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Spirit Binding

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216 views18 pages

Spirit Binding

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q9s1mle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Spirit Binding is the art of calling forth the spirits that dwell in the

carrh, sky, riYcrs, stones, rain, roads nnd even the homes of Men,
Elves, Dwarves and Ores.

Spirit Binding requires daring on the part of the character, a bit of


in1aginarion on the pan of the player and a bit of luck on the dice.
As you'll scr, this fonn of magic differs substantially from Sorcery
in game play. It is subtle and potent~and it con1es with a pric~.

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:

Spirit Binding \V,fl


Spirits nbo1111d. 'fhl')' infuse the world around us. and tho~e who know
their sec rets cnll them forth nnd bind them into St·rvic('.. Using this
skill, a summoner binds a tipirit and sets ii 10 n ra sk.
To suromo11 nnd bind. thr player totnls his dice from Spirit Binding. a
domain binding, a spirit mark, summoning circles and any offerings.
He tests those <lice against nn obstacle tlmt combines the spirit's
Strc;ngL11. the task, the summoner's own .I mmanence. the inuncdiate
need for the spi ri t and the scope of the domain affected. If snct'cssful,
tiJc summoner cun name his task 1111J reduce the nruount of rr.tribution
the spirit will visit upon him. If failed, tlte summoner hns angered Ute
spirit aud will suffer the consequences in either ren·ibntion or enmity.
Obstacles: See the Spiril Ilinding Ohstnclcs and Spirit Services in 1his
chapter.
FoRKs: Astrology. Linked tests arc appropriate.
Skill Type: Sorcerous Tools: No.

Spirit Binding Process


\Vhen a player wishes to call on the spirit world for aid, he
undertakes a series of short steps. Determine if the sun1moncr is
in one of his domains (see Domuin Bindings). Total the dice from
Spirit Binding, the appropriate do1nain binding, spirit marks,
sum,noning circles (sec Circination) and offerings (see Offerings).
Determine the task the spirit is to perforn1, then determine the

306
The Arcane Library

necessarr Strength of the spirit to be sun1n1011od. Consult the obstacles


for l1n1uanenco, Need, Mediuu1 und Don1uiu. Total the Su·ongtb and
...-·
obstacle' n1odific1·s.

.....
All of the dice rolled for u Spirit Binding test an: opcn-cndcrl.

Retribution, Not Tax


After the dice nrl' cast for n Spirit Binding, wheLlicr the result i1, success
or u failur<', scr the Retribution section .. There is no tnx for t hi~ mncric,
but then· are COUSCl(UlillCCS. "

Spirit Binding Terminology


Nameless Spirits
Nn mclt'sS spi rils n rr rnt it ics born fro1n 1111· original c lc111!'nts of
crration-tlil· fir.SI ri ve r. ti)(' first ~cu, the first wi11d, t he (irst 1nonntain.
Ll1c first rond. llw first Hre-unrl have bc1·n hrokc11 down and spread
across 1ltr 1iurtn through t he n1iUc11nia They hea r 110 n•sr.n1hlr11ir.,: 10
life as wr k11ow i1. They an• wild, willfu:. capricious nnd unpn·dictoblc
for<'Cs of n11111re, tic,1 din:ctly Lo their don1ai11s, Onr who knows tJ1eir
wnys can 11ms tl'I' the \'cry environs.

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.

Domain and ~1ediun1


A domain is u conccprual geogrnphic location where a spirit exists. A
domain f'Un be: house. field , river. hill, u101.1ntaio, stonn, lake, sen. ll
is a broad <:onccp1-1·hcsc nrc not specifi~ houses or Sl~as, but ull houses
und oil s<·ns.
.
Jf1 : j' "!
.• • . ' ' '~ ,,. . .... ,· ,..
It tf i J,• • , • ~ •
/ \ 1; ,,. :

A spirit's ntcdiunt is the clement or objP.ct by which iL rn ·r


. . . . . an1iests ·
its domain. A n1ed1un1 1s a specific tlung: a rock, a branch d 1n
. d .tn tl1c s hutters.
gravestone, a cold current, a ,vm ' n oor' a

Spirit Binding Obstacle


To cle.teru1inc the Spirit Binding obstacle, add the Spirit's Strcn th
10
the obstacle n,oclificrs in l1nn1011cnce, Medium, Do,nain and Nee~.

