A roleplay sourcebook for the Void, exile bracelet, corruption, the Eye, learning sorcery, costs, spell degrees, failure, purification, social consequence, character creation and Game Master adjudication.

Introduction

ASH & BLOOD / ROLEPLAY SOURCEBOOK
Sorcery
Knowledge • Corruption • Power • Consequences
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FIELD PLATE 00 / THE VOID — An artist’s interpretation of the unknown. The image is atmospheric, not a literal map of the Void.

“Stare at the Void, and the Void stares back at you.”

The Ash & Blood sorcery framework is a roleplay sourcebook for players and Game Masters. It describes how occult knowledge, the exile bracelet, corruption, perception, capability, cost and consequence fit together in our interpretation of the Exiled Lands.

Sorcery is not a free catalogue of powers, and corruption is not a simple synonym for evil or madness. A character may know more than they can perform, gain power without mastering it, or become deeply changed without understanding what has happened to them. The unknown remains unknown even when its effects can be observed.

The central relationship
Knowledge offers possibilities. Corruption alters the wearer’s relationship with the Void. Power is conditional, limited and costly. Consequences remain part of the story.
01
KNOWLEDGE
What has the character learned, witnessed or understood?
02
CORRUPTION
What lasting alteration has exposure produced?
03
POWER
What can the character actually accomplish here and now?
04
CONSEQUENCES
What is risked, changed, revealed or lost?
For players and Game Masters
Use the written sections as a shared interpretive framework. If a server rule or approved mechanic governs a spell or scene, that rule takes precedence over this document.

I. The Nature of the Void

I / FOUNDATION
The Nature of the Void
An unknown source; observable effects; no guaranteed mastery

The Void is unknown. Its true nature, origin and intentions remain beyond reliable understanding.

Its effects, however, can sometimes be observed. They may be studied, reproduced and used. That does not mean the Void is understood, nor that it can ever be fully controlled.

Sorcery begins when a person establishes a connection with something they were never meant to touch. Its fundamental principle is reciprocity: the more one perceives the Void, the more exposed one becomes to it. Knowledge creates possibilities, but it also carries consequences.

What can be claimed?
A character may report what they experienced, record what appeared to work, or form a theory. That is not the same as proving the Void’s nature or discovering a rule that governs every occult event.

The Void is a fundamental threat, but it need not be treated as a fully understood enemy. Whether it possesses intentions, consciousness or purpose remains uncertain. No school, religion, cult or scholar can claim absolute authority over its nature.

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Observable effect: something occurred, and a witness can describe it.
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Interpretation: the witness develops an explanation, which may be incomplete or wrong.
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Reliable understanding: a much stronger claim that requires more than a single successful ritual.

II. The Bracelet

II / RESTRAINT
The Bracelet
A coupled system, not an escape mechanism
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FIELD PLATE 01 / THE BRACELET — A visual interpretation of the serpent restraint associated with exile.

The bracelet is not merely a shackle. It is a restraint against the forces that govern the Exiled Lands. For the purposes of Ash & Blood sorcery, it also acts as a regulator, restricting the wearer’s ability to interact with forces beyond ordinary reality.

The bracelet does not need to be removed, broken or destroyed for sorcery to become possible. Instead, the relationship between the wearer and the bracelet must be altered. That alteration requires corruption.

01
THE RESTRAINT
The bracelet remains in place. Sorcery does not grant freedom from exile.
02
THE RELATIONSHIP
Corruption changes how the wearer and bracelet interact; regulation may be circumvented or distorted.
03
THE COUPLED SYSTEM
The wearer and bracelet form a coupled system. Changes to the wearer affect how the restraint functions.
04
THE CLOSING
Purification removes the corruption sustaining the opening. Access to sorcery is lost when that connection closes.
The bracelet is not the Barrier
The bracelet and the Barrier are distinct mechanisms. Corrupting one’s bracelet does not remove the Barrier, cancel the cursewall, or grant passage beyond the Exiled Lands.

