Sorcery is the most "scholastic" form of magic on Geoza.  Because of the detailed understanding of the nature of Reality necessary for Sorcery, those who master this Origin must be scholars of magic as well.  It is possible for adepts of other traditions of magic to learn by intuition and to work their magic by "feel."  The Sorcerer cannot do so.  He must always work his magic through conscious, detailed intent.

{An example of using Sorcery in a game situation can be found here.}

Learning Sorcery requires an adept to have an Insight Trait in addition to Magical Talent.  The prospective sorcerer must possess sufficient Insight (i.e. understanding of Reality) to be able to open an Ethereal Conduit to the source of Sorcery.  Generally, this means an Insight Trait of at least three for a competent ability to perform Sorcery, but Sorcery is technically possible with a lower Insight Rank.   Theoretically, any Human adept with Magical Talent could learn Sorcery, given time.  To perform Sorcery, the sorcerer must prepare a detailed "template" through which he will release the energy into which he has tapped.  The sorcerer's ability to construct this "template" is also based on his Insight Trait.  An adept's Aura Trait is important, since it helps to determine the size of the Ethereal Conduit, and therefore how much Omnessence the adept can Access.
Sorcery has several advantages over other forms of magic.  Foremost among them is its predictable and reliable nature.   Sorcery effects are precise and well-controlled in comparison to Mana or Spirit effects.  Sorcery is also much easier to Access.
Sorcery does have its disadvantages, however.  Sorcerers are unable to create permanent enchantments, for example.   Nor can Sorcery Omnessence be stored in any fashion.  Sorcery paradigms can be "Anchored" temporarily, but such effects can be dispelled.   Thus, while Sorcerers can obtain Omnessence quickly, such energy is only temporarily available.
Sorcery has one additional disadvantage.   Those who abuse its power through careless use of Sorcery begin to have their Magical Talent burned out of them.  A Sorcerer must be very wary of the powerful energies he manipulates.  If those energies are released in an uncontrolled fashion, the Sorcerer may lose a fraction of his Talent to work Sorcery.  Whenever a Sorcery conduit collapses, the sorcerer must make a Shock Trial.  If he takes Shock damage, he must also make a Burnout Avoidance Trial.  If he fails that trial, he gains a rank in the Sorcery Burnout Aspect.  If his rank in Sorcery Burnout ever exceeds his Insight rank, he loses the ability to work Sorcery.  This process generally takes some time, but is inevitable.  Only the most cautious and rigorous Sorcerers maintain their talent over decades.  Ill-trained or incautious ones seldom last more than a few years.
A Sorcerer can maintain more than one conduit simultaneously.  The maximum number of conduits that a Sorcerer can maintain at one time is equal to his Charisma (Willpower).  A Sorcerer will seldom have so many open at once, however.  While the first conduit generally requires no Access Trial (in normal circumstances), additional conduits may require an Access Trial (based on Insight) at increasing difficulty.  Thus, few Sorcerers will be able to casually open more than two or three conduits.  Opening more usually requires "ritualistic" preparations and periods of intense meditation.   Needless to say, any distractions must be avoided.
The second reason for not having many conduits open at once is that such large amounts of energy are dangerous to handle.   In the event of interruption in preparation or a failed attempt to open a conduit, a Shock trial is necessary to resist the energy which has been mishandled.  Shock Trials in these circumstances increase their difficulty by the number of conduits above one which the Sorcerer is maintaining.  Thus, a Sorcerer who is maintaining multiple conduits increases his vulnerability to Sorcery Burnout.