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

There are a 1111n1her o f con s iderations Lo take into uccoum when


detennining the Strength of a spirit to sun11non. Certain spirit Strengths
arc necessary for certain tasks. The following list describes some of the
possible tasks for spirits and the reconuncndcd St:rengtJ1 for that task. A
rnore in-dep1 h lisl for spirit tusks is dcscril,cd in the Spiri t Tasks sec1ion.

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
The Arcane Library

ln1111a11<'11I, +1D Cl)

Chru·acrer~ with the following o·aits contain within them a portion of ........
'"d

the spiril world: Spirit Nutm·e, lmino1taJ, Essence of the Earth, Cold
Black Blood, Stiuk of the Ancient.
--·
>-t

b:I
::sa.
Prc-/111111ane11t, No 1),/otlificr ....
::s
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.

,'l-l,111d1111c 11111/ A,/ortal, ·l·:l


Ob
Crcutur<'s 1.111d characters without nny of the above traits suffer a
+2 Ob when atte111p1ing 10 use the Spirir Bu1di11g skill. Note, though,
tha1 thr y an• not restricted from usmg the skill. There is no required
trni1 like C ifte<l for Sorl'cry.

~1cdiurn and Domain


Tim ;;pi.rit binder player dctennines how he wants th<'. spirit· to nu1nifest:
inn ,;pecific m.:dimn, l 1S n portio11 of the domni.n 01· as ihc whole domain.

Sp,•rifir ;lf<•di11n1, 1\10 1'1otlifier


Examples includr: a gnwe, u single room, 11 1.rre, a large stone in a
field, the ruts 011 n rond, a wave al Sl'U, 11 rushi.J1g -u-ind (in a storn1).
a lwnnh, a wdl, u door. A spfrit stwunone<l iu 1.1 sprcifie medium can
only affect one person o:· object or a small SU'lll'hU-l'.
P(lr/i(I/ Dor11nin nr Expa11sive 1Jfetfin111, +r Ob
Exan1ples i.J1clude: a clcnring, a pond, Lite shallows of a great lukc,
the rapids of a river, the breeze through 1.1 house, tJ1e so·etch of road
between t"-'O ,riling~, the lightning of a s1or111, tlll' hallway in a castJc..
doldrums in a sea. the dunes of a clcsrrt.. a single ruin cloud in u
rain stonn. A spiri1 snnunoned CronL II p11rtinl domain or expansivr
111ediun1 can only affecl a few peoplr (up 10 ils spirit St·rcng1h), 11
group of objects 01· the structure of ils domain or mediurn.

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.
i .'
j • •• • '
•l. ,: 1 , 1 , 1 .~ '...
; , ;r >: •' .' t I ( l I '

People a11d Posse.,;sio11s


People and theu- possessions arc not part of any domain and maYnot
have a spirit cwokcd from thc1n.

Need
The obs ta de for su1nmo11 ing a spirit increases the more and the sooner
you need it.

U11/,11rried, Not in a Coriflicl, No /Jl/odifier


If the spiri1 binder is uJlhurricd and has a few peaceful moments 10
conjw·e, there is no obstacle penalty.

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)'·

/11 Range a11d Covt•r or Duel of Witx, +2 Ob


lf thr summoner is r.niliroilcd in Range and Cover or the Duel of \Virs
and he nct~ds u s pirit, apply a +2 Ob modifier to Spirit Binding. This
costs an action.

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.

Spirit.,; Are 1Jlise


A spirit tasked to reveal may grant the summoner any wise appropriate
to the dou1ai.n or ,nedium. The s1uruuouer may test for the wise as per
the normal wise rules. The exponent is equal to the spirit's So-eogth-
Thc wise counts ns open-ended when tested. It may be advanced,
The Arcane Library

However. when dw duration elapses, the entire skill disappears,


-~"Jia--~
C/1
induding any nclvance,nc-nts made.

