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{{StormbringerHeader}} <div class="codex-page codex-page--stormbringer"> = Sorcery = <div class="storm-subtitle"> The Black Art of Binding in the Young Kingdoms </div> [[File:Sorcery.png|300px|right]] Sorcery in the Young Kingdoms is not spellcasting. It is domination. The sorcerer does not create power. He compels it. Every working follows the same pattern: '''Summon β Bind β Command β Endure''' There are no spell lists. All effects come from bound beings. = The Sorcery Roll = To summon and bind a being: '''2d6 + Mind + appropriate Career''' The Career must reasonably apply (Sorcerer, Witch, Priest, Demonologist, etc.). Difficulty is based on Magnitude: {| class="wikitable codex-table" ! Magnitude !! Being !! Difficulty |- | I || Elemental / Minor Entity || 9 |- | II || Demon (Minor/Lesser) || 12 |- | III || Greater Demon / Named Power || 15+ |} '''Success''' β The being is summoned and bound '''Failure''' β Something arrives, but is not controlled = Time and Ritual = Sorcery is never instant. {| class="wikitable codex-table" ! Magnitude !! Time Required |- | I || 3d6 minutes |- | II || 1d3 hours |- | III || Hours to days |} '''Rushed Working''' * Reduce time by one step * Gain '''+1 Penalty Die''' * Increase Doom risk '''Extended Ritual''' * Increase time by one step * Gain '''+1 Bonus Die''' * Reduce Doom risk Interruptions force an immediate roll at '''+1 Penalty Die'''. = Binding vs Pact = Once summoned, the sorcerer must choose: == Binding == Requires a second working: {| class="wikitable codex-table" ! Demon Type !! Binding Requirement |- | Minor || Magnitude I |- | Lesser || Magnitude II |- | Greater || Magnitude III |} Failure means the demon is loose. Bound demons obeyβbut resent. == Pact == No roll required. The demon agrees to serve in exchange for a price: * Blood sacrifice * Taboo restrictions * Service or corruption * Ongoing offerings Pacts are always costly, degrading, or dangerous. = Demons (BoL Integration) = Demons are built using the standard BoL framework. {| class="wikitable codex-table" ! Type !! Attributes !! Combat !! Powers !! Lifeblood !! Damage !! Priority |- | Minor || 2 pts || 2 pts || 1 || 10 + STR || d6L || Rabble |- | Lesser || 6 pts (max 4) || 6 pts || 2 || 20 + STR || d6 || Tough |- | Greater || 12 pts (max 6) || 12 pts || 4 || 30 + STR || d6H || Villain |} [[File:Demon1.png|400px|right]] Instead of Careers, demons possess '''Demonic Powers'''.Common powers include: * Armor / Heavily Armored * Enhanced Weaponry (+1 Bonus Die to attacks) * Destructive Attacks (higher damage tier) * Regeneration * Poison * Telepathy * Sorcery (Arcane Power) * Non-Corporeal * Special Knowledge (Career Rank 6) Demons are not tools. They are personalities. = What Sorcery Does = Sorcery grants capability, not fixed spells. Effects are expressed as: * '''+1 Bonus Die''' to actions * '''+1 Penalty Die''' to opponents * Or enabling the impossible == Common Uses == === Sorcerous Weapons === A Demon of the Blade may grant: * +1 Bonus Die to attack * Ignore armor * Life-draining or fear effects Cost: hunger, whispers, compulsion === Personal Enhancement === * +1 Bonus Die to Strength or Agility * Increased resilience * Heightened senses Risk: mutation, obsession, instability === Elemental Command === * Fire, wind, stone, water * Environmental manipulation * Movement or destruction === Protection and Warding === * +1 Bonus Die to defense * Damage reduction * Reactive shielding === Knowledge and Divination === * Ask questions * Gain insight * +1 Bonus Die to informed actions Answers are partial, cryptic, or misleading. === Influence and Domination === * Fear, charm, compulsion * +1 Bonus Die to social actions * Impose Penalty Dice on resistance === Magnitude III Effects === Storms, devastation, transformation. These are narrative events, not precise mechanics. = Binding Limit = A sorcerer may maintain: '''Mind + Sorcerer Career Rank''' bindings Each active demon or effect counts as one. == Exceeding the Limit == For each excess binding: * +1 Penalty Die to Sorcery rolls * +1 to Escape rolls * Doom triggers on 1β3 This is how sorcerers destroy themselves. = Escape and Strain = Demons constantly resist. At intervals (GM discretion), roll: '''2d6 + Magnitude''' On '''13+''', the binding strains: {| class="wikitable codex-table" ! Roll !! Effect |- | 13β14 || Strain (twisted obedience) |- | 15β16 || Partial break (independent action) |- | 17+ || Escape |} The sorcerer may attempt control: '''2d6 + Mind + Career''' Failure worsens the result. = Doom = After each working: '''1d6 β Doom on 1β2''' Modifiers: * +1 (Magnitude II) * +2 (Magnitude III) Doom represents attention. == Effects of Doom == * Nightmares, whispers * Physical marks * Recognition by demons * Unwanted summoning * Collapse of bindings * Fate closing in Doom is not spent. It accumulates. = The Nature of Sorcery = Sorcery is not fast. It is not safe. It is not clean. A sorcerer does not cast spells. He holds shut a door. And something on the other side is always pushing. {{StormbringerNav}} </div> [[Category:Stormbringer]]
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