vaelora/Rules/Ability Trees/Skills/Occult/Binding (Spirit).md
2025-08-01 09:16:36 +02:00

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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 entitys actions for 1 round.
* Name the Bound Once per scene, learn 1 basic fact about a bound spirits 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 spirits 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 spirits 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 anothers). 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