Rt•vral l /1110 ;J,Jt• Tltis F<1cl


-·-·
'"d
,;
.....
Reveal may nlso be used to have. the spfri.t inforin the summoner about
a rc-r1ain ga,nc st•tting facl' : directions, the weather, the lay of the
lnnd. This is for " no contest" selling stuff-pure info dump of spirit
coolness. Grune seltrng facts are established by the CM. This type of
reveal rcqn.in·s n Strength ;3 :ipi1it.

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.

~,,iril ver.-:;11.c; .~lagic


Succor can also be used Lo protec.1 against dmnaging aud raxing
imp<!tus nrngic. U such protection is nppropriale lo the spirit's idiom,
rest th(' spirit's Slrr.nglh. The test is open-ended. Successes reduce
incoming spell s ucce.sscs. Jf the spell is reduced bdow its obstacle, it
has no rffoct on the summoner.

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

lik,! <111 O:r


Spirits muy be inducc-d to pcrforn1 a pltysical slnt-base<l tusk. A spirit's
physical slats are equal to the s pirit's Shxmgth. Th.is includes Locks,
Throws and Pushes, bul not StTikes or anything causing direct hann.

/-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.
The Arcane Library

Bi1uli11g Exceeds Obstacl<' Vl


H the Spirit Binding test exceeds the obstacle, the margin of success ....
"'O

reduces the Scrength of the spirit fol' p1u·poses of retribution. See


Retribution Suitable to the Task below~

1-1
.....

If the 1nargin of success reduces the spirit's Strength to zero, no


retribution is suffered {except ou1ybe for u flung plate, banging
shutter, groaning foundation or cracked window pane).

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.

Auger of the A1tcie1tls


The sunimoncr has angered tl1is entity with his prattle. Add the
111argin of failure of tlte Spirit Binding to the su1n1noned spirit's
Strength for purposes of retribution. This new Su·ength indicates the
true nature of the spirit in the area. The spirit ,nay take one act of
relJ·ibution. Sec Retribution Suitable lo the Task below.

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.

Retribution Suitable to the Task


Spirits who arc asked to reveal will later atten1pl to obscure. Spirits who
are asked for succor take retribution in the forn1 of hindrance or may
steal from the sum1noner. Spirits who arc asked to serve may obscure,
stl'al, hinder or harm depending on the exact oanue of the service asked
of them. Invariably, the spiri1 will wait for tbe right n1oment to interfere
with the s11n1moner, a crucial or critical juncture con1e to pass in the
spirit's domain. Time unfolds diffcrent1y for them; they can afford to
wait.
. .. • It ';

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.

These items can only be recovered by u Strengtl1 3 Reveal Unto Mc


or a Like n.11 Ox service. Alternately, the GM may toss them back into
play at his discretion.

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.
The Arcane Library

1'in1ing of Retribution Vl
R1•tl'il.mti1111 rnn·ly 1·01111•s illlm('diutely, but it nlwuys nrrives 111 the ....
"O

\\'111':-t p1•s:-ibh· mo1111•111. If a spirit is determined to kill its tormentor, -·......'"'


i1 j,, 1101 t•1w11gh 111 just 111urd1·r him in his sleep. T he spirit waits until
otllt'r ~woplr an: rdying 0 11 thr sununoncr 1.0 snve 1hcm, then makes
ii:, u111•1111H. Spi ri b d1•1t•s1 bl'ing bound and commnnded:. they will
J,•111011,,1r ah· t h1•ir i rt• i II till' most wicked and vcng1:f11 I wnys possible.

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.

• .'ipiril.1 QI'/ 1111seen. D1mrnndi ng to he led from the forest while


~1a111li11g 111ill. uwaiti11g n sprilt! to 1ak1• yo u by the hnnd, will only
pr1J1l1u:1· a V<'I')' Inn~ wait . \Vulk with 1·ycs half-closed whill\ whistling
11 nwrry 111111· 11r11J you will find yourself al the Forest's edge rather
q11i<:kl y. W111rhing for 1•plwmcr11 will only scrv1: to delay the ur.1 and
muy 11ng,·r 1lw spiril f11rth1ir.
• A spirit bound must complete its task. It can not delay or deviate
from t he task given to it. Once its service is complete, then it is
released from the smmnoner's spell.

