I'd prefer to avoid using Sponsored Magic: Type for all or most sorceries; it makes them fairly bland, in my opinion. The more mechanically distinct they are, the more they play differently, and the more flavor difference appears.
True, but then again, most of the magic in the original 7th Sea was the same mechanic with different effects and flavours. Sponsored Magic, if done right, might be the same mechanically but can be drastically different in flavour. For comparison's sake, compare Hellfire to Seelie magic; very similar in many ways, but drastically different in terms of flavour, thought, and even use.
But, to each their own. I just threw my thoughts out there for feedback.
Now, for what you have:
Sorte is a really fancy way to do assessments and maneuvers. It gives you tremendous freedom there, but really can't attack or block, much less perform complicated thaumaturgical rituals. It's all about plucking the strings. The ability to assess any aspect with Empathy, regardless of situation, is about a -1 Refresh; the ability to perform maneuvers with Empathy, regardless of context, is again a -1; adding in a highly flexible sponsor debt, albeit with vicious compels, is probably another -1, for a total of -3.
I won't argue that Sorte is a fancy way to do assessments and maneuvers, but at the upper ranks, it provides some rather powerful effects that bounce between divination and some transformation.
I mean, you can reweave someone's tapestry and change their arcana with a big enough ritual, and the Black Strand can even be a way of "taking out" an opponent.
Your approach also removes one of the interesting sides of Sorte: the fear of a Fate Lash.
Also, why was Empathy the skill of choice here? I would even assume "Perception" was a better choice to "see" the strand in this case, followed by either Discipline or Conviction to alter said strand.
And why the Sponsor Debt with this approach?
El Fuego Adentro is mostly just Channeling: Fire. Very little of what it does is long-term in either invocation or effect; mostly it just has many fancy ways to burn people and things. What needs to be expanded beyond that is in the hands of masters, and additional stunts can be made for them.
This is true; the Evocation rules already cover things like taking "damage" to ensure the spell goes off, which is why it works as-is.
The stunts could work, but also refinement and possibly just general manuevers could work.
I only approached the "Sponsored Magic" approach due to the nature of the magic/where it came from.
Zerstorung is dead, and ought to stay that way, but if it isn't, it's pretty much just a Breath Weapon with changed flavor.
Technically it is dead, but like any sick GM knows, anything "dead" just becomes "Unexpected." My best "villain" was a sometime ally of the party and turned out to be a Zertorung mage, and the party had to decide to leave her as an ally or make her an enemy. Hilarity ensued.
Anyway, unless I'm forgetting, I believe Zertorung required physical contact for the "spell" to work, and legends had it that a strong mage could dissolve an entire person in one go. With that in mind, I figured EvoThaum was the way to go, with the Sponsored Debt being anything from weakening the barrier to being cruel.
Porte is, yes, unique, but that doesn't mean we can't approximate a price. The ability to retrieve a limited number of items from any location is a useful ability, but I wouldn't price it beyond -2 at the most, probably only -1; the ability to walk to a set number of locations where said items are found is rather more useful, with World Walker I think setting the bar appropriately at -3.
I think we're onto something here. I agree that the power to pull things is useful, but isn't too game breaking, and with the "limitation" of the item needing to be blooded, the cost balances out.
The only concern is balancing the number of items, which can be settled via book keeping (blech) or possibly common sense with manuevers.
If I were to use Sponsored Magic as the shell again, perhaps the "enchanted items" could simply be blooded items? Or perhaps a similar mechanic could be used for this approach?
Laerdom seems like it should be really only usable as thaumaturgy, with any instant effects being enchanted items. I think simply saying "All Thaumaturgy is Laerdom, and Laerdom is only Thaumaturgy" is sufficient without getting into any wackiness with sponsoring.
I was looking at the Sponsored Magic approach for Laerdom since someone on the board has attempted to flesh out Gard's rune magic, which I think was fitting considering at the Master Rank, you
become a Rune, embodying everything about it.
If that's not a Sponsor Debt, I don't know what is. The same goes with following the Old Ways, and why the Vendel can only be "Half-Blooded."
The only objection I have for Laerdom being pure Thaumaturgy is the time. It is possible to etch a temporary rune in battle (and take physical consequences for failing it), so I can't agree with Thaumaturgy as written.
Besides, there are some other entities that could benefit from Thaumaturgy-like effects as they appear. Take a look into the Ussura book and you might understand why I say that.
I agree with the -2 version of Beast Change for a limited number of shapes (I'd make it three or four), and Modular Abilities with the Human Form limiter becomes slightly more affordable.
I think getting three might be pushing it, four would be pretty over the top for such a low cost, especially if they are getting the skill shuffle for each individual form.
Perhaps setting it at 2 to begin, with a "refinement" to be acquired at the speed of plot for new forms?
Also, the Modular Abilities with Human Form works in my book; it just means the Master Rank characters have learned to not change their form.
Glamour is the big one; I think Sponsored Magic really has to be the way to go, with sponsor debt compels taking the form of an agenda linked to whatever hero was being emulated when it was racked up.
I have to disagree with the sponsor debt. Remember that some of the entities being emulated are still alive, so it detracts from that idea.
I think having the debt to be closer to the goals of the Sidhe and the overall personality of those in Avalon would be the best way to go with it.
Very much of the opinion that the aspect/stunt method works best for swordsman's schools; new stunts can and should be created as needed for particular schools, but most should be straightforward. There's no need to pay for Swordsman's Guild membership; if it profits you financially it's Resources, if it gives you connections it's Contacting, and in any event it's an Aspect that can be invoked as needed.
Glad to see we're on the same page for this part. I haven't found an alternative method that I like yet, so this might be best.
As for the Guild Membership, I know some "schools" were given a benefit to being without a membership, and it was possible to be trained in a school that gives Guild Membership but you don't get those benefits; perhaps enforce that it is an Aspect, then?
My only objection to that is a simple thing has to become an Aspect.
I really know nothing about shamanism; when I played, we didn't have those books.
Most of the Shamanism appeared within the country books. Vendel/Vesten had Astrology, the Crescent Empire book was LOADED with them, Avalon had Druids, etc.
Very useful, but not too easy to emulate.
As you can tell, I spent a LOT of time reading these books. I've run and played in countless sessions in college, and I will always have a soft spot for the game.
Just not too keen on it's progression mechanic, and other parts get too crunchy for my taste, thus why I am really happy you brought up this thread!