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- World of Darkness: Sorcerer
- Comic Related Collectibles Survival & Price Guide
- The Book of Shadows
- Gon' Swimmin'
- A Game of You (The Sandman)
- Mage: Dice
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- Kithbook Redcaps
- Creature Collection
- Sorcerers Crusade
- Who Kill Kirk St
- Laws of the Hunt (Mind's Eye Theatre)
- Laws of the Night
- Batman: Long Halloween
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- Laws of the Wild: Werewolf Live
- The Long Night
- The Shining Host
- Laws of the Elysium (Mind's Eye Theatre)
- Cypher
- Laws of the Night
- Wraith Player's Guide
- Sandman: Fables and Reflections (Sandman)
- Shape Makes the Man?
- Guildbook Masquers
Average customer rating:
- Good Idea But Some Slight Flaws
- A Decent Mage companion
- One of the best
- A true to life (sort of) Supplement
- Great Book
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World of Darkness: Sorcerer: The Hedge Wizard's Handbook
James Estes , and Phil Brucato
Manufacturer: White Wolf Pub
ProductGroup: Book
Binding: Paperback
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Similar Items:
- The Book of Shadows: The Mage Players Guide : The Sourcebook for Players and Storytellers of Mage
- World of Darkness: The Bygone Bestiary (World of Darkness (White Wolf Paperback))
- Outcasts: A Player's Guide to Pariahs
- Lair of the Hidden (Vampire)
- Book of Storyteller Secrets (Vampire - the Dark Ages)
ASIN: 1565044517 |
Customer Reviews:
Good Idea But Some Slight Flaws.......2004-05-10
This older book delves into "hedge magicians" for the World of Darkness in general, not just Mage: the Ascension. Unfortunately, its nowhere near as good as the revised edition, but theres still some good info to be found here. The introduction makes a point of how "sorcerers" have been overlooked by "True" Mages, and also tries too hard to make distinctions. Basically, the introduction gives a look at what "hedge magic" is and why people practice it, as well as what its like to play as a seeker after occult knowledge (from the point of view of an Arcanum investigator). It then closes out look some "basic rules" (ie sorcerers aren't members of Crafts, they don't work True Magic, etc) which are basically artificial distinctions that few Mages pay attention to anyway.
The next chapter takes a look at Sorcerer societies. Five groups get full write-ups complete with histories, magical styles and connections to other supernaturals, including the high ritualists of the Ancient Order of Aeon Rites, the Balamob Mayan shaman, the Mormon mystics of the Nephite Priesthood, the Nigerian Uzoma priests and the new age Thal'hun. Minor groups like the Irish Fenian, Mogen ha Chav kabbalists, Dozen Priests of the Pythian Order and others also get brief mention. However, as good as the full write ups are, some of the things have now changed with the metaplot (ie, Balamob and Uzoma joining the Dreamspeakers, Nephites becoming Choristors and the Thal'hun disbanding and being reabsorbed into a new group called the Star Council).
The next chapter covers character creation, including a handful of new Traits, Archetypes and Backgrounds, as well as some appropriate Merits and Flaws. Some of the stuff is a bit overpowered though (immortality for instance), but most of it fits the mood and themes of the World of Darkness. Theres also a chart for converting "hedge magic" into Disciplines, Arcanoi or Spheres (for sorcerers who die, Awaken or are Embraced). Its an okay system, but again slightly unbalanced. Following this is an entire chapter on "hedge magic" covering casting, systems and common foci and styles. Theres also over a dozen Paths (and associated rituals), magical effects such as shapeshifting, divination, speaking with spirits, alchemy, healing, controlling elements, making magical items and so forth. Unfortunately, the Paths aren't always well defined.
Theres also a chapter of templates, like the shapeshifting hitchhiker, antiquarian, street prophet and secret agent/witch. Nothing interesting, but it seems like all of the sorcerers in this chapter are not members of any of the above described groups. The appendix includes sorcerers of note, like Cagliostro, the wandering African Uzoma thief Taneela Rangi Ya Fedha and the disturbingly mysterious "Gretchen", as well as some cool magical items like the love poppet, vision skull and a demonic mask. In addition to a character sheet, theres also a decent bibliography and list of websites. Overall, this is a good book, especially if you want information on things like the Balamob, Nephites or Uzoma. Otherwise, just save your money and buy Sorcerer revised. You get more up-to-date systems and mechanics (including way more paths), plus it meshes up better with the current setting.
A Decent Mage companion.......2002-07-21
Despite the complaints of some of the other reviewers, the Mage system is not complex - it is only slightly more difficult than anything else. However, as far as WoD: Sorcerer goes, not every spellcaster in the WOD can act as a Mage - that is, not everyone can bend reality at a whim. The Sorcerer book discusses the rigid paths of magic studied by mortals. While it does not take into account new canon (see Sorcerer:Revised), it's systems are more simplified than the new Sorcerer book, and in addition, lists a /great/ deal of Rituals. Anyone that wishes to run a game based around dark and gritty magic (something to the effect of Call of Cthulu magic), ought to pick up this book. /Don't/ buy this book just because "Mage hurt my wittle head".
One of the best.......2000-06-17
WoD: Sorcerer is a great book, detailing a system for"hedge wizards," IE, sorcerers you don't have to break yourneck reading the Mage book to understand. The seven or eight Sorcerer lineages bring all kinds of fresh occult material to a World of Darkness where you thought you'd seen everything (just because you know what vampires, werewolves, and wraiths are). With juicy descriptions and a bunch of "hedge paths," of magic, WoD Sorcerer brings much-needed mystery and diversity to any WoD game. It has rules for awakening or being embraced *after* sorcerous study, too, so if you really want to complicate your Vampire or Mage chronicle from the start, this is your book.
A true to life (sort of) Supplement.......1999-12-19
I am of an alternative religion, and have always striven to bring my characters to be as close to my true self as possible, and this book lets me turn my self into a realistic, playable character. As has been said, they don't have the overpower complex magic of Mage, but do have an edge over other mortals. In the end, if you want to play a mortal with a chance of survival, this is one of the best books for it!
Great Book.......1999-09-17
Hedge Magic was much a better idea for magic than true magick. It was a lot simpler to understand and a much better new type of magic
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