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<div class="codex-page codex-page--stormbringer">


= Sorcery =
= Sorcery =
''The Black Art of Binding in the Young Kingdoms''
<div class="storm-subtitle"> The Black Art of Binding in the Young Kingdoms </div>
[[File:Sorcery.png|300px|right]]


Sorcery is not a spell. It is an act of will.
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:
 
The sorcerer calls something into the world, binds it, commands it, and then struggles to keep it contained. Every working follows the same pattern:


'''Summon → Bind → Command → Endure'''
'''Summon → Bind → Command → Endure'''
Line 13: Line 12:
There are no spell lists. All effects come from bound beings.
There are no spell lists. All effects come from bound beings.


---
= The Sorcery Roll =
 
== The Sorcery Roll ==


To summon and bind a being:
To summon and bind a being:
Line 28: Line 25:
! Magnitude !! Being !! Difficulty
! Magnitude !! Being !! Difficulty
|-
|-
| I || Elemental || 9
| I || Elemental / Minor Entity || 9
|-
|-
| II || Demon || 12
| II || Demon (Minor/Lesser) || 12
|-
|-
| III || Ruler / Named Power || 15+
| III || Greater Demon / Named Power || 15+
|}
|}


Success binds the entity. Failure means something arrives—but is not controlled.
'''Success''' — The being is summoned and bound 
 
'''Failure''' — Something arrives, but is not controlled
---


== Time and Ritual ==
= Time and Ritual =


Sorcery takes time.
Sorcery is never instant.


{| class="wikitable codex-table"
{| class="wikitable codex-table"
! Magnitude !! Time Required
! Magnitude !! Time Required
|-
|-
| I || ~10 minutes
| I || 3d6 minutes
|-
|-
| II || ~1 hour
| II || 1d3 hours
|-
|-
| III || Hours to days
| III || Hours to days
Line 56: Line 52:
* Reduce time by one step   
* Reduce time by one step   
* Gain '''+1 Penalty Die'''   
* Gain '''+1 Penalty Die'''   
* Increase risk of Doom  
* Increase Doom risk   


'''Extended Ritual'''
'''Extended Ritual'''
Line 63: Line 59:
* Reduce Doom risk   
* Reduce Doom risk   


Interruptions force an immediate roll at '''+1 Penalty Die''' or the working collapses.
Interruptions force an immediate roll at '''+1 Penalty Die'''.


---
= Binding vs Pact =


== Degrees of Binding ==
Once summoned, the sorcerer must choose:


* '''Bare Success''' — Bound, but resentful and unstable 
== Binding ==
* '''Strong Success''' — Stable control 
Requires a second working:
* '''Mighty Success''' — Firm control, reduced escape risk 


---
{| class="wikitable codex-table"
! Demon Type !! Binding Requirement
|-
| Minor || Magnitude I
|-
| Lesser || Magnitude II
|-
| Greater || Magnitude III
|}


== Magnitudes of Sorcery ==
Failure means the demon is loose.


=== Magnitude I — Elementals ===
Bound demons obey—but resent.
Spirits of fire, air, earth, and water.


Used for:
== Pact ==
* Direct physical effects (burning, lifting, flooding)
No roll required.
* Environmental manipulation
* Simple enhancement


---
The demon agrees to serve in exchange for a price:


=== Magnitude II — Demons ===
* Blood sacrifice
Intelligent, willful beings defined by function.
* Taboo restrictions
* Service or corruption
* Ongoing offerings


Common types:
Pacts are always costly, degrading, or dangerous.
* Demon of the Blade
* Demon of Knowledge
* Demon of Shadow
* Demon of Protection
* Demon of Strength
* Demon of Desire


They interpret commands and seek advantage.
= Demons (BoL Integration) =


---
Demons are built using the standard BoL framework.


=== Magnitude III — Named Powers ===
{| class="wikitable codex-table"
Elemental Lords, Demon Princes, and other unique beings.
! 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.


