Learner wrote:What is the advantage of being a Sorcerer over a Shaman?
A Shaman has all but 1 spell in his spell list, and that spell is Animate Hand, not something your typical PC is likely to cast during their career. A sorcerer can only cast 34 of the 37 spells, the three being Environmental Protection, Undead Ward and Vision Quest. A sorcerer has a cumulative -1 to his casting per Rank of spell if he doesn't have components and without a source of income he's more than likely going to be casting without components. True, a Shaman gets -4 on his Arcane Roll without his fetish, but in my 21 years of gaming (meeting at least once a week) the number of times a PC has been captured instead of killed adds up to about 5. Finally, a shaman gets a +1 to his Arcane Roll in his native country but no penalties for dealing with foreign spirits.
Please, I beg you, explain to me why would you choose Sorcerer over Shaman?
Not exactly a question on how the rules work, but it does play a factor, so...
Well, first off, I suppose we're looking at a purely mechanical reason as opposed to a character-driven reason, so that's what we'll stick with.
All characters generally have an income whether it comes from events in game or out of game. As a Rich character has three times the starting money, they have three times the yearly income of someone without Rich. So in some way, the character should earn about 100 pounds a year, outside of any money that might come from the adventures themselves.
So while the Sorcerer has some limitation there; it isn't that huge, and they have the option of Edges to mitigate it that a shaman doesn't (Noble, Rich, and Very Rich). A player could even increase the limitation there by taking Poverty.
On the flip side, capture is not the only way a Shaman could lose his fetish. For instance, any AE attack could destroy it, as could a Called Shot made by a foe. And if it is lost, the Shaman has to wait 7 weeks
if they want to remake the fetish without penalty. That's a pretty big chunk of time.
One last thing to keep in mind. The Sorcery Skill is linked to Smarts, which is linked to many more skills than Spirit. If a player plans to take more skills linked to Smarts, the advantage then is to go with Sorcery rather than Shamanism.
Learner wrote:ASIDE: Why is the Shaman only spell Undead Ward based on Smarts instead of Spirit?
Since all the powers still use the same skill to activate, I'm going to guess this is in reference to the range. Not all aspects of a power are purely dependent on a certain Attribute for use. In some cases, something like Range may be dependent on intellectually use of a spell as opposed to the "pure power" behind it (the skill based on Spirit in this case).
That said, sorry, but the point is a bit moot in this case as the Range on both Spirit Ward and Undead Ward should be Self as noted in the text that the template is centered on the caster.
Hope this helps.