Stormbringer:Sorcery
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