These are not tools, but events.
= What Sorcery Does =


---
Sorcery grants capability, not fixed spells. Effects are expressed as:
 
* '''+1 Bonus Die''' to actions  
== Effects of Sorcery ==
 
Sorcery grants capability, not fixed spells.
 
Effects are expressed as:
 
* '''+1 Bonus Die''' to an action  
* '''+1 Penalty Die''' to opponents   
* '''+1 Penalty Die''' to opponents   
* Or enabling an otherwise impossible action  
* Or enabling the impossible   


---
== Common Uses ==


=== Sorcerous Weapons ===
=== Sorcerous Weapons ===
 
A Demon of the Blade may grant:
A bound Demon of the Blade may grant:


* +1 Bonus Die to attack   
* +1 Bonus Die to attack   
* Ignore or reduce armor   
* Ignore armor   
* Life drain or fear effects   
* Life-draining or fear effects   


Cost:
Cost: hunger, whispers, compulsion
* Hunger, whispers, compulsion
 
---


=== Personal Enhancement ===
=== Personal Enhancement ===


* +1 Bonus Die to Strength, Agility, or endurance  
* +1 Bonus Die to Strength or Agility   
* Resistance to damage  
* Increased resilience  
* Enhanced senses   
* Heightened senses   


Risk:
Risk: mutation, obsession, instability
* Physical or mental corruption 
 
---


=== Elemental Command ===
=== Elemental Command ===


* Attack or disrupt  
* Fire, wind, stone, water  
* Shape terrain  
* Environmental manipulation  
* Provide mobility or concealment  
* Movement or destruction  
 
---


=== Protection and Warding ===
=== Protection and Warding ===


* +1 Bonus Die to defense   
* +1 Bonus Die to defense   
* Reduce harm  
* Damage reduction  
* Reactive effects  
* Reactive shielding  
 
---


=== Knowledge and Divination ===
=== Knowledge and Divination ===
Line 167: Line 164:
* +1 Bonus Die to informed actions   
* +1 Bonus Die to informed actions   


Answers are never complete.
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 ===


=== Movement and Passage ===
Storms, devastation, transformation.


* Ignore terrain 
These are narrative events, not precise mechanics.
* Move unseen 
* Leap or fly briefly 


---
= Binding Limit =


=== Influence and Domination ===
A sorcerer may maintain:


* Fear, charm, or compel 
'''Mind + Sorcerer Career Rank''' bindings
* +1 Bonus Die to social actions 
* Impose Penalty Dice on resistance 


---
Each active demon or effect counts as one.


=== Magnitude III Effects ===
== Exceeding the Limit ==


Storms, destruction, transformation.
For each excess binding:


Handled narratively, not mechanically.
* +1 Penalty Die to Sorcery rolls 
* +1 to Escape rolls 
* Doom triggers on 1–3 


---
This is how sorcerers destroy themselves.


== Escape and Strain ==
= Escape and Strain =


Bound beings resist.
Demons constantly resist.


At intervals, roll:
At intervals (GM discretion), roll:


'''2d6 + Magnitude'''
'''2d6 + Magnitude'''


On '''13+''', the binding strains.
On '''13+''', the binding strains:


{| class="wikitable codex-table"
{| class="wikitable codex-table"
! Result !! Effect
! Roll !! Effect
|-
|-
| 13–14 || Strain (twisted commands)
| 13–14 || Strain (twisted obedience)
|-
|-
| 15–16 || Partial break (act independently)
| 15–16 || Partial break (independent action)
|-
|-
| 17+ || Escape (fully free)
| 17+ || Escape
|}
|}


The sorcerer may attempt to reassert control:
The sorcerer may attempt control:


'''2d6 + Mind + Career'''
'''2d6 + Mind + Career'''
Line 221: Line 222:
Failure worsens the result.
Failure worsens the result.


---
= Doom =
 
== Binding Limit ==
 
Maximum simultaneous bindings:
 
'''Mind + Sorcerer Career'''
 
Each active effect counts as one binding.
 
