Spirit Binding
Spirit Binding
carrh, sky, riYcrs, stones, rain, roads nnd even the homes of Men,
Elves, Dwarves and Ores.
Spirit Rinding ha:; no set spells or list of spirits that the summoner
can call. lnstcacl , the sun1111onrr has a range of loca1ioos-
dctern1incd by hi:; lifcpaths-in which he can bind spirits. Th~
skill is ns follows:
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Thcsl, entities ure 1101 i11tclligc11t hr l:u11111 n mras ure: they url' 001
sympathetic and bave no desire to befriend liviug creatures. They are
unture. 111 order to co1111nancl tlicm-to tnp I heir prin1ordial power-
one n1us1 use sturdy and clever niagirs. One musi renl'h into rlteir
domains nrn.l bind the spirits 10 one's wi.11!
Spirit Strength
A spirir's Slrcngth detern1i11cs both how old it i~ and 110w pott·11t it
will be when it n1anifcs1s 1lu·o11gh jts 111edi11m. Spirit Strength ranges
fru111 cxpum:111 1 10 10. \~1lrnuc,,cr tl a· ·,pirit is taskt'.J 10 lll'l'Ontplislt
something. u se~ it~ 8u·cngtl1 dice for the 1·es1. Spiri1 StrC'Jl~lh dice arc
always oj)cn-cndcd.
Strength
T he base obstacle LO bind a spirit is its StTength exponent. The spirii
binder player de1ennines the Strength of the spirit that he is attemptin
to bind and thus sets his base obstacle for the test. g
Reveal /11for111atio11
Reveal information nbout· the 1nr.di111n or rJmnain: 8trP.ngth 3.
Service: Hiruler
Strength 2 spirits hinder their targets ,vith a+ 1 Ob pcnahy. Strength 4
spirits itTiposc n +2 Ob. Strength 6 spirits i1npose +3 Ob. Strength 8
spirits in1posc +4 Ob. Strength 10 spirits in1pose +5 Ob.
Service: llelp
Strength 1 spirits grant 1D of help. Strength. 5 spirits gran t 20 of
help. Strength 9 spirits grant 3D of help. A spirit may nol help you
with a Spiril Binding test.
Service: Har,n
Here are a few examples of using a spirit to hann: A Strength 4 spirit
of lightning does £MS: 84, 87, B1 O {VA: 8) . A Strength 4 spirit of fire
does IMS: B3, B6, B9 (VA: 5). A Strength 4 spirit of eartJ1, wood or
stone docs IMS: 83, BS, B7 (VA: 1).
Immanence
lmntancncc describes how close to the spirit world the characier is.
'.
vonsu It t Ite 10l1owing
" . modifier.
list of tTaits nnd apply the appropnate
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Chru·acrer~ with the following o·aits contain within them a portion of ........
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the spiril world: Spirit Nutm·e, lmino1taJ, Essence of the Earth, Cold
Black Blood, Stiuk of the Ancient.
--·
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::sa.
Prc-/111111ane11t, No 1),/otlificr ....
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Prc-ltnmanence indicates the charucler contains a sliver of the spirit (IQ
world in him. "fie stru1ds firmly between two worlds, the mundane
and 1hc divine. Pre-lmn1ancnt chru·acters arc 1narked by one of the
following u·uits: Odor of Spirits, Ance;;tral Tni11t, Srone's Age, Shaped
front Earth and Stoll<', Second Sight, Touch of Ages, Mark of the
Brus t, I lmmtcd, Tai111ed Legacy or Fey Blood.
Don1(li11~, +3 Ob
Summoning forth the power of the <!ntire domam-the lake, the
house:. 1he sea, the cas tle, tl1c mountain, the roucl. the caldera, tlw
north wind, the stonn, 1hr dcsert-incm·s a +3 Ob penalt)'. Spirits
of the domain may equolly affect everyone oud 1.werything in their
llomuin.
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•l. ,: 1 , 1 , 1 .~ '...
; , ;r >: •' .' t I ( l I '
Need
The obs ta de for su1nmo11 ing a spirit increases the more and the sooner
you need it.
Hurried, +1 Ob
If the spirit is being sununoned to aid in a versus test or to overcome
an inuncdintc obstacle-the sununoncr needs aid to overcome an
oppo11ent-1he11 apply a+ 1 Ob pcnalt)'·
Fight, +3 Ob
1f you.arr. in a Fight mid need to SlllilJ)tOn a spirit, add+~ to tJ1e Spirit
Binding obstacle. This costs two actions.
Spirit Tasks
These spirits are forces of nature, not ghosts, animals or people. They
act on o different plane, w ith different energy and different intent.
Understanding-then1 is difficult, mastcrinrrr., them even ,norc so. Once
summoned, they n1ay be bound to atten1pt one of tlu-ec general types of
services: reveal, succor or serve.
