Stormbringer:Sorcery: Difference between revisions
No edit summary |
No edit summary |
||
| (8 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
{{ | {{StormbringerHeader}} | ||
<div class="codex-page codex-page--stormbringer"> | |||
= Sorcery = | = Sorcery = | ||
<div class="storm-subtitle"> The Black Art of Binding in the Young Kingdoms </div> | |||
[[File:Sorcery.png|300px|right]] | |||
Sorcery is not | 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 | |||
'''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 = | |||
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 || | | III || Greater Demon / Named Power || 15+ | ||
|} | |} | ||
Success | '''Success''' — The being is summoned and bound | ||
'''Failure''' — Something arrives, but is not controlled | |||
= Time and Ritual = | |||
Sorcery | Sorcery is never instant. | ||
{| class="wikitable codex-table" | {| class="wikitable codex-table" | ||
! Magnitude !! Time Required | ! Magnitude !! Time Required | ||
|- | |- | ||
| I || | | I || 3d6 minutes | ||
|- | |- | ||
| II || | | 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 | * 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''' | 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 obey—but 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 | |||
Sorcery grants capability, not fixed spells. | |||
Effects are expressed as: | |||
* '''+1 Bonus Die''' to | |||
* '''+1 Penalty Die''' to opponents | * '''+1 Penalty Die''' to opponents | ||
* Or enabling | * Or enabling the impossible | ||
== Common Uses == | |||
=== Sorcerous Weapons === | === Sorcerous Weapons === | ||
A Demon of the Blade may grant: | |||
A | |||
* +1 Bonus Die to attack | * +1 Bonus Die to attack | ||
* Ignore | * Ignore armor | ||
* Life | * Life-draining or fear effects | ||
Cost: | Cost: hunger, whispers, compulsion | ||
=== Personal Enhancement === | === Personal Enhancement === | ||
* +1 Bonus Die to Strength | * +1 Bonus Die to Strength or Agility | ||
* | * Increased resilience | ||
* | * Heightened senses | ||
Risk: | Risk: mutation, obsession, instability | ||
=== Elemental Command === | === Elemental Command === | ||
* | * Fire, wind, stone, water | ||
* | * Environmental manipulation | ||
* | * Movement or destruction | ||
=== Protection and Warding === | === Protection and Warding === | ||
* +1 Bonus Die to defense | * +1 Bonus Die to defense | ||
* | * Damage reduction | ||
* Reactive | * 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 | 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 1–3 | |||
This is how sorcerers destroy themselves. | |||
= Escape and Strain = | |||
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" | ||
! | ! Roll !! Effect | ||
|- | |- | ||
| 13–14 || Strain (twisted | | 13–14 || Strain (twisted obedience) | ||
|- | |- | ||
| 15–16 || Partial break ( | | 15–16 || Partial break (independent action) | ||
|- | |- | ||
| 17+ || Escape | | 17+ || Escape | ||
|} | |} | ||
The sorcerer may attempt | The sorcerer may attempt control: | ||
'''2d6 + Mind + Career''' | '''2d6 + Mind + Career''' | ||
| Line 221: | Line 222: | ||
Failure worsens the result. | Failure worsens the result. | ||
= Doom = | |||
After each working: | After each working: | ||
| Line 252: | Line 229: | ||
Modifiers: | Modifiers: | ||
Doom represents attention | * +1 (Magnitude II) | ||
* +2 (Magnitude III) | |||
Doom represents attention. | |||
== Effects of Doom == | |||
* | * Nightmares, whispers | ||
* Physical marks | |||
* Recognition by demons | * 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. | Sorcery is not fast. | ||
| Line 270: | Line 254: | ||
It is not safe. | It is not safe. | ||
It is | It is not clean. | ||
A sorcerer does not cast spells. | A sorcerer does not cast spells. | ||
| Line 279: | Line 263: | ||
{{StormbringerNav}} | {{StormbringerNav}} | ||
</div> | |||
[[Category:Stormbringer]] | [[Category:Stormbringer]] | ||
Latest revision as of 15:23, 9 April 2026
Sorcery
[edit]
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.
Stormbringer Codex Home • Players Guide • Character Creation • Careers • Boons • Flaws • Sorcery • Doom • Peoples • Young Kingdoms • Law & Chaos • Setting Rules • Arms & Armor • Name Generators
