'All that "higher-self" stuff is crap, kid. Magic takes discipline. It takes study. Lots of folks think you can just "ascend" to some advanced state and the world will be at your fingertips. Rubbish!'
The Key to Knowledge, Strength and Power.
'You want truth? You have to learn the truth, the Craft, the Art. You won't find it in some fruity New Age blather or some secret laboratory. The Truth takes dedication, kid, but it pays off. You've seen what I can do. And you want to do the same. Think you have what it takes? Let's see. The Truth is right here in my hand. If you want it, you'll have to take it.'
I Am the Magician, and My Will Is Law.
A stand-alone book for World of Darkness chronicles, this sorcerer's handbook contains all you need to play a wizard on the fringes of society. It includes: - Systems, Paths, Merits and Flaws for hedge magicians. - A host of secret societies, lore, and templates. - Crossover notes for other World of Darkness games.
As someone who played White Wolf's World of Darkness games to death back in the day, this added a new type of character to play as. While playing a mortal hedge wizard wasn't as cool as being a blood-sucking vampire or a mage with god-like powers, it was still a fun diversion when something a little different was in order.
This book is...fine. The bulk of it, the part focused on the numina and mechanics is good, though it is, of course, old and has been updated in later books to fit more recent mechanics. The organizations are interesting, but there's not much information on how Sorcerers fit in with Mage (except for a nice discussion of the mechanics of having a sorcerer Awaken or be Embraced) and particularly little mention of scientific sorcerers except for one UFO cult, certainly no mention of their use with the Technocracy. The book is good for what it is, but a lot of it has been superseded by more recent books that have done it better.