several “Sorcerers of Repute,” a handful of magical relics and a bibliography of insnirational works.
Enjoy!
LEGAL DISCLAIMER Necessitated by Stupid PEOPLE
Take a deep breath and repeat after me:
“I am not a wizard. I am not a vampire. I do not drink blood, worship Satan, or kill animals or people.”
Its that all clear, clear as in “crystal”? As in "Off course not!"? As in “Do Not Pass Go, Do Not Collect $200, do not go on Rikki Lake and brag about drinking blood?” Cool. Let's proceed as if this kind of nonsense was unnecessary.
If it's not clean, throw this book and all others like in the nearest garbage can and go seek mental help. Don't make your illness other peoples problem.
Thank You
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