Reveal
There nre two aspects to the reveal power: Spirits Arc \Vise nod Hevcal
Uu to Me This Fact.
Succor
Spirits may be eaUcd 011 10 protect t hl• summoner (and !tis companions
if a partial domain or fu ll dornain is summoned) . Succor protects from
:'\ar11ral Effec1sorcc'ry and nat ural phcnon1ena of equivalcn1 force to the
rat inp;s on t.hc Narural EIJect scale so long as the effect is appropriate
ro the domain or ,ncd iu m. A spirit can 1101 protect against any effect
hig her than its Strength. The Natural Effect list is ou page 520 of the
Burning \Vheel.
Service
S pirits ,nay he bound to evoke a spooky atmosphere, perfornl a physical
service or induced to hind«!t', to help m· tu harm.
Spooky Stuff
A spirit may be tasked to influence its domain in a spooky, supernaturaJ
manner. This is an Ob 1 service. This has no in-garne mechanical effect.
Eene s,1e11ce falls in the forest. A clearpool roils. Fire burns cold
/-Ii1ulr,u1c,,
Spirits may be induced to hind(\r. Such hindrance causes it's targets
a.11 obstnclc penalty 10 nil physical actions or Perception-based actions
.f ii,: ! :;1 I'll.' 11:.:: 11 /11·<·! 1 o,·?~, r-
-
(whatevcr's appropriate to the idiotn). Strength 2 spirits hinder
their targets with a +1 Ob penalt:y. Strength 4 spirits impose +2 Ob.
Strength 6 spirits impose +3 Ob. Strength 8 spirits i.tnposc +4 Ob.
Strength 10 spi1·its impose +5 Ob.
Help
Spirits may be induced to help n character with skill (or stat) tests
appropriate to the domain. 1-te]p as per the standard rules. Use the
Strength ns the spirit's skill or stat exponent: Spirits of Strength
1 provide 1 D of help, Sn·ength 5 provides 2D of help, Strength 9
provides 30· of help.
A spirit will never help a Spirit Rinding test. They're very jealous of
the power of the spirit binder and rims it is one thing they simply will
not do.
Har111
If appropriate to 1·heir idiom, spidts mny be forced to harm another
character, object or stTucttu·e. Such an attack must manifest within
the spirit's idiou1: rock slides, falli.t1g branches, ligholing strikes 1U1d
b1u'Sts of flainc, for example. The Power of su<:h an attack is equal to
the spirit's Strength plus the idiomatic material of the attack: water
is +O, sto,1e and ""ood are Powei' +1, flwne is Power +2, lightning is
Power +3. Factor thr damage just like a mclee weapon. Roll the Die
of Fate to dctenniae actual damage: 1-2 Incidental, 3-4 Mark, 5-6
Superb.
Retribution
All spirit bindings-whether successful or 1101-have thr potential to
bring retribution down upon the summoner. Spirits never forget that
they have been bound and c01n1nanded. As much as they can be sai~
to show emotion, they despise the sum1noner for treating them thusly.
Hence they will always try to return iu kind what was asked of them.
Successful Binding
Bi11ding 1Wee/l; Obstacle
If the Spirit Binding test meets, but docs uot exceed, its obstacle, the
summoner will suffer retribution. The retribution is doled out at the
Su·ength of the spirit See Ren·ibution Suitnble to the Task bclow.
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Failed Binding
\Vhcn th (• spirit binder fails to 1ncct the obstacle of a Spirit Binding
trst , the GM hus 1hrec options: He can benignly declare that there is
no answrr to thr call because there are no spirits available. No further
rel ribut ion is sufferccl. Or he can detenninc the player has angered a
spirit more powerful than he bargained for-see Anger of Ancients. Or
he can decide that the spirit has gone wild aad will eternally plague the
su n1moncr-see the Enmity Clause.
Erunity Clause
Alternately, rhe GM may declare thal the s~mimooer has raised
the permanent ire of his intended victi1n or driven the spirit of this
do1nnu1 mud. Trus invokes the Eumi1.y Clause. The spi.J·il may now
euact retribution (at its originaJ Sn·eugth) whenever the sununoner
entets its domain until it is imprisoned.
Ob.-.cur,•
A spirit bound to reveal will later attempt to obscure. Add its spirit
Strength as an obstacle aguinst an appropriate Perception test or
Perception-rooted skill test of tl1e GM's choosing.
Hilltler
Spirits can add their Stl'ength as an obstacle penalty to an applicable
physicu.l task. Spirits of wind can blow in yow· eyes. Spirits of fire can
make campfires refu se to Light.. Spirits of earth and water can trip up
or bog down characters (c-ilusing Speed rest penalties, tor example).