The distinction matters in roleplay: sorcery is not an escape clause, and a character’s progress toward an occult opening does not itself grant them freedom from exile.

III. Corruption

III / ALTERATION
Corruption
Exposure changes the person; it does not promise mastery

Corruption is the progressive alteration of a person through exposure to the Void. It is not simply evil, madness or a moral failing. A corrupted person may remain intelligent, disciplined, compassionate, or entirely convinced that their actions are justified.

Corruption may be subtle. It need not produce visible mutations, madness or immediate physical deterioration. Its defining characteristic is that the person has been changed by what they have encountered.

THREE FUNCTIONAL STATES
Exposure, Threshold and Opening
STATE 01
EXPOSURE
The character has encountered occult knowledge or forces: witnessed a rite, studied forbidden writings or experimented with phenomena they do not understand. Exposure alone does not automatically grant sorcery.
STATE 02
THRESHOLD
The character has accumulated enough corruption for their relationship with the Void to change meaningfully. The bracelet’s regulation can begin to be circumvented. It may follow repeated experiments, prolonged study or one exceptionally intense encounter.
STATE 03
OPENING
The character can establish a deliberate connection and perform sorcery. This is not immunity, mastery or permanent access. The connection must be maintained, and its consequences remain.
Progression is descriptive, not numerical
These states are not a mandatory points ladder. The player and Game Master should judge progression through the character’s experiences and established roleplay.
CORRUPTION HAS A DIRECTION
Recurring affinities, not fixed classes
AFFINITY 01
Perception
Sensing, revealing or interpreting what should remain hidden.
AFFINITY 02
Alteration
Changing existing matter, conditions or phenomena.
AFFINITY 03
Invocation
Calling upon forces whose nature is uncertain.
AFFINITY 04
Vitality
Interfering with life, bodily functions or the boundary between life and death.
AFFINITY 05
Transgression
Attempting effects that challenge fundamental limitations.

These affinities are descriptive rather than mandatory classes. A character may develop several, abandon one, or discover an entirely different direction through roleplay.

IV. The Eye — Perception & Exposure

IV / PERCEPTION
The Eye
Opening, corruption and mastery are separate
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FIELD PLATE 02 / THE EYE — A depiction of active contact with an occult force, and the danger of looking too deeply.

The Eye is a metaphor for the sorcerer’s degree of interaction with the Void. The more the Eye opens, the more the sorcerer perceives — and the more exposed they become.

A greater opening may reveal hidden patterns, unfamiliar presences or possibilities unavailable to ordinary senses. It may also attract unwanted attention, intensify corruption or expose the sorcerer to influences they cannot interpret.

01 / RESTRAINT
CLOSED
Limited perception. Further exposure is reduced, but existing corruption is not automatically undone.
02 / CONTACT
HALF-OPEN
Some anomalies may be perceived. Contact is active but limited, and interpretation may remain uncertain.
03 / EXPOSURE
OPEN
Deeper perception and greater exposure. Unfamiliar patterns or presences may become apparent, along with greater risk.
Three separate dimensions
Opening describes the degree of active interaction with the Void. Corruption describes lasting alteration caused by that interaction. Mastery describes the character’s ability to perform a technique reliably.

These are not interchangeable measures. A highly corrupted character is not necessarily powerful. A knowledgeable character is not necessarily capable. A skilled sorcerer is never guaranteed safety.

V. Learning Sorcery

V / STUDY
Learning Sorcery
Discovery can provide knowledge; it cannot guarantee capability

There is no single path to sorcery. A character may discover it through experimentation, forbidden texts, observation, tutelage, accidental exposure, or study of another sorcerer’s work.

Books and rituals provide knowledge. They do not automatically provide the corruption, ability or understanding required to use that knowledge. A book can describe a technique without making its reader capable of performing it.