• 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.

Spirit Task Duration


If the length of a spirit's task is longer than a day or so-if the spirit is
asked to guard some location, for cxainplr.-consult the table below to
sr.c c:-.ac1 ly how long the spirit sticks 1u-011nd. Spirits will carry oul their
st:ntcncr. as qu ickly as possible, but tlwy know no time. Roll 2 D6 a nd
commh the dmrl ln:luw.

l ength of Service Table


20(1 l.cngth of Service
2 Mere mou1enLS
:1 2x 8trc11gth u1 Mon i:h s
4 Strength in Months
5 10x Strength in Months
6 2x Strength in Days
7 Strength in Days
8 10x Strength in Days
9 2x Strength i n Years
10 Strength io Years
11 10x Strength in Years
12 Forever

You can a lso use the chart to determine when retribution occurs. Spirits
have a long memories.
The Arcane Library

Domain Bindings V2
.....
"O
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.
.....
o-1

Example domains are: ahyssal alluvialplain, had/antis, castle, caldera,


&oas~ Jeserl, doldrums, footlu1ls, fores/, hou.se, lake, mountain, oasis,
ridje, river, road, sea, iaija, tundra, wad,; north wind, westerlies,
storm, forest fire, prairie (ire or cold current.
\Vhen creating domain bindings, the player may choose from our
examples or make up his own.

Starting Don1ain Bindings


The drnrncter star ts with one bound domain for each lifepath and
approprinle trail. You may summon spirits in bound domains, but
you are nor p01verful there. The player· describes the most prominent
grographiC' local io11 from each lifcpath. The summoner is bound to this
domain.

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:

Adventurer, Rack-Breaking Labor, Bces peaker, Blac k Lung,


Bookwor111, Claustrophobic, Deep Sense, Duwn to Earth, Exile.
Hiding, ·1 Know This Ship ... , Keys to the Churc;h, Landlubber, Lost,
Scavenger, Street Smart, Sword of the \Vhite Towers and \Vorld \Veary.

Sumn1oner Must Be Bound to a Domain


A spirit hinder must have at least a zero-level domain binclit1g in a
particular domain in order Lo summon there. ff a spirit binder does
not have a lifeputh or a binding associated with a partic11la1· domain, •
he may not conjure spirits from that domnio. In chnructer burning.
additional 0-levd bindings mny bl' p111·chasccl for 4 rps earh.
,: ,
• • •, . .. r,,
. , • : , • • • .'i i i '

....
The Arcane Library

Don1ain Binding Levels Vl


Addi1ioru1l donwin bindings n1ay be bought nt levels 0-3 during ....
"'O
........
i-;

chor11C'l1'r burning. Also, the spirit bin(ler's starting don1uins may be


in1·r1•asl'd in rank in charncll'r burning. There arc four levels of Domain ....::s
~

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 Oneself to a Domain


Duriug play, 1lw spirit binder will wish to gain power over a new
domain so as to summon spirits ,vithin it. Doing so rcq1ti1'es tha1. the
summoner spend t i11w in the d01nain, ac t.:as1 a season, but more time if
possible, nnd he must offer a substantial sacrifice-cattle slaughtered,
wine pow·ed. harvt·st offered and burned.

Sacrifice Resources Obstacles


Domain Binding Rating Sacrifice Resources Obstacle
8oUDd OD Ob3
Swon, 10 Oh4
!JQbodie{] 2D Ob5
Mastered 3D Ob6

'I'inw Spent i11 Dn111aiT1


Time Resources Bonus/Penalty
fMJ'8

+1D
One ~·ear
~euon +1 Ob
)' _:., "·. ' •.
'< ;t.',.1 ' :. ) i :~} 1 .',; i.... 1( , ) ,·.• ' '·I
.. . •. ,?

