|You'll need this.|
- It enables improvisation of unknown spells using the modular abilities rules from the basic set.
- It enables buying spells using rules for alternate abilities from the basic set.
|You will almost certainly need |
this book if you want to create
your own spells.
Other Useful Material
- Basic Set - Characters is often all that is needed for creating new advantages. It already has the majority of advantages and modifiers to customize spells. If you allow players to use hardcore improvisation, this and Powers are practically required.
- Powers has a few extra key advantages and modifiers that can help with a few important edge cases when creating new spells.
- The Power-Ups series has more good advice on spinning up advantages.
- Power-Ups: 1 Imbuements is especially useful as Sorcery weapon buffs are predicated on this system.
- Power-Ups: 4 & 8 limitations and enhancements might have more customization options, but I have not read them and personally can't vouch for them. I heard they are more like compendiums and if you already have a lot of the other important power books, they might not be immediately useful.
- Many other books contain advantages already turned into power abilities and can be easily retrofitted to Sorcery. For example, Divine Favor, another very interesting powers based system, has a lot of clerical "prayers" that can almost immediately be converted to sorcery by taking off the -10% divine modifier and changing it for the -15% Sorcery modifier.