THREE QUESTIONS FOR EVERY TECHNIQUE
Knowledge • Capability • Cost
QUESTION 01
KNOWLEDGE
Does the character understand the technique? What do they actually know, and how reliable is that understanding?
QUESTION 02
CAPABILITY
Can the character perform it under the present conditions? Training, corruption, context and experience may limit execution.
QUESTION 03
COST
What must the character risk or endure to achieve the effect? Consider strain, exposure, escalation and consequence.
Knowing is not doing
A character may know a spell they cannot yet perform. They may also succeed at a technique without understanding why it worked. Neither situation should be treated as unusual.

Learning should be earned through credible discovery, experimentation, observation or tutelage. Finding a written ritual is a beginning, not automatic proof of mastery or permission to ignore the character’s established limits.

VI. The Cost of Sorcery

VI / PRICE
The Cost of Sorcery
Intensity • Duration • Complexity • Mastery • Context

Sorcery is not a free resource. Every act involves some degree of exposure, strain or uncertainty. The cost depends on the spell and the circumstances surrounding its use.

WHAT SHAPES THE COST?
Evaluate the whole attempt, not its name
FACTOR 01
INTENSITY
How large, forceful or far-reaching is the intended effect?
FACTOR 02
DURATION
How long must the effect persist, and how much effort is required to maintain it?
FACTOR 03
COMPLEXITY
How many steps, conditions or interacting elements must be controlled?
FACTOR 04
MASTERY
How familiar and reliable is this technique for the sorcerer?
FACTOR 05
CONTEXT
Are surroundings unstable, hostile, distracting or otherwise unfavorable?
FACTOR 06
REPETITION
How often has the sorcerer used sorcery in a short period? Are they pushing beyond current capability?

Minor, familiar techniques may have little immediate consequence. Greater workings may cause exhaustion, physical distress, intensified corruption, unwanted manifestations or loss of control.

Costs are proportional, cumulative and contextual. A minor spell does not need to produce a dramatic penalty every time; conversely, repeated use of small spells is not necessarily harmless.

Accumulation is the danger
The Void does not have to punish every action. The danger lies in the accumulating relationship between the sorcerer and what they invoke.

For a fitting Conan Exiles atmosphere, sorcery should feel prepared, intrusive and costly rather than like a casual display of harmless spectacle. Ritual tools, difficult conditions, concentration, occult knowledge and the threat of corruption support this tone; the exact outcome still depends on the established roleplay and server rules.

VII. Spell Degrees

VII / SCALE
Spell Degrees
A guide for proportionate adjudication, not a rigid tier list

These categories help players and Game Masters evaluate a proposed effect. They are guidelines, not a rigid universal scale.

LOWER COST
MINOR SORCERY
Limited, brief or narrowly focused effects. Examples: detecting a faint occult presence; producing a small, temporary supernatural disturbance; manipulating a minor phenomenon within immediate reach; briefly enhancing perception in a specific context.
NOTICEABLE COST
SIGNIFICANT SORCERY
Sustained, complex, physically consequential or situation-shaping effects. Examples: sustaining an unnatural phenomenon; altering a substantial object or local environment; revealing information normally inaccessible; producing an effect requiring concentration or several steps.
SERIOUS COST
MAJOR SORCERY
Extensive, exceptionally complex, difficult-to-reverse effects or workings capable of changing the course of a scene or event. Examples: affecting several people or a large area; attempting to alter life, death or another fundamental boundary; sustaining a powerful manifestation; performing a complex working with uncertain consequences.
DegreeTypical cost and risk
MinorLow exposure or minor strain; repeated use may increase risk.
SignificantNoticeable strain and a meaningful possibility of further corruption or complications.
MajorSerious exposure, substantial strain and significant risk of unintended consequences.
Judge the actual effect
A spell’s degree depends on what it actually does, not simply what it is called. Context matters: a familiar technique may become dangerous when extended, sustained or used beyond its usual limits.

VIII. Failure & Loss of Control

VIII / RISK
Failure & Loss of Control
Complications should follow from the attempted working

Sorcery can fail without producing catastrophe. Failure should follow from the technique, the circumstances and the risks involved.

