The Elemental Sorcerer
In essence the PC goes through an initiation ritual from those who are already initiated. During the ritual the PC makes a pact with an being of some considerable power. The reason for such a powerful being entering into a pact are usually their own. The being that avail themselves for such a ritual can be a powerful elemental, an Ascendant, a fey, a dragon, or a creature of Darkness.
The result essentially that the PC rakes the Advantage of Power Investiture [10 points] which can increase in rank if so desired. This however brings about further requirements from the bring of power. In addition just like power investiture the PC must take on a trait of Self Imposed Mental Disadvantages (pg 121 basic set – worked out in conjunction with GM) as a sign of the pact that has been entered. Generally this is displayed through the Disadvantage Vow see Great Vow – 15 points (pg 160) Some other disadvantages that may present themselves include Vulnerability = to an occasional rarity (pg 161), Weakness -10 points (pg 161) or Weirdness Magnet -15 points (pg 161).
Elemental Sorcerers generally commit themselves to Elemental Beings which allows them to use the elements as magic. There is a primary element, a secondary or complimentary element, a unconnected element and an opposite element. The primary and secondary elements can be used at cost (just like laid out in Magery 0 without using HP or the same failure issues inherent in the uninitiated), the unconnected element can be used at double the cost and the opposite element can not be used at all.
Fire (primary), Air (secondary) Earth (unconnected) Water (opposite)
Air (primary) Water (secondary) Fire (unconnected) Earth (opposites)
Water (primary) Earth (secondary) Air (unconnected) Fire (opposite)
Earth (primary) Fire (secondary) Water (unconnected) Air (opposite)
Time or Chron as the fifth element is also an option – this usually comes from a pact with an Ascendant or a powerful fey. It is very rare for this to occur. Chron has the choice of one other element as secondary, no access to an unconnected the remaining three are considered opposites.
Darkness is also the final option no none in their right mind willing goes into a pact with a being of Darkness.
A limitation upon an Elemental Sorcerer is that they are only able to cast as many spells equal to their IQ. If the PC has 12 IQ then they can only ever cast 12 spells. In effect that is all their brain can handle. So as they chose to cast spell effect it then becomes permanently a part of their knowledge and can not be changed or forgotten. So either be careful about what you learn, or be creative with what you have learned.
Lastly Elemental Sorcery does not require any vocalisation component in its use.