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View Full Version : Looking for feedback on new Sorcery system based on Spirit-Binding rules (Warning: Lo



jb.teller4
05-21-2008, 02:05 PM
This is my first post. I also haven't run or played BW yet, though I've been reading like crazy to prepare for my first game coming up. I mention that to make it clear that I don't have any practical experience and it's likely there are ramifications of my ideas below that I haven't predicted.

Basically, to match a specific campaign setting, I want to change the sorcery rules. I'm borrowing very heavily from the Spirit-binding rules and I'm trying to stay as close to those as possible, since those have been playtested by others and work.

A couple things I want to lay out now to explain the similarities and differences from the Spirit-Binding rules:

Spirits are not elementals or tied to nature and are not tied to the land particularly. I'm basing them on the "Instrumentalities" from Glen Cook's "Instrumentalities of the Night" series (I highly recommend them). They are more similar to the nastier faerie stories (the type where people are found the next morning dead and drained of blood or are drowned by a beautiful maiden who turns into a hideous monster), and they range up in power to encompass effectively old pagan gods, though generally with an unpleasant bent. They are usually invisible, but some of the more powerful ones can manifest--usually at night, when they are much stronger.

Sorcerers' power comes from their ability to summon, abjure, bind and force spirits into service. Most sorcerers have one or more spirits bound to them that travel around with them. Like in Spirit-Binding, these spirits are almost always invisible and are not noticeable.

If a sorcerer has bound spirits, then they can quickly cast "spells", which are basically the same as the services in spirit-binding, but a little more flexible in being able to, say, create fire out of nothing if they have a fiery spirit bound to them.

Without bound spirits (or if the sorcerer wants to create an effect they don't have a spirit for or else more powerful than any of their spirits can accommodate), they have to find or summon the spirit and then bind it into service before they can use it. I won't cover those rules below, but they will be based on some of the rules in the Summoning chapter.

This is a human-only setting, with no Elves, Dwarves or Orcs. There are a number of "monsters", mostly tied to the spirits as described above
(especially since the lines between mortal and spirit are a little more fluid, like many faery stories--so you can have "spirit-blood" or be "tainted")

There are other things, but those are the important ones.

Okay, now to the system...

The Sorcery skill replaces Spirit-Binding, but this is basically a name change.

Circination is still a skill and works exactly as described in Spirit-Binding.

Bound spirits are rated from +0 to +3 and replace Domains. They have the same cost. Each spirit has one "theme" (I'll probably call it a domain, but don't want to get it confused with Spirit-Binding Domains in this post). That theme will be fairly limited--fire, stone, wind, fear, etc. I'm still working on how narrow to make them.

Only one Bound spirit can be used for any given spell and any spirit can only sustain one effect at a time. So they never stack and any sustained effects mean that spirit can't do anything else unless the effect is ended. However, a sorcerer with five bound spirits could sustain five effects.

Spirit Marks work exactly as described in Spirit-Binding.

Sorcerers must have the Gifted trait to bind spirits and do sorcery. Un-gifted characters can learn and use Sorcery, but they are much more limited (basically only able create minor wards to give some protection from spirits--basically "superstitions" that work--and have a knowledge of the principles of Sorcery).

Base Sorcery has the same effects as Spirit-Binding (except Succor is cut): Reveal, Help, Harm, Hinder and "Like an ox". In addition, there are a very limited number of "mental state" effects (fear, stupor, fascination) that can all be covered with either Help or Hinder or by forcing a Steel check. So "Force a steel check" will be an added effect (I need a better name).

Dice pools are calculated similar to Spirit-Binding. Sorcery + Bound Spirit + Spirit marks. A limited number of skills can be FoRKed in. Immanence is cut, but the general power of the area (which fluctuates significantly from day to night) can add or remove Dice (From -2D to +2D). I know that normally BW adds Obstacle rather than removing Dice, but the number of dice is used in determining the max power of effect a sorcerer can attempt (see below).

Obstacles are determined similar to Spirit-Binding. The Strength of the effect + Need (identical to Spirit-Binding) + Domain/Medium (renamed to "Area of Effect" or "Target" and limited to the caster's line of sight).

Note that I said "Strength of effect" not of the spirit. Effects require the same Strength requirements as listed in Spirit-Binding (e.g. Help = Str 1 to add 1D, Str 5 to add 2D and Str 9 to add 3D). The max Strength of effect a Sorcerer can cast is based on a mix of the spirit they are using and their own Will exponent, rather than just on the power of the spirit they bind.

