I've been doing some thinking lately on the Sorcery Word and how it FEELS underwhelming compared to my preconceived notion of what wizards can do.
Perhaps one way to remedy this is to add onto the Sorcery intrinsic.
"While a sorcerer will typically specialize in two other expressions of magic (Their other bound Words), all wizards/mages/sorcerers possess diverse magical abilities.
Heroes with the Sorcery Word may create miracles of any other Word approved by the GM. This does not change any of the existing rules for miracles, it simply expands their selection of possible miracles effects."
A GM could work up a small list of acceptable Words for the PC, or perhaps the PC could simply pick a few Words that they like and be able to access those miracles. You could tie the number of these 'demi-Words' to an attribute, or require them be tangentially related to the full Words they've chosen.
I'm open to suggestions and ideas of course. I have concerns about Sorcery becoming a JOAT, but with the proper restrictions it could make it more applicable and more fun.
While I also feel Sorcery is underpowered, I think this swings it WAY too far in the other direction.
Do you feel limiting the amount of demi-Words to, say, the Intelligence modifier FREX, would help with some of that?
Keeping in mind that any miracle already requires Effort be comitted for the day to create any effect.
Do you have any specific concerns?
In my reading, Sorcery is about low magic and Theurgy, not Divine gifts. I think expanding it to allow miracles of other words is outside of the purview.
That being said, I would be more open to allowing the purchase of gifts from other words to represent manifestation of magic. Not all gifts, but some.
I think I understand where you're coming from.
My intention was for a bearer to have access to multiple, temporary effects that would represent powerful but tempprary 'spells' as opposed to permanently altering reality as Theurgy or Gifts do.
I think of it as a wizard being able to wave their hand and summon a fire elemental for a bit, or knowing just the right charm to protect himself from the dragons breath. Maybe he can cast a 'spell' (ex. Miracle a Time gift) that will turn back time for a few rounds, but creating an effect like that drains 2 Effort for the Day out of him. To me, being able to purchase gifts from other Words doesn't give quite the wizardly experience I prefer.
If your players are fans of OSR magic, you could have a gift that gives them access to spell lists from a D&D class rather than a Low Magic path. Something like this for Wizard/Cleric. You could have a variation for Warlocks/Sorcerers. Also maybe have a greater gift that lets them redo thier class/spells with a month's training.
Magus of the Eldritch Scrolls
Lesser Gift - Constant
You have studied the rigid path of codified magical theory. You have the spell casting ability of an OSR wizard or cleric up equal to 2x your level. The available spells are limited to no higher than 6th level spells and follow the rules for that class in casting/learning/preparing them. You may commit effort for the scene to cast a spell without using a spell slot.
I like that! Thanks for the thoughts!
+Samuel S. FYI- I limited it to level 6 because I feel like the level 7+ spells are getting into Theurgy territory.
Possibly worth designing a Gift that allows the Sorcerer to create scrolls. Still takes the usual casting time and costs an Effort for the day (instead of a scene, unlike The Excellent Pause), but the scroll can be read from the scroll as if fast-casting (but costs no extra Effort). Create a limit where they can only have a number of usable scrolls equal to their maximum Effort pool, or their Intelligence modifier, or level. I’d also consider adding spells from outside GB that are worth having - D&D/Pathfinder has quite a few to choose from and many of them could be modified to fit Word-like Gifts that could be cast.