Lores

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Common Lores

Lore of the Fundament

Demon: The Fallen Rulebook, p. 172-173

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Manipulate Gravity: Altering the way that gravity affects them, the Fallen may leap tremendous distances, hover, or fall without harm.

High-Torment: Identical, but gravity fluctuates wildly around the Fallen, randomly increasing or decreasing the effects of gravity on surrounding objects or people who pass within a number of yards equal to the demon's Torment score

System: Roll Strength + Athletics. The demon can leap (or climb) up to 20 yards per success, or fall a similar distance without suffering injury. Completely canceling the effect of gravity requires a number of successes equal to the character's Stamina. Characters who defy gravity aren't weightless, per se --- they are still affected by outside forces as normal. The effects of this evocation last for a single turn.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Manipulate Adhesion: The Fallen may walk up walls or along ceilings, or cling to objects.

High-Torment: The Fallen's touch will also partially melt surfaces and make them hot to the touch. Individuals coming into contact with these surfaces in the same turn as the demon touched them suffer one level of lethal damage.

System: Roll Dexterity + Athletics. The difficulty is determined by the angle of the surface relative to the earth. Running up a steep slope is difficulty 6, while a vertical surface is 7. Moving along an inverted plane (like a ceiling) is difficulty 8. The character can move up to three yards along a surface per success rolled. The effects of this evocation last for a single turn.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Manipulate Inertia: The Fallen may throw objects over tremendous distances, or simply stop attacks dead.

High-Torment: Makes a thrown object become temporarily unstable and fragile. For a period of time equal to the character's Torment, any item that was the focus of this evocation causes a botch on a rolled 1, 2 or 3 when used for any reason.

System: Roll Dexterity + Athletics. The demon can throw an object up to 30 yards per success rolled, regardless of her strength. Snatching a projectile out of the air requires rolling a number of successes equal to or greater than the projectile's damage dice. For example, a thrown knife inflicts Strength + 1 damage. If the person throwing the knife has a Strength 3, you must roll four or more successes for your character to catch the knife. Your demon has to be able to see the projectile to affect it. Rocks, knives, even arrows are possible candidates, but bullets aren't. If your demon throws a projectile at a target, each success achieved becomes an automatic level of damage. The effects of this evocation last a single turn.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Manipulate Acceleration: The Fallen may move blindingly fast and pour their momentum into devastating close combat attacks.

High-Torment: The Fallen also drags a wake of superheated air that may cause burns in bystanders. The acceleration of a monstrous demon so disturbs the air around her that she is surrounded by an aura of blistering heat that radiates out a number of yards equal to the character's Torment score. Living beings caught within the area of effect suffer one level of bashing damage.

System: Spend one Faith point and roll Dexterity + Athletics. Each success allows your demon to walk up to 10 yards per success per turn, jog 20 yards per success or run 40 yards per success per turn. If used in combat, treat these successes as automatic levels of damage for hand-to-hand, melee or ranged attacks using thrown weapons. These damage levels can be split among multiple targets if desired. The effects of this evocation last for a single turn.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Manipulate Cohesion: The Fallen may alter the density of matter, allowing them to walk on water or evaporate stone or even flesh.

High-Torment: The affected material's aggregate state will fluctuate randomly for some time. Matter affected by a monstrous demon remains inherently unstable for a number of turns equal to the character's Torment, changing states at random. The Storyteller is free to use her discretion when describing the chaotic effects that occur in the wake of the demon's manipulation.

System: The demon must be able to physically touch the matter she wishes to affect. Spend on Faith point and roll Stamina + Science. The difficulty depends on the matter involved and the degree to which it is affected. Changing water to ice or steam is difficulty 6. Increasing the cohesion of water or air to the degree that it briefly supports the demon's weight is difficulty 7. Vaporizing wood, cloth or other low-density material is difficulty 8, while doing the same to high-density material such as metal or stone is difficulty 9. Each success allows the demon to affect one cubic foot of matter. The effects of this evocation last for a single turn , after which the materials affected return to normal or remain in their current state if it's natural for the material in question. Living beings targeted with this effect suffer a level of lethal damage for each success gained on the roll.

Lore of Humanity

Demon: The Fallen Rulebook, p. 173-174

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Translate: The Fallen may speak with any mortal, regardless of language.

High-Torment: Attempts to communicate may come across as insulting or threatening. Monstrous demons must overcome the obstacle of their own Torment, or the words they hear are filtered through their own anger and obsessions. After the evocation is used successfully, a Willpower roll is made with a difficulty equal to your character's Torment. If successful, your character understands the words of those around her as they are intended. If the roll fails, your demon's understanding of what is said is skewed by her own hatred and despair. A greeting is misunderstood as a threat, or an honest answer sounds evasive or outright deceptive. The Storyteller is encouraged to make this Willpower roll on behalf of the character and keep the results secret, tailoring the information the player hears accordingly.

