vaelora/Rules/Magic Traditions/Spirit Binding – Chaincraft, The Yoke.md
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_"[[Spirits]] do not love you. They endure you. Every chain you tighten sings in their marrow."_
_Varek the Sable-Masked, Last Grand Magister of the Black Citadel_
## **Overview**
[[Spirit Binding]] is the feared tradition of forcibly sealing [[Spirits]] into objects or living hosts and harnessing their dominions. Binders—also called **Chainwrights** or **Hexlords**—are both respected and reviled. Though their powers can protect entire communities or craft devastating weapons, they shatter the natural **spirit ecology** and invite dangerous spiritual backlash.
> [!note] **In the World:**
> - Binders are tolerated by rulers and military orders who benefit from their ability to neutralize hostile [[Spirits]] or create weapons of dominion.
> - Rural [[Peoples]] and spirit-courts see them as **slavers of the unseen** and will curse or hunt them on sight.
> - Few [[Spirits]] ever forgive a Binder. The act of Binding leaves scars in the Veil that other [[Spirits]] can sense.
## **Mechanics**
### 1. Preparation
Proper preparation before a binding ritual can mean the difference between power and disaster. Binding a spirit requires more than generic wards—it demands insight into the nature of the spirit you are attempting to chain.
- **Binding Circle:** The design, sigils, and materials of the circle must reflect the spirits **tier, type, and dominions**. Carving runes or laying wards without understanding the spirits nature may leave openings the spirit can exploit. Preparation typically takes **hours per spirit tier** (Lesser, Simple, Complex, etc.).
- **Offerings:** Sacrifices or gifts (blood, relics, memories, oaths) should resonate with the spirits origin or dominions. Meaningful offerings can win moments of cooperation—or at least hesitation.
- **Research:** Studying the spirits true name, dominions, past bonds, and history makes the ritual more precise and harder for the spirit to escape.
**Appropriateness Matters:**
The GM is the final judge of whether preparation is appropriate, neutral, or harmful to the ritual. Each element of preparation (circles, offerings, wards, etc.) is evaluated based on how well it matches the spirits nature:
- **Appropriate:** Adds **+1 die** (or occasionally more) to the Binders pool and may impose penalties on the spirits resistance.
- **Neutral:** No modifier. The spirit is neither appeased nor offended.
- **Inappropriate:** **1 die** and may give the spirit advantage or open flaws in the binding. Using contradictory symbols, insulting offerings, or poorly chosen materials can actively undermine the ritual.
- **Skipping Preparation:** Beginning without any preparation imposes **1 die per missing prepration** (up to -3 if neither circle, nor offering nor research of the name are done).
>[!hint] **GM Note:** Encourage players to think creatively and narratively about preparation.
>Knowing a fire spirits ancient nemesis, using sigils drawn from its ancestral enemy, or offering a binding vessel forged in its dominion all provide strong fictional grounding for mechanical bonuses. Likewise, insulting or generic preparations should heighten the spirits resistance.
### **2. The Binding Ritual**
A binding ritual is treated as a **social encounter against the spirit**, not a static DC. The Binder is not simply rolling to overpower the spirit but engaging in a contest of wills, threats, bargains, and deception.
- The Binder rolls **Spirit or Focus + Binding**.
- The spirit resists with its own dice pool: **Spirit Tier + Dominion Influence**.
- Each round, the Binder chooses a tactic—coercion, trickery, persuasion, intimidation, or other means appropriate to the fiction.
- Successes reduce the spirits **Resolve**. When its Resolve is reduced to 0, the spirit is fully subdued and bound.
- The spirit may also take [[Actions]] each round to disrupt the circle, attack the Binders focus, manipulate the vessel, or bargain for release.
**Failure:**
- The spirit escapes the circle and may **immediately retaliate**, attempting to harm the Binder, curse them, or wreak havoc in the area. It may also bide its time and later make the Binders life miserable—spreading rumors among spirit courts, stalking their allies, or striking when they are vulnerable. Once the spirit used its powers to (try to) harm the Binder it usually vanishes again.
- The ritual site is spiritually scarred, leaving a lingering mark that other [[Spirits]] can sense and may be drawn to.
**Success:**
- The spirit is fully subdued and sealed into the chosen vessel.
> [!hint] **GM Note:** A failed binding should have narrative weight.
> [[Spirits]] hold grudges, and some will pursue vengeance long after the circle has faded. Let the consequences ripple forward as ongoing complications.
### **3. The Vessel**
A bound spirit must be **anchored to a tangible vessel**:
- **Objects:** Weapons, talismans, armor, structures. These are the safest and most common vessels.
- **Living Beings:** Animals or people can be used but **always add 2 [[Corruption]] Dice** and risk severe long-term consequences. Living vessels may resist and eventually break.
