Currently in both the 1st and 2nd age books Sorcery is only available to Humanoid and Reptilia, it also contradicts itself in both books. In the ability section it says you must take a light or darkness power, in the domains it says you must take twilight powers but not any of the primordial spheres. I asked about this on either a QnA or the forums here and was told its twilight powers. Well lets do some comparisons, shall we? I will be leaving out innate powers because they seem pretty good and unique in their own right and I will be leaving out the Insekt fungus stuff because it acts real funny and one of them is even broken at the moment (Harvesters cannot cast powers). Abilities that grant the Path of Twilight-powers: -Shaman Powers: Requires a 1st tier then a 2nd tier trait. Reptilia (7 to cast) and Biests (8 to cast) only. Channels through terrain or relics. -Priest of Twilight: Humanoid Only. 1st tier traits of non primordial and primal paths. 7 to cast. Channels like a shaman. -Wizardry: Humanoids and Reptilia. Can take any power from non-time twilight spheres. Can take 2nd tier powers without a pre-requisite. Humanoids need a 8 to cast with willpower, channels on toughness, with a threshold of 12, also lose 1 willpower for each point of armor worn while casting. Reptilia need a 7 to cast but with a threshold of 14. Same issue with worn armor but, as previously answered, natural armor does not count. -Sorcery: Humanoids and Reptilia. Requires a 1st tier power first to take a 2nd tier. Cannot take any primordial power.. Humanoids need a 9* to cast with command, but channel with willpower, and a threshold of 12, also lose 1 willpower for each point of armor worn while casting. Reptilia need a 8* to cast but with a threshold of 14. Same issue with worn armor but, as previously answered, natural armor does not count. So more difficult to cast for less options then wizardry? So four abilities that give twilight. Lets look at Dark/Light. -Priests: Humanoid only. Requires a 1st tier power before a 2nd tier power. Locked to their paths with a bonus selection of either chaos (dark) or Order (light). Channels through followers. 8 to cast with a threshold of 12.
-Occult Powers: Humanoid and Biests. 1st tier powers only. Channels through command but can power up the strength of the power by using models with the ability occult but increases the cast. 8+ to cast with a threshold of 12. So only 2 abilities that grant powers from dark/light and occult seems real bad, but then again so do twilight priests. Now the biggest and glaring flaw that I see is that Wizardry does exactly what sorcery does, but better. Not only that but cheaper too. For example in the 1st age humanoid: Sorcery 6pts: Sorcery 1 Wizardry 3pts: Wizardry 1 Greater Sorcery 25pts: Sorcery 2 Master Wizard 10pts: Wizardry 2. So now we have Sorcery which is harder to cast, far more limiting in powers, being more expensive then Wizardry? It doesn't help that Reckless Magic and Arcane Lore require wizardry, meaning you cant even power up 1st age humanoid magic. The 2nd age evens out humanoid Wizardry and Sorcery for their points (10 and 28pts respectively) but Reckless Magic and Arcane lore still requiring wizardry and Sorcery Mastery is 45pts while Arcane Mastery (Wizardry) is only 30pts. Now Reptilia are different. Ophidians and Naga get Sorcery and Saurians get Wizardry. Ophidian's have their cheeky ophidian sorcery that negates the +1 to cast. However there is a problem with the Reptilia domain in this regard. They have ZERO ways to get Path of Light or Darkness Powers outside of Forbidden Lore. Is this made up for by an easy access to Innate powers? Perhaps but it still doesn't explain why you would want to ever take Sorcery. Sure Sorcery uses Command to Cast and Willpower to channel but if you still go to 0 willpower with a failed spell you are just catatonic and most command traits tend to be more expensive them willpower ones. Now with Sorcery being harder to cast and more expensive, lets look at how it would be if it was Dark/Light Paths. Dark/Light paths have some ridiculously strong powers. Disintegrate? Death's Gate? Fire and Brimstone? Avenging Justice? Holy Word? All stupidly powerful powers. Paying Extra points and needing to unlock them while also needing a +1 to cast seems more then reasonable to access such game changing powers. In fact, it almost looks like that was the case at first with the Abilities section differing from the domains, not to mention the Karth'ruak Empire has Light Spells on one of its spell slingers. Since it seems that the book could be going through a second printing in the future and with the current errors in the books, I'd like to see Sorcery=Dark/Light Powers. Otherwise sorcery right now is real bad, m'kay? Edit: Fixed a mistake in the humanoid wizardry and sorcery casting. Apparently I missed that Arachnids can take traits for wizardry but I was going off the (Insert Domain) Powers section of each domain.
Replying just to show that I made an edit in a slight error with some numbers.