System: Roll Manipulation + Empathy. The evocation affects a number of people equal to the successes rolled. The demon can understand the speech of each affected individual and be understood in turn, even if all of the individuals involved speak completely different languages. The effects of this evocation last for the duration of the scene. People who speak different languages do not understand each other when this power is used on them.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Insinuate: The Fallen causes mortals to instinctively regard the demon as a potential friend, allaying any initial feelings of distrust or suspicion and engaging their interest in her. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation as well.

High-Torment: Instead, they may create feelings of suspicion and hostility. Affected individuals use the demon's Torment as the difficulty for their Willpower rolls. If a roll fails, the person is overcome with feelings of revulsion and anger, and treats the demon with intense apprehension and fear. The difficulties of all Intimidation rolls directed at these individuals decrease by two.

System:Roll Manipulation + Empathy. The evocation affects a number of individuals equal to the successes rolled. Each person resists the evocation with a Willpower roll. If the Willpower roll fails, affected individuals trust the demon within reason and talk freely and openly with her, lowering the difficulty of any of the demon's subsequent Manipulation rolls by one. The effects of this evocation last for the duration of one scene.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Fade: The Fallen may make people ignore them, moving through crowds or entering places unnoticed. They literally fade into the background. Mortal eyes simply pass over them unless the demon choose to call attention to themselves. Demons (and thralls who have been gifted with the demon's resistance to illusion) are immune to the effects of this evocation.

High-Torment: Psychopathically inclined people can still perceive the Fallen and are actually drawn to them.

System: Roll Presence + Manipulation. Mortals resist with a Willpower roll (difficulty 8). If successful, the demon goes unnoticed by mortals unless she does something to call attention to herself such as make physical contact or speak to them directly. These effects persist for the remainder of the scene or until the demon wills them to cease.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Confession: The Fallen may make mortals reveal their innermost secrets, and the mortals won't even remember spilling their hearts to the demon as they answer in complete candor. Unless made aware of it later with direct questions about events, the mortal affected by this evocation does not remember the details of the conversation. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation as well.

High-Torment: Mortals may only confess their darkest secrets.

System:Spend one Faith point and roll Manipulation + Subterfuge. The target resists with a Willpower roll (difficulty 7). If your roll is successful, the demon can ask the mortal any questions she wishes, and the mortal answers with complete honesty. The effects of this evocation last for a number of turns equal to your character's Faith score.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Alter Memory: The Fallen may alter a mortal's memories in any fashion desired. Unless gifted with a demon's resistance to mind-control, thralls can affected by this evocation.

High-Torment: The victim becomes mentally disturbed after being tampered with. Nightmares persist for a number of nights equal to the character's Torment score. Each night, make a Willpower roll for the victim with a difficulty equal to the demon's Torment. If the roll fails, the victim loses a temporary Willpower point. If the victim runs out of Willpower points, she gains a temporary derangement.

System:Spend one Faith point and roll Manipulation + Subterfuge. If your character attempts to alter or remove an existing memory, the difficulty is 7. Planting a completely false memory is difficulty 8. A resisted Willpower roll is made for the target (difficulty 7). You must achieve a number of excess successes determined by the Storyteller, depending on the intensity and breadth of the memory or memories that your character tries to manipulate. Editing or removing the memories of a brief encounter requires one success, while planting or altering a series of memories covering a period of days or weeks requires a two or more successes. Altered or fabricated memories are permanent.


Devils

Lore of the Celestials

Demon: The Fallen Rulebook, p. 175-176

Visage: Bel

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Lamp of Faith: The Fallen may evaluate a person's Faith or Faith potential with a glance, and even see the glow of Faith through obstacles that is invisible to others. Individuals glow with a pale blue light, varying in intensity depending on the strength of their Faith, while non-living objects lose color, fading into dark silhouettes.

High-Torment: The Fallen can only see low Faith or high-Torment Faith.

System: Roll Perception + Alertness. This evocation affects all living beings within a radius in yards equal to the character's Faith. Demons targeted by this evocation (and aware of its use) can resist its effect with a successful Willpower roll (difficult 8). Extra successes permit the character to detect these beacons of Faith through intervening obstacles, allowing the demon to detect hidden individuals as well. Seeing through an interior wall or door requires one extra success. Seeing through a brick wall requires two extra successes. Seeing past thick metal bulkheads or a vault door might require three or more extra successes. This special sight persists for a turn.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Send Vision: The Fallen may send visions to anyone in their field of view.

High-Torment: The visions are always horrific and may cause psychological damage.

