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Stormbringer:Sorcery

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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.