Sorcery

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Setting

BASIC SORCERY

Summoning a spirit requires a ritual of summoning via the means of a summoning circle that opens a gate to the spirit world. There are three kinds of circles generally:

summoning circles: gateways through which spirits are summoned
fortress circles: circles that protect the sorcerer
prison circles: circles that create a prison that traps the summoned being indefinitely

Circles can be combined or overlapped.

Knowing a spirit’s True Name and Epithets ensures the summoning of that particular spirit and grants a bonus to the Binding or Pacting roll.

Once the spirit is summoned (or beseeched in the case of celestial beings), the sorcerer strikes a bargain with or binds the entity so that the entity provides a service of some kind. It may be indefinite, essentially bestowing a power on the sorcerer in the form of invisible airy spirits, attending angels, a demon taking the form of an animal or device. If bound, a spirit must serve. Binding is forcing one’s will on the spirit, whereas Pacting is a negotiation the spirit is free to reject.

Named and Bound/Pacted Spirits are Supporting Characters. Many spirits that grant powers generally may not be named, but may be (essentially) nameless minion types.

Angels cannot be bound, according to all the known principles of Sorcery. However, they can be Pacted with. Demons or spirits may be bound via a Ritual of Binding that pits the sorcerer’s will against the power of the spirit. The degree of the dice roll outcome reflects the strength of the binding.

0-9: Use half binding ritual skill as Binding Strength
11-99: Use binding ritual skill as Binding Strength
100+: Use 2x binding ritual skill as Binding Strength

Each spirit has a Desire (something it wants or enjoys) and a Need (something it needs to remain comfortable). The more you call upon a spirit’s powers, the more its Need must be met. The longer a Need goes unmet, the more the Demon becomes resistant to commands and may try to break the Binding. The spirit may, if its Desire is unmet, may choose to twist or otherwise resist the spirit of a command.

OTHER RELEVANT FACTORS

* Need just met +20 to Sorcerer
* Need met recently +10 to Sorcerer
* Need not met that day +10 to Spirit
* Need not met for a moon phase (1 week) +20 to Spirit
* Need not met for a month +40 to Spirit

Pacting is different than Bargaining, more of a quid-pro-quo. The spirit agrees to provide service X so long as sorcerer provides service Y (which may be a vow of behavior, a quest, etc.). Pacts are only open-ended in duration if the service offered by the sorcerer is open-ended.

  • Grimoires & rituals
  • Dissemination of the Byzantine Grimoires & the Gutenberg press
  • Summoning, Containment, Binding
  • Scourging or punishing
  • Warding
  • Pacting – more of a bargain than Binding
  • Entities summoned
  • Powers conferred (keep general)
  • The Hierarchy
  • Names – the more detailed the name, the more powerful and significant the entity
  • Pagan v. religious entities
  • Angels v. Demons – special considerations? (N.B. use Nobilis factions as guideline?)
  • Necromancy = sorcery specializing in the Dead and powers of Death
  • Procedure
  • Limitations
  • Hazards to the caster
    What are they?
    How to cast in game terms?
    The higher the entity on the hierarchy, the greater the Hazard.
  • Defenses against – Jewish Kabbalistic amulets?
    Other spirits bound to defense?
  • Impact on society (cursory—move to another one-sheet?)

NECROMANCY

  • Impact on society
  • Spying by binding the dead
  • Custom of severing the head and burying it in a separate location to avoid ghost binding
  • Forbidden by the church (except as used by the Pious & Humble Order of St. Isadore)
  • Consecrated ground as protection
  • Personal consecration
    Obvious – scars or tattoos

Sorcery

1492 Serenissima Hexabolic