

On top of all that, there was an absolute /shiteload/ of Merits a mortal could conceivably take that gave them a bit of an edge. They also revamped psychics along the line of hedge magic, so you could now have a sorceror with both who wasn't crippled in everything else. But who cares? They were cool.įinally, they came out with the second edition of Sorceror, and basically revised hedgewizardry to be more in line with Mage philosophy, pumping up the power a little to make them less of a wuss and more playable. Also included were cybernetic devices that used chi, another Mage tie-in. The illustrious Demon Hunter X book produced a new type of Numina (sort of), powers that were basically super martial-arts abilities combined with sorcery, powered by chi.

Even mediums and the Inquisition was using it! As the paths grew (a bit like low-powered thaumaturgy), it got to the point were you could buy rituals.a bit like vampiric blood sorcery rituals, but a bit more useful if less powerful overall. Still five-point power scale, but now they were actually useful, and started showing up all over the place.

Some you couldn't even improve.Īs things went along, hedge magic grew up, was revised, and diversified.

It started out, you could only have /one/ Numina, and only that one you had at the beginning of the game. by virtue of their fervent belief in a higher (or lower) power. Examples include Alchemy, Enchantmnet, Fetishism, etc.ģ) True Faith - Reflecting your character's ability to perform miracles, resist influences, etc. Broken down into 5-point power scale for each spell. Not comparable or even compatible with a true mage or vampiric blood sorceror. Broken down into 5-dot power scale.Ģ) Hedge Magics - Your regular sorceror/hedge wizard powers. Including Telekinesis, Telepathy, Cyberkinesis, Astral Projection, Animal Empathy, etc. Numina started out as three broad categories:ġ) Psychics - Your regular psychic powers. It changed a bit depending on the edition of WoD.
