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M20 Sorcerer

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Magicians and Mentalists

The shadows of the World of Darkness have always concealed supernatural secrets. Monsters exist and magic is real. Hedge wizards and psychics dwell on the edges of those shadows and of human society, straddling the liminal space between daylight and darkness. These sorcerers draw on inborn gifts or intense magical study to forward their agendas, protect their communities, or seek personal gain and power. Some few cast their lots with one faction of the Ascension War or another, but most sorcerers neither know nor care of the conflict among the so-called mages. For these practitioners, power is personal and to be used for personal ends.

Whether you are a Storyteller looking to fill out supporting roles or craft compelling antagonists for your Mage: The Ascension 20th Anniversary Edition chronicle, a player wanting to bring something unique to the table, or wanting to run an all-sorcerer story, Sorcerer contains everything you need!

  • Streamlined and complete rules for incorporating hedge magic Paths and Psychic Phenomena into your Mage: The Ascension chronicle.
  • Character creation rules and options to bring your hedge wizard or psychic to life.
  • Twenty Affiliations for Sorcerer characters to join or oppose, including classic favorites such as the Arcanum and Project Twilight.
  • New Merits, Flaws, Artifacts and more!

Also available now from Onyx Path Publishing:

World of Darkness: Ghost HuntersWorld of Darkness: Ghost Hunters

Ghost Hunters includes:

  • A broad, deep history of ghost hunter cells, and catalogue of weapons and artifacts ghost hunters might use in the World of Darkness.
  • Playable options among the hunters that fight with bullets and blades, and those who fight with belief and supernatural power. Alongside them, those hunters who would track, cage, and study the dead.
  • A wide array of story hooks and rich storytelling advice for those who wish to run a game of Ghost Hunters set alongside any of the World of Darkness games.
  • An appendix containing a selection of antagonists your ghost hunters may come to face.
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Reviews (5)
Discussions (6)
Customer avatar
William R August 27, 2023 9:18 am UTC
PURCHASER
The book is fantastic, but I do have a rather important question.
At no point in the book is it described how large a Sorcerer's base Quintessence pool is, or how to increase that pool.

Usage of Quintessence is described, but even in the Character Creation section, the Quintessence section exclusively talks about Paradox.
Sorcerers cannot purchase the Avatar background, have no access to Prime, and no other mortal characters use Quintessence, so there is no way to determine their Quintessence pool RAW.
The character sheet is marked with ten dots, but there are still no instructions for how that pool operates.
Is the intended method the same as is used in Sorcerer Revised Edition? AKA that the Mana Background has been updated to a Quintessence Background, but works roughly the same?

Given the essential importance of this mechanic, it's definitely something that should be clarified.
Customer avatar
John S March 21, 2023 9:49 pm UTC
At first I thought this was like Sorcerer paths of power, a system that is easy to understand and 90% functional. However the xp system of the new M20 Sorcerer proved to be a massive disappointment. I really disliked the xp system in contrast to the Paths of Power version and has had a major negative impact on my player experience of Sorcerer.
To explain I will add the following:

In mage 20th anniversary edition sorcerer it costs the current Rating x 7 for xp to improve path rating (Rating x 6 for affinity) whilst spending more xp for rituals and/or recipes. It is 10 xp to learn a new path and a whopping 21 xp to learn a different type of numina - in contrast the Technognosi merit in mage is only around 3-4 points (which similarly allows the mage to learn a drastically different approach or form of magic).

Sorcerer is supposed to be a minor splat that does not dabble in True magic per se but was supposed to be a good set of rules for mortals and other interested parties interested...See more
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Customer avatar
ezra S March 25, 2023 4:20 pm UTC
This was a thorough and poignant review. Much appreciated
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Christopher P July 07, 2023 4:26 pm UTC
PURCHASER
I don't see this as a problem, since it's consistent with what Sorcerer -is-.

Those other books are about supernaturals and the powers that are innate or otherwise generally available to them by virtue of their species, bloodlines, avatars, etc.

Sorcerer has always been about Sleepers being able to use 'discount magick', as compared to true Mages. In every WoD book that focuses on Mortals gaining access to supernatural power, the XP costs have been much higher for a less powerful ability than those of their Prodigal counterparts.

Numina, Psychic abilities, True Faith, Hedge Magic... this has always been the way of things.

It's inconvenient, if the player is looking to be treated as equal, in any way, to the Big League character types of the setting, sure. But on a practical level, this is in line with the precedents set by previous editions.