OUTCOME 01
FAILURE
The intended effect does not occur.
OUTCOME 02
INCOMPLETE EFFECT
The spell works only partially or lasts for less time than intended.
OUTCOME 03
OVERFLOW
The effect exceeds its intended scope or produces an additional complication.
OUTCOME 04
RUPTURE
The connection becomes unstable, exposing the sorcerer or others to a serious consequence.

These outcomes are not a mandatory escalation ladder. The Game Master should select consequences proportionate to the attempted effect and the circumstances already established in the scene.

Failure is not automatic catastrophe
A failed attempt does not automatically mean possession, permanent mutation, madness or death. Such consequences require appropriate narrative justification and, where other player characters are affected, the relevant consent or server procedures.

The most useful failure usually creates a meaningful new decision rather than ending a scene arbitrarily: a partial result, a visible warning, lost time, physical strain, an exposed secret or an unstable effect may be more compelling than instant ruin.

IX. Purification

IX / SEVERANCE
Purification
The opening can close; consequences do not simply disappear

Purification is possible. It is neither simple nor guaranteed to be painless.

Reducing active exposure and removing established corruption are not the same thing. A character may learn to limit their interaction with the Void while remaining corrupted.

What true purification changes
True purification removes the corruption sustaining the opening. Once that connection closes, the character loses access to sorcery.
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Possible consequences include physical or psychological strain.
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Abilities that depend on the connection may be lost.
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Recovery may be uncertain, and other lasting effects may be established through roleplay.
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Purification does not automatically erase memories, knowledge or past actions.
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Purification does not guarantee that every consequence of sorcery can be reversed.

A character may choose to abandon sorcery. The decision should carry narrative weight without becoming an excuse to remove player agency. Choosing recovery, refusing further study or attempting to live with remaining corruption can each become a meaningful story.

X. Fear, Secrecy & Society

X / SOCIAL CONSEQUENCE
Fear, Secrecy & Society
Different witnesses know different things

Sorcery is feared because its mechanisms are poorly understood, its costs are uncertain and its consequences may extend beyond the sorcerer.

That fear does not need to be justified by superstition alone. Even a rational observer may distrust a practice capable of altering reality through an incompletely understood connection.

REACTION
HOSTILITY
The practice may be condemned, driven underground or met with violence.
REACTION
FASCINATION
Some may become curious, seek instruction or pursue occult knowledge.
REACTION
OPPORTUNISM
Others may seek to exploit a sorcerer’s reputation, secrets or abilities.
REACTION
CAUTIOUS STUDY
A witness may document events, test claims or watch for signs without claiming full understanding.

Different cultures and individuals may respond with hostility, fascination, religious condemnation, opportunism or cautious study. A sorcerer may conceal their abilities, seek protection, recruit students or openly pursue knowledge. None of these responses is mandatory.

Fear is a roleplay consequence, not a compulsory personality
Players should portray believable reactions without assuming that every character knows how sorcery works. Suspicion may be reasonable; certainty requires evidence.

XI. Character Creation

XI / CHARACTER DESIGN
Character Creation
Background • Motivation • Corruption • Limits

A character does not need to begin as a sorcerer. Discovery, failure, transformation and refusal are all valid parts of the journey. When creating a sorcerer—or someone who may eventually pursue sorcery—consider the following prompts.

01
BACKGROUND
How did the character first encounter occult knowledge? Was the exposure deliberate, accidental, inherited or imposed? What did the character believe before this encounter?
02
MOTIVATION
What are they seeking: knowledge, power, survival, revenge, understanding or something else? What are they willing to risk? What would make them stop?
03
RELATIONSHIP WITH CORRUPTION
Have they merely been exposed, reached the threshold or established an opening? What direction has their corruption taken? How do they recognize its effects, if at all?
04
LIMITS
What can they currently do? What can they understand but not yet perform? What consequences are they afraid of?
CHARACTER QUESTIONS
Write a person, not a list of powers
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What does the character tell themselves about the source of their abilities?
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What evidence would make them doubt that explanation?
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Who would they trust with what they have learned—and who must never discover it?
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What line would they refuse to cross, and what pressure could make that line move?
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What do they hope to achieve, and what are they afraid to become?
Growth can include refusal
A character can discover sorcery and reject it. They can attempt a rite and fail. They can become corrupted without becoming powerful. The path is a story, not an obligation to escalate.