When casting a spell, the sorcerer determines the effect they want to produce and then they determine the Strength required. The max Strength that a Sorcerer can choose to attempt is equal to their Will +/- the power level of the area + the rank of the applicable Bound Spirit (whether one they carry around with them or one they summoned and bound just for this spell).

Once the Strength is determined, calculate the total Obstacle (including Need, Domain/Medium, etc.).

The sorcerer rolls against the Obstacle to cast the spell.

Sorcery is dangerous--to cast a spell, the sorcerer unbinds the spirit enough to do the effect. Spirits are seldom friendly to humans at the best of times and they despise their sorcerer masters. Not only must the sorcerer bind the spirit to their will in order to force it to perform a service, they must also keep it from wreaking any other havoc or from seeking retribution on the sorcerer directly.

I have two different ideas for handling this and would appreciate suggestions on which to use (or other ideas):

A) If the sorcerer fails their spell, then the spirit wrests enough control away from the sorcerer to strike at them. Depending on the type of spirit and the nature of the attempted spell, the spirit will either directly attack the sorcerer using the Harm effect rules with a Strength equal to the number of successes the sorcerer failed by or else force the sorcerer to make a Steel test as they battle for control. A failed Steel check means the sorcerer must choose Stand and Drool as they struggle against the spirit. Only very rarely is there any danger of the spirit escaping (since the spirit can only act through the sorcerer, if the sorcerer is knocked unconscious or even while locked in Stand and Drool, the spirit is unable to affect the world in any other way.)

If the Sorcerer succeeds, they have to make a Tax test against an Obstacle equal to the Strength of the spell minus the number of successes over the Obstacle they got. failure adds -1D of tax. (NOTE: I don't have the BW books with me while I'm writing this and only vaguely remember the Sorcery tax rules--that may change the above. What I really want is that they roll for Tax and that the difficulty of that roll is lessened by the number of extra successes they got while casting. And if they succeed by enough, they don't even have to roll. So lower Strength spells are both less dangerous and less taxing.

B) Alternately, I'm thinking of saying that if the sorcerer succeeds, they either succeed completely with no side-effects or possibly make a Tax check using the normal sorcery rules. If they fail, they suffer Retribution using the Spirit-Binding rules equal to the number of successes they failed by, but the spell still takes effect. This would mean that whipping out a powerful spell generally allows the sorcerer to have a major impact on others but they'll probably suffer almost as much themselves, while weaker spells leave the sorcerer barely scathed. It makes it much easier to succeed (since the sorcerer can't really fail to cast the spell), Possibly too easy.


I have some other rules around summoning and actually binding spirits, as well as for abjuring and execrating spirits (based on rules from the Summoning chapter of Magic Burner on the site), but I want to focus on this core system first.


I have a couple specific questions and then I also want general criticisms and suggestions.

First, how should I handle the "Force a Steel Check" effect? I'm thinking that it has a base Obstacle of 3 and that it adds +1Ob to the Steel check for every 3 Strength above that (for a max of +2 Ob at Strength 9). However, I really just threw that out as a starting point and it should probably be adjusted.

Second, for determining the consequences of casting a spell, I listed two ideas above. Which is better ("Fail=attacked/Succeed=Taxed" or "Fail=succeed but struggle for control")? Or are both fine and it's a feel/setting question? I'm also very open to completely different ways of handling it. The main thing is that I want failed spells to be dangerous and/or out-of-control, not "fizzle", and I also like the idea of danger to the sorcerer that increases the more powerful the spell is.

Third, it seems like spells will have really high Obstacles. I used Spirit-Binding very closely on setting Obstacles, so I'm assuming it works in play. But are sorcerers just weaker than I expect or will they tend to get more successes than I expect.

Hopefully the above makes sense. I wrote it fairly quickly, so I apologize if it isn't clear.

-John

jb.teller4
05-21-2008, 02:21 PM
I just thought of another important (edit: spelling) difference from Spirit-Binding--Sorcerers do not get a free Bound Spirit at +0 for each LP, the way Spirit-Binding characters do for Domains. Also, the cost for Bound SPirits at character generation is the same as Domains (+0 = 4 rsp, +1 = 7 rsp, +2 = 25 rsp and +3 = 45 rsp).

quixoteles
05-21-2008, 04:48 PM
The sorcerer used to have "necessary bits" is that still true? Can they buy locations like property to increase thier spirit power, similar to the day/night mechanic.

Also these spirits, do you actually, you know, find/make a monster first, and then bind the spirit enslaving the power of its otherness to you? It's a really long post and I may be confused and this is a different idea entirely, I am not sure.