---
 
=== Exceeding the Limit ===
 
For each binding beyond limit:
 
* +1 Penalty Die to Sorcery rolls 
* +1 to Escape rolls 
* Doom triggers on 1–3 
 
Failure becomes catastrophic.
 
---
 
== Doom ==


After each working:
After each working:
Line 252: Line 229:


Modifiers:
Modifiers:
* +1 for Magnitude II 
* +2 for Magnitude III 


Doom represents attention and consequence:
* +1 (Magnitude II) 
* +2 (Magnitude III) 
 
Doom represents attention.
 
== Effects of Doom ==


* Whispers, dreams, marks   
* Nightmares, whispers 
* Physical marks   
* Recognition by demons   
* Recognition by demons   
* Loss of control  
* Unwanted summoning 
* Returning bargains  
* Collapse of bindings  
* Fate closing in  
 
Doom is not spent.


---
It accumulates.


== The Nature of Sorcery ==
= The Nature of Sorcery =


Sorcery is not fast.
Sorcery is not fast.
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It is not safe.
It is not safe.


It is never casual.
It is not clean.


A sorcerer does not cast spells.
A sorcerer does not cast spells.
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{{StormbringerNav}}
{{StormbringerNav}}
</div>
[[Category:Stormbringer]]
[[Category:Stormbringer]]
}}

Latest revision as of 15:23, 9 April 2026

Sorcery

[edit]
The Black Art of Binding in the Young Kingdoms

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 → Bind → Command → Endure

There are no spell lists. All effects come from bound beings.

The Sorcery Roll

[edit]

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:

Magnitude Being Difficulty
I Elemental / Minor Entity 9
II Demon (Minor/Lesser) 12
III Greater Demon / Named Power 15+

Success — The being is summoned and bound Failure — Something arrives, but is not controlled

Time and Ritual

[edit]

Sorcery is never instant.

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

[edit]

Once summoned, the sorcerer must choose:

Binding

[edit]

Requires a second working:

Demon Type Binding Requirement
Minor Magnitude I
Lesser Magnitude II
Greater Magnitude III

Failure means the demon is loose.

Bound demons obey—but resent.

Pact

[edit]

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)

[edit]

Demons are built using the standard BoL framework.

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

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

[edit]

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

[edit]

Sorcerous Weapons

[edit]

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

[edit]
  • +1 Bonus Die to Strength or Agility
  • Increased resilience
  • Heightened senses

Risk: mutation, obsession, instability

Elemental Command

[edit]
  • Fire, wind, stone, water
  • Environmental manipulation
  • Movement or destruction

Protection and Warding

[edit]
  • +1 Bonus Die to defense
  • Damage reduction
  • Reactive shielding

Knowledge and Divination

[edit]
  • Ask questions
  • Gain insight
  • +1 Bonus Die to informed actions

Answers are partial, cryptic, or misleading.

Influence and Domination

[edit]
  • Fear, charm, compulsion
  • +1 Bonus Die to social actions
  • Impose Penalty Dice on resistance

Magnitude III Effects

[edit]

Storms, devastation, transformation.

These are narrative events, not precise mechanics.

Binding Limit

[edit]

A sorcerer may maintain:

Mind + Sorcerer Career Rank bindings

Each active demon or effect counts as one.

Exceeding the Limit

[edit]

For each excess binding:

  • +1 Penalty Die to Sorcery rolls
  • +1 to Escape rolls
  • Doom triggers on 1–3

This is how sorcerers destroy themselves.

Escape and Strain

[edit]

Demons constantly resist.

At intervals (GM discretion), roll:

2d6 + Magnitude

On 13+, the binding strains:

Roll Effect
13–14 Strain (twisted obedience)
15–16 Partial break (independent action)
17+ Escape

The sorcerer may attempt control:

2d6 + Mind + Career

Failure worsens the result.

Doom

[edit]

After each working:

1d6 → Doom on 1–2

Modifiers:

  • +1 (Magnitude II)
  • +2 (Magnitude III)

Doom represents attention.

Effects of Doom

[edit]
  • 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

[edit]

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.