XII. Game Master Guidelines

XII / ADJUDICATION
Game Master Guidelines
Consistent, proportionate and collaborative consequences

The purpose of this framework is to support consistent roleplay, not to prescribe every possible outcome. When adjudicating sorcery, consider the complete attempt rather than only the desired result.

CHECK 01
INTENT
What is the character attempting to achieve?
CHECK 02
KNOWLEDGE
Have they learned a credible method?
CHECK 03
CAPABILITY
Is the effect within their demonstrated abilities?
CHECK 04
CONTEXT
What conditions help or hinder the attempt?
CHECK 05
COST
What exposure, strain or risk is proportionate?
CHECK 06
CONSEQUENCE
What follows if it succeeds, fails or becomes unstable?

Prefer consequences that create meaningful decisions over arbitrary punishment. Establish lasting changes through roleplay rather than introducing them without warning or justification.

Ordinary experimentation and character development should remain accessible to players. Significant rites, broad effects on the world, irreversible consequences and effects that materially constrain other characters may require coordination with the Game Master or relevant server staff.

Players control their own characters’ intentions and responses. They should not unilaterally dictate another player’s internal state, corruption, injuries or loss of agency.

Rules hierarchy
Where a server rule or approved mechanic governs a spell, that rule takes precedence over this interpretive framework. This sourcebook supports adjudication; it does not replace consent, server procedure or an approved mechanic.

XIII. Quick Reference

XIII / REFERENCE
Quick Reference
Core terms and setting provenance

Use this table as a fast reminder of the framework’s principal terms. The sections above remain the source for full interpretation.

ElementMeaning
The VoidAn unknowable source of dangerous occult interaction.
The braceletA restraint that also regulates the wearer’s interaction with sorcery in the Ash & Blood framework.
CorruptionLasting alteration caused by exposure to the Void.
ExposureContact without necessarily having access to sorcery.
ThresholdThe point at which the bracelet’s regulation can begin to be circumvented.
OpeningAn active connection that permits sorcery.
MasteryThe ability to perform a technique reliably.
The EyeA metaphor for perception and degree of interaction with the Void.
PurificationRemoval of the corruption sustaining the opening.
The BarrierA distinct mechanism; sorcery does not remove it.
CONTINUITY NOTE
Ash & Blood framework and published game lore

The serpent bracelet and the lethal Cursewall are recognizable Conan Exiles setting anchors. Official game material also frames sorcery as dark, preparation-heavy power tied to corruption and sacrifice. The specific Void, Exposure–Threshold–Opening progression, Eye metaphor and purification rules on this page are the Ash & Blood roleplay framework; they should not be read as a verbatim list of in-game mechanics.

The Five Principles

CLOSING DOCTRINE
The Five Principles of Sorcery
Knowledge • Corruption • Power • Consequences
PRINCIPLE 01
KNOWLEDGE IS NOT POWER
Understanding a technique does not guarantee the ability to perform it.
PRINCIPLE 02
CORRUPTION ENABLES THE CONNECTION
Sorcery requires a lasting change in the relationship between wearer and bracelet.
PRINCIPLE 03
PERCEPTION INVITES EXPOSURE
Opening the Eye reveals possibilities while increasing vulnerability.
PRINCIPLE 04
POWER HAS A COST
The greater the effect, and the more often it is pursued, the greater the potential consequences.
PRINCIPLE 05
PURIFICATION CLOSES THE DOOR
Removing the corruption that sustains the connection means relinquishing access to sorcery.
The final warning
The Void need not hate you. It need not even know you exist.

That is what makes it dangerous.