System: Roll Manipulation + Expression. Devils may use this evocation to send complex instructions to fellow demons at the speed of though. Unlike an invocation , this vision fills the recipient's mind like an illusion or a walking dream, playing out whatever scene the sender wishes to convey in the blink of an eye. The amount of information the sender can convey depends on the number of successes generated by your roll. Each success allows the sender to describe on turn's worth of action. For example, if a Devil wishes to instruct one of her fellow demons to go outside, get in a car and start the engine, the player would need three successes to fuller convey her instructions. These instructions can be shared simultaneously to a number of individuals equal to your character's Faith. These visions can be sent only to recipients within the sender's line of sight. This power may be used on mortals and demons alike.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Pillar of Faith: The Fallen can bolster another Fallen's evocation by providing bonus dice.

High-Torment: Alternatively, the Fallen can hinder another Fallen's evocations by subtracting dice.

System:Roll Manipulation + Leadership. This evocation allows the Devil to add her Faith to the efforts of another, as long as the Devil knows the demon's Celestial or True name and can draw a line of sight to him. Each success adds a bonus die to the target's next evocation roll. The Devil cannot provide more bonus dice than her permanent Faith score, and if the recipient's roll botches he still loses a point of Faith as normal.

The user of Pillar of Faith does not lose any Faith when "lending" it. Repeated use of this evocation on a single target does not cause bonus dice to accumulate.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png The Fire of Heaven: The Fallen attack with a searing blast of celestial fire that causes aggravated damage.

High-Torment: The fire erupts in an uncontrolled burst that affects the entire vicinity of the Fallen.

System: Spend on Faith point and roll Dexterity + Athletics. The character may target any individual or object within a range in yards equal to her Faith score. Every success generated by the roll inflicts one level of aggravated damage (or lethal damage if the target does not deal in aggravated damage).

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Hand of Faith: The Fallen may take control of another Fallen's evocation.

High-Torment: They can reflect other Fallens' evocations back upon them.

System: Spend one Faith point and roll Manipulation + Leadership. Hand of Faith allows a Devil to usurp another Celestial's evocation, directing its effects as she desires. You must generate more successes on your Faith roll than the player of the demon performing the evocation does with his, and your character must know the initiator's Celestial or True Name. If successful, the Devil can alter the evocation's target and its effects as if she were the one using the power. If the Devil does not roll enough successes to seize control of the evocation, the attempt fail and the evocation proceeds as originally intended. When used in combat, the Devil must have a higher initiative than the demon performing the evocation --- Hand of Faith cannot be performed as a reflexive action.

Lore of Flame

Demon: The Fallen Rulebook, p. 176-178

Visage: Nusku

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Fuel: The Fallen may fan existing flames, making them grow with a single thought.

High-Torment: Each success increases the fire's lethal damage rating by one.

System: Roll Stamina + Survival. If there is a source of fire or heat within a number of yards equal to her Faith score, the Devil can increase its size by one square foot per success.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Ignite: The Fallen creates fire from nothingness, igniting a flammable object.

High-Torment: Monstrous Devils are too fueled by hatred to perform this evocation with precision. All flammable objects within a radius in yards equal to the character's Faith score are affected. A single evocation roll is made with some materials igniting and others remaining unaffected, based on successes rolled.

System: Roll Stamina + Survival. This evocation allows the Devil to cause flammable objects to burst into flame. The character may attempt to ignite any object within a number of yards equal to her Faith score, and you must obtain a number of successes in excess of the target's resistance to combustion. Gasoline, gunpowder or other explosive material might have a resistance of 1. Dry, flammable objects like wood or paper might have a resistance of 5. Water and strictly nonflammable materials cannot be ignited with this power. Fires ignited in this fashion are no more intense than natural flames, and they inflict damage accordingly.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Command the Flame: The Fallen may manipulate the flames themselves. Fire can be moved, doused, or fanned.

High-Torment: The Fallen may accidently burn part of their own Faith supply in the process and cause aggravated damage to themselves. High-Torment Devils have less facility in controlling fire's movements, but their rage increase the flames' intensity. A monstrous demon's control pool is halved (rounded up) for all actions, with the remaining dice added as damage levels to the harm that the fire is capable of inflicting.

System: Roll Wits + Survival and total the number of successes achieved. The successes form a poll that you use in subsequent turns to control the progress of the fire. Rolls to control the fire are made against a difficulty of 8, although that may increase depending on circumstances such as active sprinklers and fire-retardant materials, at the Storyteller's discretion. Successes generated by the roll allow your character to cause the fire to grow by one square foot per success, shrink by the same amount or spread in a specific direction up to a yard per success. The player may add to this pool with subsequent Wits + Survival rolls on successive turns, if desired, but the pool can never exceed the character's permanent Faith rating. If at any time you fail to roll any successes, the fire burns out of control for that turn. If a roll botches, control is lost completely.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Holocaust: The Fallen burns the inherent Faith that makes an object real, rendering even a steel door to ash in mere seconds or robbing other Fallen of their power while hurting them grievously.