I was just thinking about wizards stalking around, hunting monsters in great gory battlefields, artist's palours, empty elven citadels, matyrs graves, ancient wilderness and kings masoleums looking for snatches of power to obtain/contain while I grit my teeth over checks Dungeon and Dragons never cashed for me.

But I do that a least three time a month about some wasted time in my childhood, so never mind my emo-geek lamenting.

jb.teller4
05-22-2008, 07:24 AM
The sorcerer used to have "necessary bits" is that still true? Can they buy locations like property to increase thier spirit power, similar to the day/night mechanic.

Hmm. You know, I hadn't thought about it, but I like that. I'll need to brush up on the "necessary bits" rules...



Also these spirits, do you actually, you know, find/make a monster first, and then bind the spirit enslaving the power of its otherness to you? It's a really long post and I may be confused and this is a different idea entirely, I am not sure.

I was just thinking about wizards stalking around, hunting monsters in great gory battlefields, artist's palours, empty elven citadels, matyrs graves, ancient wilderness and kings masoleums looking for snatches of power to obtain/contain while I grit my teeth over checks Dungeon and Dragons never cashed for me.

I did have that as a periphery idea, though I hadn't focused on it in this post. I figured that sorcerers would start with a certain number of spirits already bound (and also costing Rsp like spells or Domains, so sorcerers still have to worry aboutthat same economy). Then interacting with other spirits would be a mix of seeking them out then binding them when you got close enough or else running into a spirit and using binding as a way of dealing with it.

-John

Dwight
05-22-2008, 07:59 AM
That's a lot to bite off first time running the game (not even run/played a demo before?)

But I like a lot about it.

So, do you name the spell when you summon it?

Also, just an idea for that more "flexible" casting you were talking about. Maybe allow the Sorcerer to tweak the spell on everything but the Element. At the higher Ob the Spell would normally cost to do that?

jb.teller4
05-26-2008, 01:23 PM
That's a lot to bite off first time running the game (not even run/played a demo before?)

No, I haven't. I heard BW mentioned several times and it sounded interesting. I read some reviews and bought the core books and have been really excited to run it since.

Also, I've been playing a lot of FATE games lately (like Spirit of the Century, but mostly hacked into other genres and settings.). FATE is very hack-friendly, and I've always been a tinkerer, so it's sort of a bad habit to very quickly start looking at how to tune a game by changing or adding rules.

Would you recommend running BW a couple times without making any changes in order to give me and the players a better handle first? Note that I'm not really planning on changing anything else (except having PCs only be human) and Iwas trying to stay as close to Spirit Burning rules as possible.



But I like a lot about it.

Would you mind giving some specifics... ;) I'm also very interested in any areas that you would be concerned about or just don't really like.



So, do you name the spell when you summon it?

Um... I don't know. I hadn't really been planning on it (since the "spell" is effectively a spirit being forced to do a specific effect), but I like the idea of requiring some kind of description of either the spirit or the effect.



Also, just an idea for that more "flexible" casting you were talking about. Maybe allow the Sorcerer to tweak the spell on everything but the Element. At the higher Ob the Spell would normally cost to do that?

So if I'm understanding you right, you're suggesting using the regular sorcery rules (with specific spells purchased with Rsp, etc.), and then allowing players to use the Abstraction rules to change anything but the Element (I'm guessing without requiring them to buy the facets), at the standard increased cost per the Abstraction rules?

I'm not opposed to that idea, but I'm not convinced it's easier on the players or the GM. If it has other advantages, I'm all ears.

Part of the reason I went the way I did is that I was reading the "Art of Sorcery" post and really liked the idea. But since it was ina very "rough draft" form (especially regarding what Obstacles should be) I was hesitant to try it out when neither my players or I have any experience with BW.

Then I read the Spirit Binding rules and really liked everything except for the way it's tied to location (well, actually I really liked that, but it doesn't match what I want out a more mainstream "sorcery" system). In particular, for the speicifc vision of Sorcery I had, I actually liked the list of powers for Spirit-Binding--the things that it doesn't cover are things that I don't really want in this specific magic system. So I thought that using the same core idea, but not tying it to locations could work well. But I wanted to have a similar Rsp cost. That's why I went with bound spirits that the sorcerer carries around with them.


So let me propose a simplified version of the rules I offered earlier:

Use the official Spirit-Binding rules exactly as written, except simply substitute "Bound Spirits" who each have a specific Element in place of Domains? Also, don't give a free Domain at +0 per LP, so all of them have to be purchased.

