Tugging on the invisible chains of pacts and spirit laws—dangerous work without a true Profession. ## Tier 1 (Binding 1+) * Quick Seal – Mark a die as Effectful; on success, delay a spirit or void entity’s actions for 1 round. * Name the Bound – Once per scene, learn 1 basic fact about a bound spirit’s current state or location. * Cautious Contract – When striking a pact, you may cancel it in the first 10 minutes without penalty. ## Tier 2 (Binding 2+) * Falter Chain – Mark one die as Persistent; on success, weaken a spirit’s bindings enough for allies to attack it freely. * Emergency Anchor (Binding/Attune) – Once per scene, you may tether a spirit to a location for 1 minute. * Minor Bargain – You may ask a spirit for a small favor without a full pact; mark a die as Corrupted; failure = possession attempt. ## Tier 3 (Binding 3+) * Banishing Word – Once per session, mark a die as Risky; on success, expel a lesser spirit from a host or location. * Steal the Chain – You may hijack a binding placed by someone else; mark a die as Corrupted; failure = +2 Corruption dice. * Spirit Snare – Set a magical trap that triggers on a spirit’s presence; +1 die to capture rolls when it springs. ## Tier 4 (Binding 4+) * Soul Lock – Once per session, fully seal a spirit away at great cost; add +1 permanent Corruption die after the roll. * Contract Breaker – You may permanently sever one spirit pact (yours or another’s). Failure = automatic possession attempt. * True Seal – You can create a permanent spirit anchor; doing so leaves a permanent Bond (positive or negative) with that entity. Why It Works