High-Torment: Monstrous demons delight in feeding the cosmos to the flames. Roll your full dice pool, although damage levels inflicted in excess of the target's available Faith are taken from your character's Faith pool. Additionally, if the evocation causes more damage than the target is capable of sustaining, the remaining aggravated levels of damage are suffered by your Devil as she loses her focus in the ecstasy of destruction.

System: Spend on Faith point and roll Stamina + Survival, although your dice pool for the roll cannot exceed the target's Faith pool. Your demon must physically touch her intended target to perform this evocation. Each success inflicts one level of aggravated damage (or lethal if the victim does not deal in aggravated damage) to the target and consumes one point of the target's temporary Faith. This form of attack can be used on inanimate objects as well. Most physical matter has no more than one point of Faith suffusing its physical being, though especially sacred objects may have considerably more. Physical objects burned this way are reduced to ashes when all their inherent Faith is consumed (objects therefore burn much quicker than normal).

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Ride the Flame: The Fallen literally transforms into a flame or becomes part of an existing fire, gaining control over it in the process.

High-Torment: The Fallen becomes a flame-wreathed skeleton instead, retaining their physical mobility but losing the special mobility of a flame. Monstrous demons are unable to fully realize the transformation into flame. These fallen become fiery, skeletal figures, instead, their blackened bones wreathed with flame, and howling their rage and pain with tongues of fire. High-Torment demons use their normal Attributes and Abilities to move, attack and otherwise act in a given turn, but they cannot move with the speed or ease of true, mutable flame. Furthermore, their bodies are wracked with agony. If they do not inflict at least one level of damage or combust one square foot of material per turn (with a successful Willpower roll), they suffer one level of lethal damage as the fire feeds upon their physical bodies.

System: Spend one Faith point and roll Stamina + Survival. A Devil has two options when employing this power: She can either join her essence with an existing blaze or become a pillar of fire by converting her available Faith. In either case, your demon's body literally transforms into flame, consuming her clothes and any possessions she carried. While becoming a pillar of fire means the flame occupies the same dimensions as the character's physical body, your demon can increase this area by one square foot for each additional Faith point you spend.

Once transformed, your Devil is a formless mass that shifts size and shape according to her will. While in this state, you use the character's Willpower pool rather than her normal Attributes and Abilities to perform any actions, splitting this pool for multiple actions as normal. She may effectively travel anywhere air can go --- under doors, through crevices. If she lashes out at an opponent in combat, roll dice equal to her Torment score to determine damage. The fire of your character's body is unaffected by water or other fire-suppression technology, as it is fueled by faith instead of a mere chemical reaction. The drawback to this condition is that the fire must be fed continually or it dies out. Each turn, your character must devote some of her Willpower pool to consuming flammable material. One success is sufficient. Failing that, her flame shrinks by one square foot at the end of the turn. The fire does not spread like a normal fire; it remains a self-contained entity, leaving only charred remains of the matter it consumes. If the fire shrinks to less than one square foot or you botch a Willpower roll at any point, your character transforms back into her physical form.

Lore of Radiance

Demon: The Fallen Rulebook, p. 179-180

Visage: Qingu

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Voice of Heaven: The Fallen's voice penetrates all other sounds, and either single mortals or everybody within range feels compelled to obey.

High-Torment: The voice instead becomes a string of horrible blasphemies that inflicts damage on mortals, and may cause a listening Fallen's Torment to rise as well. Each success inflicts one level of bashing damage to targets, though they can attempt to resist this damage by making a Willpower roll with a difficulty equal to the demon's Torment. Demons can be affected by this form of evocation and can resist its effects using Willpower as well. If any damage is suffered, they must also make a Courage roll to avoid gaining a temporary point of Torment.

System: Roll Manipulation + Leadership. A Devil may use this evocation to affect everyone up to a distance of 10 yards times her Faith (difficulty 8), or focus on a single individual (difficulty 6). The player may issue a single command to the target, who may then attempt to resist the command with a Willpower roll. If the victim scores fewer successes than the Devil, he must obey the demon's command. When the Devil speaks, her voice can be heard clearly regardless of the level of ambient noise. She could speak into a raging typhoon and still sound as though she were speaking directly into the recipient's ear. This evocation has no effect on other demons or thralls with protection from mind-control effects.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Exalt: The Fallen encourages a number of mortals to greatness, the power of the demon's commanding voice is enough to instill hope in the weakest of hearts, spurring mortals to put aside their fears and steal triumph from the jaws of defeat. Allows them to add a number of dice equal to the Fallen's successes to any action.

High-Torment: The listeners are dismayed by the Fallens' scorn, and lose dice instead.