Steal
Spirits previously bo1md to succor or serve may take retribution by
fouling or stealing the sunlflloner's possessions: \~1ind will carry away
unlikely items (like tl1c sum1no11er's staff), a muddy road will suck
undC'r a precious boot , clouds will bring a sudden squall down while
th<: sununom.•r is looking at a fragil e, ancient map.
Har111
Spirits who iu·e asked lo do harm to others will invariably attempt
to do hmm in return. A hillside spirit will roll a stone down upon the
swrunoner or smash hi.Ju wiili a falling branch. \Vind will kick up too
hard while t he summoner is crossing a ledge and toss him off. \Vater
will heave and suck hin1 under.
The Power of such an attac:k is equal to ilie spirit's Strengtl1 plus the
idiomatic 1naterial of the attack: stone is Power+ 1, flrune is Power +2,
lightning is Power +3. Factor the druuage just like a melee weapon.
Roll ilie Die of Fate like u bow to deterinine actual diunage.
Alternately, instead of doing direct harm, spirits may use their Strength
to Push, Lock or Throw the summoner at an inopportime time--like
when he's crossing a lake or climbing a wall. The summoner may
resist with Power or Speed if appropriate.
Scope of Retribution
Everyone who has benefittcd from the spirit's service suffers from its
retribu1ion. ff the Spirit Binding test is failed, the GM determines the
targets of the rP.t rih11t ion so long as they fall in the limits of the medium
and domain obstacles that the sumrnoner player set out for the test.
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1'in1ing of Retribution Vl
R1•tl'il.mti1111 rnn·ly 1·01111•s illlm('diutely, but it nlwuys nrrives 111 the ....
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Laws of Service
Li,-11·,I lwlow al'<' n f1·w limitations to beur in mind when denling with
t hrM: 1111111de~s ~piri1:.-.
• ·"J>irit.~ c1re limited tu their do111ai11s. The spirit of the pond knows
no1 hin;:: ortl1e hiUs. tJ1e wind knows nothing of what dwells beneath
LIil' ,,·m·1·:-. the smne knows little of the l,irds on the wind, nnd the
fin· knows only the t nste of air and the frngrru1cc of wood.
• Spin't mcmori<'s nre long a11d !heir senses broad. They know much
of whot 1rnn;;pin,s in thl'ir domo in,;-lm1 u fin, jus1 Iii will only
know of the wood i1 r.111s 1111d the air it breathes, nothing more. A
~IOlll' tttkt'n fro111 its l,irthpl11c-1· anti dropped in n new land wiU only
know about him~clf nnd it;. past, 11otl1ing 11bo111 this m:w place WltiJ
it has had n good long time to get 10 know its new neighbors. But a
riw·r s11111111uned fur1h 10 account fur its(•lf will know its lengd1and
brC'adth. from source tu mourh.
• Spirits m,~,- or,~1· acl in their elements. \Vind mny risl~ or fall, brooks
111uy run or s low, th e earth may ynw11. and fires muy douse.
fo :;1
Rut brnnrlres nevt'r instmunneously grow around the enemies of the
~ummoncr, roc-ks nc\·er roll ucruss level ground, water never forms
intO a wall oncl fire does not speak.
• Spirits rl'11eal Lltrough idiom. Spir its in general do not speak the
L<lllf! UI· of man. Rather, bubbles ,viii rise in water, a path will end
uliruplly in the forest, fire will nan• (vaguely taking shnpe), wind
will b low from u cc·rlain direction.
• Once it is released fro,11 it,s service the spirit will exacl retribution.
Being bound to the summoner a n d forced to ace iu his will is a
painful and arduous affair for a spirit. Invaria bly, this arouses a
retributive a nger in the spirit. \Vhen a spirit docs so it will take
payu1cn1 in kind for the service stolen frmn it.
You can a lso use the chart to determine when retribution occurs. Spirits
have a long memories.
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Domain Bindings V2
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Domain bindings are a ritual spiritual bond the summoner has with
au nrchetypal location. They are to Spi1·it Binding what affiliations are
.........""
10 Circles.
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o-1
For example, ifllte summQneY!}Yew "f' on a fann {anl{ has tlte Farmer
!t'foplffh}, he takes tlte domain 6intfiHJ Fanns. whenever he i.s (}If a farm, he
may c,mjure ifs spirits, even ,fit isn 1 the (arm lie!}Yew up on. A character
who has never heen at sea eann"t amjurc white atsea. A characur who has
never hcen to a mountaitJ prairie cannot ca/I ,'ts .spirits to him.
D0111ni11 'Traits
The followiog traits r.ach grant the spilit binder a bound domain, in
addition to any other qualities the in<lividuul n·nits provh.le. lf the
trait tloesn't specify or com1ote a geographic location, tbe player may
choose a domain for thr. trait before play begins:
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Biudings:
....
