It would be cool to see Sorcerers instead of witches though, and seeing how they go about magic.
I don't see it happening Like the vampire's strengths and weaknesses system though... Unless they redesign the System into a "Spell Book" factor each type of Magic and make it a chapter "gain a certain amount of points to unlock a chapter."
Note!!!
-Chapters aren't linear. Example: you don't need to learn chapter one, in order to progress to chapter eight.
-Each chapter has different depth levels. You're not required to learn all the spells, you are or should be allowed to highlight the features you actually want. Example:
My sorcerer, Mason King, is well versed in Both Light and Dark Magic, His style is Fire/Lightning, Potion/Curse Crafting, Blood Magic, Summoning, and Conjuring, Enchanting, Transformations, and Control (ripping out hears and controlling people).
Compared to:
Juliana King (his mother) who is well versed in mainly light Magic, Spirit, only Potions experimented with Curses once or twice, Blood Magic, Summoning and Conjuring, Enchanting, and Transformations.
Chapter I - Introductory of Arcane Magic - Kind of the "Default" Chapter, where all Sorcerer Sims start. Magic is Energy that manifests itself with in a entity, at birth or bestowed with the power. like all energy it can be dormant, but be awoken with Mysticism (see chapter 5 under Spirit).
Chapter II - Two Sides of One Coin - Study of Light and Dark Magic alike.
Chapter III -Transportation and Teleportation
Chapter IV - Potions and Curses
Chapter V - Elemental Spells - Fire, Water, Earth, Air, and Spirit.
Chapter VI - Blood Magic
Chapter VII - Summoning/Conjuring/Alchemy - Summoning people to your side and Conjuring objects at long distances.
Chapter VIII - Enchantments
Chapter IX -Transformations Spells
Chapter X - Forbidden Magic - Spells like Raising the Dead, Time Travel, and Manipulating Love, and Control.
this way you get to skip around and learn what you actually want.
I can see "Magic Lore" getting tied into it. Basically books that help humans young sorcerers to understand how magic works.
and if you want to witch hunt you need more than magic lore, you'll need your Logic skill you need to be quick, as well as fitness, and resourceful.
I think Sorcerers should have conduits, or in other words a talisman. an object that absorbs your magic and harnesses all your power. Your talisman is the magical object that you use the most...
-Spell Book, I forgot to mention, the Spell book isn't built into the UI. It's a real book in the game. Each Sorcerer will obtain their own personal book of spells in their inventory, and no the book doesn't have to be in their inventory to do magic.
You can "open" the book and the UI version of the book will pop up. Sims can read the book and continue to build their power.
-Cauldron if you are more into making potions and curses the cauldron may become your talisman
-Wand - wands are optional to use, sorcerers do hand by magic by default, wands are purchase able, and are technically suppose to be used when you're not powerful enough to cast a spell by you're own raw power. (Like Forbidden magic)
However wands are helpful because they will conserve your energy. Precaution, the more you use your wand, the more weaker your powers will become without the wand. (Wands can weaken you because your using them as "training wheels")
-Enchanted Mirrors - after you enchant your mirror, every time you're near it the mirror will absorb your power
These talismans are entities, that store your power, don't take it lightly!
If your talisman is Destroyed, Your powers will Disappear, and you will be turned Human.
If Your Talisman Is stolen, Say by another Sim:
-They Can absorb Your power, thus Stealing your magical identity, and have access to all your abilities, and even undo the spells you've already cast.
But Like I said Talismans also Store your power, so if for some reason... I don't know a vampire comes your way, and bites you, leeches and drains you of your power, turning you human... you could easily go back to your talisman and return you to your former glory!
It makes sense, you destroy the Book, you're essentially destroying your abilities...
which is why I say Hunters need to think and know of these ways to effectively strip them of their powers. if not, they will fail. A wise sorcerer always keeps a back up.
aside from powers...
I really want Potions and Curse ingredients, to rely on the sim being able to make them only if they have the ingredient in their inventory/on their lot.