System: Roll Manipulation + Leadership. Each success is a bonus die that the target may add to a single dice pool for that turn. The demon may affect a number of mortals (including thralls) up to her Faith rating. Each individual benefits from the full amount of bonus dice. Demons cannot be affected by this evocation.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Aura of Legend: This evocation awakens atavistic memories buried deep in the human subconscious, renewing the ancient bonds of fealty that once bound humanity and the fallen in the face of heaven's tyranny. The ties run so deep that when they arise, it can sometimes drive all other thoughts from a mortal's mind, leaving only the urge to fulfill the ancient duty once more. A number of mortals joins the Fallen as loyal servants for a short time.

High-Torment: The target mortals enter a murderous frenzy instead, attacking the nearest living beings within reach.

System: Roll manipulation + Leadership. The Devil can affect a number of mortals equal to her Faith, as long as they are within line of sight and able to hear the demon's voice. If the number of successes rolled exceeds a target's Wits, she is immediately filled with a sense of devotion and loyalty toward the demon. She instinctively defends the demon from attackers, and follows reasonable orders without question. If your successes are less than the target's Wits, that target's player can resist the power's effects with a successful Willpower roll (difficulty 8). Thralls of other demons targeted with this evocation use their demonic masters' Willpower to resist its effects. Thralls with mind-control resistance can automatically resist the evocation's effects by spending one Willpower point. Mortals remain loyal to the demon for the duration of the scene. A person can be a target of this power only once per scene.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png The Mark of the Celestials: A mortal can be marked by the Fallen so that every other mortal that encounters him treats him like the Fallen intended. During the War of Wrath, both angels and demons found ways to signify their friends and enemies, subtly altering their auras to make subjects easier to find or as marks of anger and shame so that anyone who encountered subjects would know their crimes and treat them accordingly.

High-Torment: The Fallen may only create marks that trigger hatred and violence. A Willpower roll is made for mortals who try to resist the mark's command (difficulty equals the Devil's Torment).

System: Spend one Faith point and roll Manipulation + Expression. The Devil must know her target's name (in the case of a demon, the Celestial or True Name is necessary), and be able to touch him. She must then pronounce the nature of her mark so that the subject can hear is (e.g. "Let every man give him shelter no matter where he travels"). The number of successes achieved determines the potency and the effectiveness of the mark. One success allows the mark to last for a single day. Two successes give it a life span of a week. Three allow it to last for a month. Four or more successes cause it to remain for a year. Whenever another person encounters the marked individual, the total number of successes is compared to the person's Wits. If the successes exceed the newcomer's Wits, the person behaves as directed toward the subject without hesitation. If the successes are less than the person's Wits, she may make a Willpower roll (difficulty 7) to resist the imperative. Demons with at least one Faith point and thralls with immunity to mind-control are able to make their own judgments on a subject.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Revelation: The Fallen allows a mortal to look into his (the mortal's) true self. The experience may be uplifting, but there is the risk of permanent damage if the target can't endure what he truly is.

High-Torment: Monstrous Devils are not interested in revealing a mortal's personal virtue. They wish to only crush egos to render victims more malleable, or to stoke the fires of dark impulses. When a high-Torment demon performs this evocation, the effect exaggerates a subject's worst qualities, giving them greater emphasis than the rest of the individual's personality. If the mortal fails her initial Willpower roll to resist the evocation, the character's impulses override her identity for the duration of the scene.

System: Spend one Faith point and roll Perception + Intuition in a resisted roll against the target's Willpower. If you win the roll, your character sees the individual for who he really is --- his nature, attitudes and beliefs. If questioned, the individual cannot lie or be indirectly deceitful; his answers are direct and straightforward, sparing no detail. By the same token, the individual himself must face the harsh, unyielding truth about his strengths, weaknesses, virtues and faults. At the end of the scene, the target must make a second Willpower roll (difficulty 7). If successful, the target gains a permanent point of Willpower, having faced the worst aspects of her identity and accepted them. If the roll fails, the target loses one permanent Willpower. If the target botches the roll, the individual loses three permanent Willpower and acquires a temporary derangement.

This power has no effect on other demons, but it does affect thralls.

Scourge

Lore of Awakening

Demon: The Fallen Rulebook, p. 181-182

Visage: Dagan

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Find the Faithful: The Fallen may locate an individual by their unique Faith if they know their name and are within a few miles of their target.

High-Torment: The Asharu may only locate individuals without Faith or Willpower.

System: Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject's mundane name, the difficulty is 8. If the subject is a demon and the character knows the subject's Celestial name, the difficulty is 7. If she knows the demon's True Name the difficulty is 6. The Scourge can detect and home in on an individual up to a number of miles away equal to her permanent Faith score. Demons being actively sought in this manner can use their supernatural awareness to detect the search as a reflexive action (see the section on inherent powers for details). If a demon detects the search, he may avoid detection with a Willpower roll (difficulty 8). If he gets more successes than the Scourge, he evades the search.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Cleanse: The Asharu purify their target of all toxins and disease, emerging from the body as a black viscous fluid.