Linking to Domain Binding


Astrology, Spirit Binding, Circination and appropriate wises may he
used as linked t.est.s loward the Domain BindingSacri.fice Resources test.

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.

''' hencver tbe e lement , medium or idio1n of the ,nark is involved in


the Spirit Binding test, whether or not the sumn1oner is in one of bis
domains, he gains the applicable bonus diet> to the tes1. Spirit marks
are the eq uiva lent of reputation s iu Circles. They a.l'e more broadly
applicable than domain bindings, bur not universally so.

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 Mark Level Rating Resources Point Cost


Touched 1D 10rps
J\.farked 2D 25 rps
b.ffli,sed 3D 50 rps
The Arcane Library

Spirit marks can also be earned in play like reputations. The group Vl
votes on tberu when perfonning a t rait vote. ....
"'O
....
1-t
.....
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.

The starting cxporwnt for Ancestral Taint is equal to I he character's


torn I spirit mark dice.

If he has three spirit marks (2l>, Tl> anti 3l>), he starts with a 86
Ancestral Taint.

Thereafter, the Strength of each spidt summoned and bound counts as


a 1est for adva ncement of Ancestral Taint.

Ifhe .summons a Stren!Jth 4 spiYit, it counts as an OIJ 4 test for Ancestral


Taint.

\Vhen Ancest ra l Taint advances to exponent 10, the character is


a hsorhcd into rhe spirit world. He is stripped of all iutdugonco and
consciousness and brcornes one with the fabric of nature. Nothing and
no one can bring him back.

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 ...

Cirri nation PectAg


Circination is tbe url of <lruwing circles and sigils which ai<l the spirit
hin<lcr in h is arl. There arc three types of c ircles that may be <lruwn: th<'
summoning circle, 1hc fortress circle nnd the prison circlr . The summoning
t:irclc uid~ in conjuring und binding spirits. Th(': fortress protects the
summonc:- r from re1rib111ion, and the prison traps unruly spirits. Circination
is 1es1cd like u reg ular skill: h is not open-ended and docs not get combined
wi1h anything special (except help or FoHKs) when tested.
Circli•s arc specific to a spirit or rit ual nnd muy not be r ep urposed for
s11mmo11ing spirits other than t he ones they were originally intended for.
.. l I I , ,'" 'J' J• 11, <•,·t t ' ' • r: I
I

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.

The Sumn1oning Circle


To draw u viable summouing circle, sitnply set your obstacle and test
your skill. If successful, the Circination obstadc equals aclvantagr
dice for the Spirit Binding tes t. Time to draw a sunuuoning circle is 1
hour per obstacle poinL Extra succ:esscs reduce t in1e by 10 percent pe1·
sm:rrss.

The Fortress Circle


This circlr pro11·cts against retribution . Thr obstacle to draw a fortress
is l:qua l to the Strength of the spirit t he summoner intends to conjure.
The time i5 two hours per obstacle point. Thr fortress will avert
retribution from a spirit of thut Strength or lower. If the swnmoner is
in u fortress when retribution comes, the spirit will -rldlcct" and forget
about it for uow. The suuunoner may exit the domain safoly. If he tarries
or rctm·ns, the n~tributi on is back on I

The Prison Circle


If a spirit is wreaking havoc in u do1uniu, a summonrr may bind it to
this circ:le so that it bcromr.s trapped. An i1nprisoned spirit may not
be summoned to serve nor may it enact retribution on anyone outside
the prison. The obstacle for a prison is twic:r. 1.hr. Strength of the spirit
to be imprisoned. The t ime to draw a prison circle is three hours per
obstacle point.

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.
The Arcane Library

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.

Or perhaps a spirit that contains necessary secrets has been locked


away in a re,note place. Fincling it, freeing it and rebinding it could
make for an epic quest.

Spirits Don't Talk or Bargain


Spirits do not talk, bargain or gossip. They will never engage in a Duel
of \Vits. They cannot be motivated with social slcills. If you wish to
motivate a spirit of the type described in tWs chapter, you must use
Spirit Binding.

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