If the vessel is destroyed, the spirit escapes violently unless safeguarded.
### **4. Activating Spirit Powers**
Once bound, the spirit grants access to a portion of its dominions.
- **Dominion Abilities:** Upon binding, choose which dominion abilities you unlock (1 for Lesser [[Spirits]], 2 for Simple/Complex, 3 for Greater [[Spirits]]).
- **Activation:**
- To activate a dominion ability, the Binder—or anyone holding the vessel—must **physically carry or touch the item** and roll **Binding**.
- This takes **2 [[Actions]]** in [[Rules/archive/Combat|Combat]] or social encounters.
- A single success is enough to trigger the abilitys effect.
> [!note] **Example: Firesword**
> A sword containing a fire spirit allows the wielder to call down a burst of flame (Fire Level 2) if they touch it and succeed on a **Binding** roll.
### Ongoing Costs
[[Spirit Binding]] carries persistent costs that grow heavier the longer a spirit remains chained:
- **Carrying Spirit-Bound Items:** Those who keep a vessel housing a spirit close to them for extended periods gradually invite [[Corruption]]. The exact rate depends on the spirits tier:
- **Lesser or Simple [[Spirits]]:** Add 1 [[Corruption]] Die every week.
- **Complex or Greater [[Spirits]]:** Add 1 [[Corruption]] Die every day the vessel is carried.
- Archspirits corrupt simply by proximity; the GM decides how quickly.
- **Using Spirit Powers:** When activating a dominion ability, the Binder rolls any accumulated **[[Corruption]] Dice** alongside their Binding check. If the spirit senses weakness, it may use this opportunity to briefly seize control:
- **Spirit Seizure:** The GM may declare the spirit acts through the vessel for a moment—often in ways that sabotage, harm, or otherwise twist the Binders intent.
### Duration of Binding
A binding does not last forever. The spirit is tethered only as long as the vessel remains intact and the Binders will holds firm:
- **Base Duration:** A spirit remains bound until released, the vessel is destroyed, or the spirit breaks its chains.
- **Erosion of Control:** Over time, especially with greater-tier [[Spirits]], the binding weakens. Every **month** (less for powerful [[Spirits]]), the Binder must succeed on a **Binding** test to reinforce the vessels seals.
- **Failure:** The spirit may escape or begin to manipulate the vessel, leaking its will into the world.
- **Release:** A Binder may willingly unbind the spirit through a ritual of release. Some [[Spirits]] will strike at their captor during this moment of freedom.
> [!hint] **GM Guidance:** Treat bindings as temporary by default.
> Even if reinforced, powerful [[Spirits]] should eventually find cracks to exploit, ensuring spirit-bound vessels remain dangerous to depend on.
### Limits of Simultaneous Bindings
A Binder can maintain **as many bound [[Spirits]]** at a time. **as their Focus is**. This represents the focus and willpower needed to keep a spirit chained.
- Attempting to bind a second spirit without the proper ability automatically **releases the first spirit**.
- Some cultures might enforce this limit narratively: trying to hold more than one spirit without training is spiritually dangerous.
## Ability Tree
![[[[Spiritbinding]]]]
## **Roleplaying Spirit Binding**
- Bound [[Spirits]] leave their mark. Weapons may hum with unnatural resonance, armor may weep condensation or blood, and living vessels often grow restless or subtly warped—eyes too bright, voices carrying echoes, shadows that move wrong.
- Spirit courts and shamans regard Binding as a grievous violation. Lesser [[Spirits]] whisper warnings; Greater [[Spirits]] may send emissaries or hunters to punish those who dare chain their kind.
- Long-term use of spirit-bound vessels slowly erodes the will. The spirits desires and personality begin to bleed into the Binders own thoughts, creating intrusive urges or cravings. Players should reflect this growing **influence** in their roleplay: a fire spirit might make them quick-tempered, a loyalty spirit overly protective or possessive, a void spirit coldly detached.
## **GM Guidance**
- Encourage **thorough preparation**. Knowledge of a spirits true name, origin, or dominions should offer tangible advantages—more dice, narrative leverage, or weakening the spirits Resolve.
- Treat the **Binding Ritual** as a tense negotiation or duel, not just a dice check. [[Spirits]] will exploit weaknesses, lie, bargain, and use their dominions to destabilize the Binder or break the vessel.
- Let the cost of **[[Corruption]] Dice** feel heavy. When they trigger backlash, show it in the world: reality buckling, allies turning on the Binder, dominion-driven outbursts that fracture relationships or cause lasting harm.
- Consider [[Spirits]] as **ongoing characters**. Failed bindings or escaped [[Spirits]] should return to complicate the Binders life—seeking vengeance, rallying other [[Spirits]], or undermining their reputation among spirit courts.