High-Torment: The Asharu spread a supernatural disease that weakens their targets and leave them listless.

System: Roll Stamina + Medicine. The difficulty of the roll depends on the virulence and scope of the disease or poison. Cleansing a body of the effects of alcohol is difficulty 6, while a virulent disease such as tuberculosis or cancer is difficulty 8 or higher. The process is all or nothing. The evocation overcomes the illness or it doesn't, and only one attempt may be made by a single demon on a single subject for a specific instance of an ailment or poison. A Scourge must be able to touch her target in order to perform this evocation.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Heal: The Asharu restore a body to full health, and may even heal aggravated damage with a touch.

High-Torment: Monstrous Scourges use this evocation to poison a victim's body. Each success lowers a target's Stamina temporarily. if the target loses all of her Stamina, she falls into a coma and suffers on health level of aggravated damage ( or lethal if a victim is not subject to aggravated damage) per hour per success remaining unless she recieves medical attention immediately. Stamina is lost for a number of days equal to the demon's Faith score.

System: Roll Stamina + Medicine. The Scourge can heal all of a target's bashing damage or one health level of lethal or aggravated damage per success. The Character must be able to touch her target to perform this evocation.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Animate: The Asharu temporarily grant life to an inanimate object, and may direct the object's actions as long as they can see it.

High-Torment: The animated objects become rabid with anger and pain, and will attack any living creature they can reach if the Asharu can't or doesn't control them. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. Make a Willpower roll for each object per turn. The difficulty of the roll is equal to your demon's Torment. If a roll fails, your demon loses control of that object for the duration of the turn and it goes beserk, attacking the nearest living being it can reach. If the demon is content to allow an object to run amok, no roll is needed.

System: Spend one Faith point and roll Intelligence + Crafts. The total number of successes achieved forms a dice pool that you roll for any actions that the animated object performs in a given turn. The object is not intelligent or self-aware, it is an extension of a demon's will. The demon may animate a number of objects equal to her permanent Faith score at one time. The effects of the evocation last for a single scene. A demon must first touch an object in order to animate it, but he can control it from a distance as long as he can see it.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Restore Life: The Asharu may restore life to a recently deceased body, and they might even restore a soul to that body.

High-Torment: the reanimated bodies become rabid, and will attack anybody they can reach unless the Asharu controls them, they will lash out at the nearest subject, friend or foe. Make a Willpower roll for each raised body per turn. The difficulty is equal to your demon's Torment. If a roll fails, the demon loses control for the duration of the turn, and the body goes berserk, attacking the nearest living being it can reach. If your character is content to allow the body to run amok, no roll is needed.

System: Spend one Faith point and roll Stamina + Medicine. The difficulty depends on how long the body has been deceased. A freshly dead corpse is difficulty 6, while one dead for several days or as long as a week might be difficulty 7 or higher. Older bodies cannot be restored. If successful, the body is returned to life, but unless the Scourge is also able to furnish the body with a soul, the result is a mindless zombie that the demon can control. Disembodied fallen may possess these animated corpses with the Scourge's permission, or they can try to wrest control from the demon with a resisted Willpower roll. The effects of this evocation last for a single scene, unless you wish to spend a temporary Willpower point to make the restoration permanent. Your demon may restore a number of bodies at any given time equal to her Faith score. Subjects must be within your character's Faith score in yards to be affected.

Lore of the Firmament

Demon: The Fallen Rulebook, p. 182-184

Visage: Anshar

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Remote Viewing: The Fallen can see through the eyes of a thrall simply as a spectator.

High-Torment: When a monstrous demon uses this evocation, it causes blood vessels to burst in the mortal's eyes. When the demon breaks contact, the mortal must make a Stamina roll with a difficulty equal to the Scourge's Torment. If the roll fails, the thrall is blinded for a number of days equal to the total number of turns the evocation was in effect. If the roll botches, the thrall is blinded permanently.

System: Roll Perception + Empathy. The Scourge may see through her thrall's eyes for a number of turns equal to the successes rolled. There is no range limitation for this evocation.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Scry: Using an object that belongs to the target, and possessing one of their names, an Asharu can always observe them.

High-Torment: The weight of a monstrous demon's attention causes a severe headache in the subject, as well as feelings of mounting paranoia, stress and aggression. The Storyteller must make a Willpower roll (difficulty 6) for the subject in each turn that she is observed. If a roll fails, the subject suffers a level of bashing damage and reacts with increasing anger and aggression toward the people around her, increasing the difficulty of all Social rolls by two for the duration of the scene. If the roll botches, the subject gains a temporary derangement as well.