I would not advise against someone exploring Sorcerer, in *any* edition, just based on the fact that it...See more
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Illara S October 23, 2022 12:48 am UTC
PURCHASER
Will the printed book have a number on the spine? Already ordered a physical copy so I will find out eventually, just curious.
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Travis L October 23, 2022 6:44 pm UTC
PURCHASER
XIII
Customer avatar
Henrik K August 07, 2022 6:40 am UTC
PURCHASER
There is only really one thing that bugs me, and that is in the section about “Forn Jafnaðr” (pg. 85). They mention “forn seðr”, as meaning ‘ancient customs’, which it doesn't. “seðr” can be either an adverb meaning ‘soon’, or the 2nd-person singular form of “seðja”, meaning ‘satiate’ or ‘satisfy’. It should be “siðr” (with an *i*), which does mean ‘custom’ or ‘tradition’.

“Forn Siðr” is also the name of the first big, modern Norse Heathen movement in Denmark (full name: “Forn Siðr — Ásatrú and Vanatrú Association in Denmark”), established in 1997 and made an state-recognised religion in 2003.

Otherwise, no real complaints.
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Customer avatar
Travis L August 08, 2022 11:35 am UTC
PURCHASER
This is wonderful clarification. Please submit it to the errata!
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Customer avatar
Henrik K August 10, 2022 7:33 am UTC
PURCHASER
How do I do that?
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Customer avatar
Josh H August 11, 2022 4:53 pm UTC
PURCHASER
Henry here is the link to the errata form: https://forms.gle/kY1tgXLyMAuZKEhw5
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Customer avatar
Henrik K August 17, 2022 10:04 pm UTC
Think I missed the time-frame, seeing as the form closed. Sorry 'bout that, I don't check the Vault very often.

Edit: Huh, guess my info's different between STV and DriveThru. Good to know.
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Customer avatar
Henrik K November 13, 2022 6:25 pm UTC
PURCHASER
Just got around to check the final release. I'm not mad, and I'm not complaining, but I almost spat out my water when I noticed my advice on the spelling was taken... well, halfway, at least.
I'm just sat here, chuckling to myself as "seðr", which was supposed to be "siðr", was changed to "seiðr", which is literally the pre-Christian Norse word for a witchcraft-like, semi-"shamanic" mystical tradition practised almost exclusively by women. Rather than 'ancient customs', they now write 'ancient witchcraft'.
I'm honestly amused by this (in a good way).
Customer avatar
Kenneth E August 04, 2022 3:25 am UTC
PURCHASER
It's good-ish. I like the actual sorcery so far. Glad to see more paths. Hellfire is still a dumpster fire (heh) but it can probably be fixed fairly easily by just swapping out Area for Targets in aspects. The tables for various ranges are still awful (As they've always been) because it seems like it just copied them straight out of Revised... But, the Revised writers didn't know how area worked so they think 20 square feet is big... It isn't. If you've got Sorcerer: Paths of Power, it's basically that but official. I wouldn't buy it twice, personally. Still, if you'd like an update on sorcerers and you're willing to do a bit of tweaking on the various tables it's a nice compilation and expansion of various sorcery paths. They also gave rules for mages inventing new sorcery paths! Which is extremely thematic and a thing they could contribute to in universe but I believe this is the first time it's been given mechanics. If you're coming from Sorcerer Revised it is a bit of a nerf on a few of the paths...See more
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Customer avatar
Jonathan L August 04, 2022 3:35 pm UTC
PURCHASER
The “mages creating Paths” thing is a condensed version of the rules for that found in S:PoP. Personally, I'd recommend the latter; there are a handful of things that S20 does differently than S:PoP, but not enough to justify buying both.
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Customer avatar
Kenneth E August 04, 2022 6:32 pm UTC
PURCHASER
They're doing an errata and already fixing the area issue. So, take my belly aching with a grain of salt
Customer avatar
Robert S August 04, 2022 1:17 am UTC
PURCHASER
This is an absolute hot mess, it's worded and formatted well but the costs have become insane, psychics is an absolute laughing stock, still as weak as in the revised but now every activation costs a point of wp, the hardest resource in all of WOD to recover.

As for the paths, there great, I like the simplicity and handling but how difficult it is to even just levitate a book now is insane, heavens forbid you try it infront of someone.

The hedge mages in lore where strong enough to push back the oppressive mages, but I really don't see how in any realm they'd accomplish that with this.
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Customer avatar
Terry R August 18, 2022 1:01 am UTC
PURCHASER
You recover a point of Willpower daily in M20 assuming you get proper rest which is the same requirement for healing damage.

Where in lore do the sorcerers push back Awakened mages?
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File Last Updated:
October 11, 2022
This title was added to our catalog on August 03, 2022.