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

1.6 KiB
Raw Blame History

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