0..
::s
Domain Binding Level CJQ
Rating Resources Point Cost
Bound 00 4 11,s
Swum 1D 7 rps
Embodied 2D 25 rps
Masll'n·d :3D -t5 rps
Adn1111agc- <licc· fron1 a domain binding may only be usc-.d when the
s11111rno111·r is co11j11ri11g within the appropriate domain. You may only
l.tave one binding per domain.
Embodied ,'n Laval Fire, for example, &osfs 2S resouY&e points in &haradeY
buYnin!J, This then !JYanfs the plaJeY +2D lo his Spirit BinJin!J sk,1/ when
hes in DY near lava.
Binding 'Iraits
Chru·acters cau a lso earn bindings th.rough traits earned in play. If the
group decides a player should earn a die trait rclaled to a binding, then it
cowlts according to these rules. Jn general , the uaits should .start at level
0. but if uir recipient chnracter already has a bindiog, definitely increase
the level by one when you instantia te it as a trait. Further trait votes
(earned by really playing ii up) can increase the level as is appropriate.
Spirit Marks
As the spirit bindt>r practices his cra ft, th e spirits start to imprint
the1uselves on him. T hey leave their mark, and he becomes more spirit-
like. This bt•ucfits the summoner tremendously-it g ives him greater
sway over the spirit world-hut it is dangerous to his own soul.
' Spil'it 1n arks a pply to a medium, not a domain: Fire \X'alk \Vitb Us,
Teeth of Granite, Ghost of Trees, \Vhispers of \Vater. Destiny of \Vind.
Pebble in the Pond. Spiri1 marks are rnore \'ersatile than domain
bindings. They can be used i.n a variety of dornains, so long as the
appropriate medium is present.
The spirit binder player may devise his own spirit marks.
There arc three levels of spirit marks. A character does not automatically
start with a n y. They must be purchased prior to play.
Spirit marks can also be earned in play like reputations. The group Vl
votes on tberu when perfonning a t rait vote. ....
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Spirit Taint .....
t;::I
If 1he total of all of the Spirit Binder's spirit mark dice exceeds his ::I
r.urrenl \Viii exponent, he is in grave danger. If be foils his next Spirit ....::Ia..
13indiog t est, he s uffers retribution, and he gains the AncestraJ Taint ~
trait.
If he has three spirit marks (2l>, Tl> anti 3l>), he starts with a 86
Ancestral Taint.
Circination
To the uneduca1ecJ eye, the sutnmoner is forever scratching in the dirt
and wasting time puzzling oYer sigils a nd runes. He drags his staff in
complex patterns and then cries to the heavens. For what? Nothing ever
comes of it! Or so it seems ...
Obstacles: Summoning Circle: 'fhe spirit binder may set his obstacle. The
Fortress obstade is equal to tl1e Spirit Strength to be deflected. The Prison:
obstacle is twice the Spirit Si-rengtl1 to be t rapped.
FoRKs: llhuninntions, Cartogrnphy, Calligraphy. Symbologr, Painting, plus
appropriate wises
Skill Type: Sorcerous Tools: For summoning rircles, no:
for prison and fortress circles,
yes.
ff the circle is successfully draw 11, the spirit becomes bounrl and trapped
within it. lfd1e Circination fails, tl1c spirit may enncl retribution on the
spirit binder as if it had been commanded to serve.
Making Offerings
A spirit binder may make offerings to the spirits before he sun1mons
them . Offel'ings must be appropriate to the do1nnin and must be.
important or vital to t he summoner or those who live in the domain:
wi11t' poured, harvest proffrred and animals sacri.ficcd.
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An offering requ ires a Resources test equal to the Strength of the spirit
bejog sun11noncd. Success grants+1D to tbe Spirit Binding test. Failure
causes Resources to be taxed, and there is no Gift of Kindness for an
offering.
Spirit Encounters
Spirits make great encounters, whether or not there1s a spirit binder in
the group. Hr.re are two suggestions for bringing the1n into t he game.
\Vild Spirits
\Vild spirits ma ke great adversaries, especially for spirit binders. A wild
spirit is Olli' who was su1nmoned or disturbed at smue point.and now visits
harm and hindrance upon all who enter its domain. This is how forests
become lost and haunted, seas bcco,ne unsailable and 1n011ntain passes
uncrossable. They a lso n1ake the spirit btnders who tarne them famous.
Imprisoned Spirits
Though rare. it's possible to sturnble across rhe work of another spirit
binder-his circle and an imprisoned spirit within. Perhaps the domain
of the spirit has faJlcn to waste since it has been in1prisoned for so long.
Freeing it will restore life to the place but might also invite retribution.
To free a spirit, you must da,nage or destroy tbe prison circle which
contaius it.