System: Roll Perception + Empathy. The difficulty depends on the level of connection to the subject: Using a mortal's name or a physical possession is difficulty 8. A demon's Celestial Name is difficulty 7. A True Name is difficulty 6. The amount of detail gained depends on the number of successes rolled. One success provides only a visual image of the immediate area around the subject. Two successes expand the visual sphere out from the subject to a distance in yards equal to the Scourge's Faith score. Three successes adds audio; the demon can hear the subject's voice, but no one else. Four or more successes allow the Scourge to hear everything that occurs around the subject. This evocation lasts a number of turns equal to your character's permanent Faith score, or the connection can be broken voluntarily at any point.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Mouth of the Damned: The Asharu can speak through the mouth and act through the body of one of her thralls. This is more like a form of remote control than outright possession, though. The demon remains firmly ensconced in her host body and simply directs her will through the bond between herself and her thrall, and he may do so at any distance.

High-Torment: In addition, this can cause permanent brain damage to the thrall. Each turn the demon performs an action with the mortal's body, the Storyteller makes a Stamina roll for the thrall. If the roll fails, the mortal loses on point from the relevant Attribute permanently. If the demon uses the thrall only to speak, the Storyteller makes a Willpower roll instead. If the roll fails, the thrall loses one point of Intelligence.

System: Roll Manipulation + Leadership. The number of successes determines how many of the thrall's dice you can roll for any given action during a turn. This dice pool cannot be greater than the maximum number of dice the thrall would normally get for an action. When your demon speaks through her thrall, voice, expressions and mannerisms are the Scourge's. The effects of this evocation last for a number of turns equal to your character's permanent Faith score.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Touch From Afar: The Fallen can direct their powers at a target not within their sight if they have an item from that person.

High-Torment: Horrific visions accompany the power used on the target. When a high-Torment demon uses this evocation, the Willpower roll is made for the target with a difficulty equal to the demon's Torment. if the roll fails, the target gains a temporary derangement. If the roll botches, the derangement is permanent. These effect are in addition to the results of whatever evocation the Scourge directs at the target.

System: Spend one Faith point and roll Manipulation + Awareness. your demon can affect targets as far away as 10 miles times the character's current Faith pool. Then follow the system for performing whatever evocation your character uses, but the difficulty of the roll is determined by the amount of information she has on her target. if she only has the target's mundane name or a personal possession, the difficulty is 9. If the target is a demon and she has his Celestial name, the difficulty is 8; if she has the target's True Name, the difficulty is 7. If the demon targets one of her own thralls, the difficulty is reduced to 6. Area-effect evocations are centered on the individual targeted.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Many Places At Once: The Asharu can use Mouth of the Damned on multiple people at the same time.

High-Torment: The effect can damage a thrall's body and mind. Each turn the demon performs an action with a thrall's body, the Storyteller makes a Stamina roll for the mortal. If the roll fails, the subject loses one point from the relevant Attribute permanently. If the demon uses the thrall only to speak, the Storyteller makes a Willpower roll instead. If the rolls fails, the thrall loses on point of Intelligence. Additionally, if a monstrous demon performs an evocation through the body of one of her thralls, the thrall gets a Stamina roll with a difficulty equal to the demon's Torment. If it fails, she suffers one level of lethal damage.

System: The demon can affect a number of thralls equal to her Wits score, though if she affects fewer targets than her total Wits score, she can also control her own body at the same time. Otherwise the demon's body falls into a deep coma until the evocation expires. Spend one Faith point and roll Manipulation + Leadership. Successes achieved form a dice pool to roll for each of the thralls under the character's control. In addition, the character may perform an evocation through one of the thralls under control each turn, using her own dice pool. Multiple thralls can be controlled over a number of turns equal to your character's permanent Faith score.

Lore of the Winds

Demon: The Fallen Rulebook, p. 184-185

Visage: Ellil

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Summon Wind: The Fallen can call a wind from nowhere.

High-Torment: The wind reeks of death and decay. Anyone caught in this blast must make a successful Stamina roll (difficulty 7) or suffer one level of bashing damage that may not be soaked. If such a roll botches, the victim forfeits all actions that turn due to extreme nausea.

System: Roll Stamina + Survival. The total number of successes rolled determines the strength of the wind summoned. Depending on how the wind is used, this strength can be added as a number of automatic successes to an Athletics roll (to leap a long distance, for example), it can increase the difficulty of a ranged attack staged against your character, or it can be used as a dice pool to exert force against an object (such as pushing open a door, knocking a person over). The wind persist for only a single turn. Increased winds can be applied across any distance that your character can see.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Fist of Air: The Asharu can manipulate air pressure in or around a target, allowing her to crush objects, stun living beings or cause them to burst apart from within.

High-Torment: This effect deals lethal damage to living beings.

System: Roll Stamina + Survival. Each success inflicts one health level of bashing damage to living beings. If directed at non-living objects, successes rolled are considered Strength points on the Feats of Strength chart to determine how much effect the blast of air has on a target. Your character must be able to see her target to use this evocation on it, and the effects persist for one turn.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Command the Wind: The Fallen may use the surrounding winds to manipulate objects as desired.

