Stormbringer:Sorcery: Difference between revisions
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= Sorcery = | = Sorcery = | ||
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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 == | ||
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Success binds the entity. Failure means something arrives—but is not controlled. | Success binds the entity. Failure means something arrives—but is not controlled. | ||
== Time and Ritual == | == Time and Ritual == | ||
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Interruptions force an immediate roll at '''+1 Penalty Die''' or the working collapses. | Interruptions force an immediate roll at '''+1 Penalty Die''' or the working collapses. | ||
== Degrees of Binding == | == Degrees of Binding == | ||
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* '''Strong Success''' — Stable control | * '''Strong Success''' — Stable control | ||
* '''Mighty Success''' — Firm control, reduced escape risk | * '''Mighty Success''' — Firm control, reduced escape risk | ||
== Magnitudes of Sorcery == | == Magnitudes of Sorcery == | ||
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* Environmental manipulation | * Environmental manipulation | ||
* Simple enhancement | * Simple enhancement | ||
=== Magnitude II — Demons === | === Magnitude II — Demons === | ||
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They interpret commands and seek advantage. | They interpret commands and seek advantage. | ||
=== Magnitude III — Named Powers === | === Magnitude III — Named Powers === | ||
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These are not tools, but events. | These are not tools, but events. | ||
== Effects of Sorcery == | == Effects of Sorcery == | ||
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* '''+1 Penalty Die''' to opponents | * '''+1 Penalty Die''' to opponents | ||
* Or enabling an otherwise impossible action | * Or enabling an otherwise impossible action | ||
=== Sorcerous Weapons === | === Sorcerous Weapons === | ||
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Cost: | Cost: | ||
* Hunger, whispers, compulsion | * Hunger, whispers, compulsion | ||
=== Personal Enhancement === | === Personal Enhancement === | ||
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Risk: | Risk: | ||
* Physical or mental corruption | * Physical or mental corruption | ||
=== Elemental Command === | === Elemental Command === | ||
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* Shape terrain | * Shape terrain | ||
* Provide mobility or concealment | * Provide mobility or concealment | ||
=== Protection and Warding === | === Protection and Warding === | ||
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* Reduce harm | * Reduce harm | ||
* Reactive effects | * Reactive effects | ||
=== Knowledge and Divination === | === Knowledge and Divination === | ||
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Answers are never complete. | Answers are never complete. | ||
=== Movement and Passage === | === Movement and Passage === | ||
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* Move unseen | * Move unseen | ||
* Leap or fly briefly | * Leap or fly briefly | ||
=== Influence and Domination === | === Influence and Domination === | ||
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* +1 Bonus Die to social actions | * +1 Bonus Die to social actions | ||
* Impose Penalty Dice on resistance | * Impose Penalty Dice on resistance | ||
=== Magnitude III Effects === | === Magnitude III Effects === | ||
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Handled narratively, not mechanically. | Handled narratively, not mechanically. | ||
== Escape and Strain == | == Escape and Strain == | ||
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Failure worsens the result. | Failure worsens the result. | ||
== Binding Limit == | == Binding Limit == | ||
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Maximum simultaneous bindings: | Maximum simultaneous bindings: | ||
'''Mind + Sorcerer Career''' | '''Mind + Sorcerer Career Ranks''' | ||
Each active effect counts as one binding. | Each active effect counts as one binding. | ||
=== Exceeding the Limit === | === Exceeding the Limit === | ||
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Failure becomes catastrophic. | Failure becomes catastrophic. | ||
== Doom == | == Doom == | ||
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* Loss of control | * Loss of control | ||
* Returning bargains | * Returning bargains | ||
== The Nature of Sorcery == | == The Nature of Sorcery == | ||
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And something on the other side is always pushing. | And something on the other side is always pushing. | ||
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[[Category:Stormbringer]] | [[Category:Stormbringer]] | ||
Revision as of 21:03, 6 April 2026
Sorcery
The Black Art of Binding in the Young Kingdoms
Sorcery is not a spell. It is an act of will.
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
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:
| Magnitude | Being | Difficulty |
|---|---|---|
| I | Elemental | 9 |
| II | Demon | 12 |
| III | Ruler / Named Power | 15+ |
Success binds the entity. Failure means something arrives—but is not controlled.
Time and Ritual
Sorcery takes time.
| Magnitude | Time Required |
|---|---|
| I | ~10 minutes |
| II | ~1 hour |
| III | Hours to days |
Rushed Working
- Reduce time by one step
- Gain +1 Penalty Die
- Increase risk of Doom
Extended Ritual
- Increase time by one step
- Gain +1 Bonus Die
- Reduce Doom risk
Interruptions force an immediate roll at +1 Penalty Die or the working collapses.
Degrees of Binding
- Bare Success — Bound, but resentful and unstable
- Strong Success — Stable control
- Mighty Success — Firm control, reduced escape risk
Magnitudes of Sorcery
Magnitude I — Elementals
Spirits of fire, air, earth, and water.
Used for:
- Direct physical effects (burning, lifting, flooding)
- Environmental manipulation
- Simple enhancement
Magnitude II — Demons
Intelligent, willful beings defined by function.
Common types:
- 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.
Magnitude III — Named Powers
Elemental Lords, Demon Princes, and other unique beings.
These are not tools, but events.
Effects of Sorcery
Sorcery grants capability, not fixed spells.
Effects are expressed as:
- +1 Bonus Die to an action
- +1 Penalty Die to opponents
- Or enabling an otherwise impossible action
Sorcerous Weapons
A bound Demon of the Blade may grant:
- +1 Bonus Die to attack
- Ignore or reduce armor
- Life drain or fear effects
Cost:
- Hunger, whispers, compulsion
Personal Enhancement
- +1 Bonus Die to Strength, Agility, or endurance
- Resistance to damage
- Enhanced senses
Risk:
- Physical or mental corruption
Elemental Command
- Attack or disrupt
- Shape terrain
- Provide mobility or concealment
Protection and Warding
- +1 Bonus Die to defense
- Reduce harm
- Reactive effects
Knowledge and Divination
- Ask questions
- Gain insight
- +1 Bonus Die to informed actions
Answers are never complete.
Movement and Passage
- Ignore terrain
- Move unseen
- Leap or fly briefly
Influence and Domination
- Fear, charm, or compel
- +1 Bonus Die to social actions
- Impose Penalty Dice on resistance
Magnitude III Effects
Storms, destruction, transformation.
Handled narratively, not mechanically.
Escape and Strain
Bound beings resist.
At intervals, roll:
2d6 + Magnitude
On 13+, the binding strains.
| Result | Effect |
|---|---|
| 13–14 | Strain (twisted commands) |
| 15–16 | Partial break (act independently) |
| 17+ | Escape (fully free) |
The sorcerer may attempt to reassert control:
2d6 + Mind + Career
Failure worsens the result.
Binding Limit
Maximum simultaneous bindings:
Mind + Sorcerer Career Ranks
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:
1d6 → Doom on 1–2
Modifiers:
- +1 for Magnitude II
- +2 for Magnitude III
Doom represents attention and consequence:
- Whispers, dreams, marks
- Recognition by demons
- Loss of control
- Returning bargains
The Nature of Sorcery
Sorcery is not fast.
It is not safe.
It is never casual.
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
