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Stormbringer:Sorcery

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Sorcery

The Black Art of Binding in the Young Kingdoms

In the world of Stormbringer, sorcery 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 3d6 minutes
II 1d3 hours
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.