Would that work? Are there not enough Elements, so every sorcerer will tend to have them all, just with a couple bonuses different (e.g. "Fire: +2D", "Water: +0D", "White: +1D")


Or here's another variation:

Use the official Spirit-Binding rules exactly as written, except that there are no Domains and each Element is purchased at the cost of the element facet listed in "Spell Abstraction". Then each Element has a couple idiomatic bonuses in certain situations (Fire and White get damage bonuses, Earth and Air get physical stat bonuses or at least bonuses to certain actions, like Push, etc.).

This would mean a couple things. First, there's no bonus from Domains (Fire cost X Rsp and you either have it or you don't). That means Sorcerers will have less dice. I could add Will, like standard Sorcery. I could make FoRK's easier and more plentiful. I could add something like Domains that gave bonuses (maybe Tools like a Sorcerer's Necessary Bits), etc. Or maybe less dice is fine.

Second, Anima and Heaven fit well with BW Sorcery, but not with Spirit-Binding rules. I could just cut them. Or I could add certain "special powers" (like light, darkness, etc.) and add them to certain Elements, like idiomatic bonuses (e.g. light and darkness would be special abilities of Heaven). I'm not sure.


Are either of those better than the original? Maybe some other idea along those lines might work?

Thanks--
John

ghashsnaga
05-26-2008, 02:30 PM
I would highly recommend running BW as is for awhile to get the hang of the system. The game is front loaded with everything you need to run.

There are two alternate spell casting system that have been discussed on the forums.
Here:
http://burningwheel.org/forum/showthread.php?t=3674

and

http://burningwheel.org/forum/showthread.php?t=3718

Ara

jb.teller4
05-26-2008, 03:33 PM
I would highly recommend running BW as is for awhile to get the hang of the system. The game is front loaded with everything you need to run.

I'm sold on running BW as written to start. If my system wasn't basically a slightly modified version of the official Spirit Binding rules, I would completely put them off for later.

My main question left is whether using the Spirit Binding rules exactly as written, except replacing Domains with Bound Spirits (or something similar) that are limited in scope to elements or a similar narrowness, is too big of a change? Spirit Binding is an official magic system designed by BW headquarters and I think that changing Domains will be a small change to the system and the main difference will be in how Sorcerers feel in play.

So how much impact do people expect changing Domains to have? The main difference I see is that Domains cover when and where you can do an effect, while Bound Spirits covers what you can do. Domains are more limiting, which does concern me a little...



There are two alternate spell casting system that have been discussed on the forums.
Here:
http://burningwheel.org/forum/showthread.php?t=3674

and

http://burningwheel.org/forum/showthread.php?t=3718

Yeah, I looked at both of those, too. I didn't like the Simple Sorcery rules, really. I liked the Art of Sorcery rules, but Luke says up front that it's a rough system still and he's pretty sure the Obstacles are off. For the first time running BW, that seems like I should probably avoid it. One of the advantages of just hacking the Spirit Binding rules a little is that I had all the Obstacles clearly spelled out and the was an area I knew I wasn't comfortable playing with yet.


Thanks to everyone who has replied!

-John

ghashsnaga
05-26-2008, 08:54 PM
So how much impact do people expect changing Domains to have? The main difference I see is that Domains cover when and where you can do an effect, while Bound Spirits covers what you can do. Domains are more limiting, which does concern me a little...


I am not sure what impact changing Domains would be. I have two players running Spirit Summoning tpyes right now and we haven't had an issues with use or scope so far.

ara

Dwight
05-26-2008, 10:52 PM
"Simple Magic"? No, no, no, Practical Magic (http://burningwheel.org/forum/showpost.php?p=33522&postcount=23). ;)

But for what it's worth I was thinking of characters having to buy/learn the facets just like a caster.

I think you will give a very different feel if you can summon an element anywhere. Maybe it's what you want but it's going to change things. For better or worse...hrmm.

I really would recommend running BW with more tested magic first. Or frankly no magic at all outside of Faith.


I liked the Art of Sorcery rules, but Luke says up front that it's a rough system still and he's pretty sure the Obstacles are off.
Here's my kick at refining that idea, or at least the part of it that really struck a chord for me. Although it has a different tone than what you describe looking for (http://www.burningwheel.org/wiki/index.php?title=%22A_Primeval_Peril%22), or certainly a different inspiration (source is Lovecraft, most directly Arkham House's The Dunwich Horror collection of stories). It has been played in a campaign, and though it needs a little polish and I'd like to put it through a second campaign to make sure some things that didn't get stressed in the initial one are working, the Ob seem solid for what I was aiming at. But what I was aiming at was a low occurance of cursing (casting). Averaged about 1.5 Curses/2.5hr-2 player session, with one character capable of pronouncing Curses, and a somewhat higher usage rate for the Skills, divining uses of Kispu, and such.