High-Torment: The winds turn into a miasma that causes living beings to choke. The winds stirred by a monstrous demon become a foul miasma that chokes the lungs of anyone touched by them, Every living being within the range of the demon's evocation suffers one level of bashing damage per turn that cannot be soaked using armor. Filtration or breathing apparatus such as gas masks provides the only source of protection form this poisonous air.

System: Roll Dexterity + Survival. The total number of successes achieved forms a dice pool that you can roll for your character to perform any action that involves moment or control of objects or targets. The difficulty of actions that require fine motor control (typing, putting a key in a lock) is 9. The Scourge can affect objects up to a distance in yards equal to her Faith score. The effect of this evocation lasts for a duration of the scene.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Wall of Air: The Asharu can turn air into a solid barrier. When this evocation is performed, the air visibly distorts, like old, wavy glass. The stronger the barrier is, the more opaque it becomes.

High-Torment: The wall of air resembles weaves of writhing gray mist and acquires an acidic effect that dissolves flesh. Individuals who attempt to force their way through the barrier suffer a number of lethal damage dice equal to the demon's Torment.

System: Spend one Faith point and roll Stamina + Survival. The total number of successes achieved is a dice pool that can be used to soak all ranged attacks (as if it were armor) or to make resisted rolls against all close-combat attacks. The wall covers 10 square feet times the character's Faith score, and your Scourge can make the wall any size or shape desired within that limit. A resisted Strength + Athletics roll (difficulty 7) must be made versus the wall's dice pool to push through it. The wall can be placed anywhere within the Scourge's line of sight up to a distance in yards equal to her Faith score. The wall remains in place for the duration of the scene unless removed sooner at your character's will. The wall fades immediately if your character is Incapacitated.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Cyclone: The Asharu may create a massive windstorm. This furious storm affects everything it touches, but the demon can focus it against a specific target if desired.

High-Torment: The wind will suck the breath from any living being caught in said storm. Every living being (save your character) within the radius of the cyclone suffers one level of lethal damage each turn as they struggle for air. If the storm's Strength exceeds the demon's Willpower it spirals out of control, affecting everything it touches including the demon herself.

System: Spend one Faith point and roll Stamina + Survival (difficulty 7). The total number of successes achieved determines the Strength of the wind that your character summons that turn. The storm affects everything out to a distance in yards equal to your character's current Faith pool: Light objects are tossed about, doors are blown open, windows are broken. Compare the Strength of the storm to the Feats of Strength chart to determine how much force the wind can exert. If your character wishes, he can focus the effect of the cyclone against a specific target with a successful Willpower roll (difficulty equal to the cyclone's Strength). A storm can be targeted within the range of your character's line of sight.

Once per turn, roll a number of dice equal to the Strength of the storm. Each success inflicts one level of bashing damage to living beings caught within, or on whom the storm is targeted. Your character can make the storm center upon himself, or he can center it elsewhere when targeting it, without personal harm in either case.

On each turn after the first, the storm loses one point of Strength and its radius shrinks by one yard, unless your character wishes to sustain it (make another Stamina + Survival roll and spend another Faith point).

Malefactor

Lore of Earth

Demon: The Fallen Rulebook, p.186-188

Visage:Kishar

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Earth Meld: This evocation allows the demon to bond their physical body with the earth beneath her feet. As long as the evocation is in effect, they cannot be moved, picked up, or knocked down unless they wish it.

High-Torment: The Fallen may sink into the soil and move beneath the earth in any direction they wish as if they were swimming. The number of successes rolled determines how many yards the demon can cover in linear travel. Each turn of movement requires a Strength + Athletics roll. If the roll fails, the demon is forced to surface.

System: Roll Strength + Survival. If successful, the Malefactor is bound to the earth and cannot be moved from that spot unless they wish so.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Roil the Earth: This evocation allows a Malefactor to cause the earth to give up it buried secrets. By concentrating on a particular kind of object (gold, iron, corpses), the earth roils and churns, forcing the objects of desire to the surface.

High-Torment: The Fallen can use this lore to create a vortex that sucks objects below the surface. Demons or humans affected may attempt to dodge if they have an available action that turn. The target is buried a number of feet equal to the total number of successes rolled. Digging out of the tomb of dirt requires an extended Strength + Athletics roll (difficulty 8), rolled per minute. Until the victim gains more successes than you rolled, she remains buried and suffered damage in the same manner as if they were drowning.

System: Once determining what they're seeking, make a Strength + Survival roll. The number of successes rolled determines the radius in yards -- including depth -- from your character that is affected by the evocation. If the object or material is within that area, it is forced to the surface.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Mold Earth: A potent evocation that allows the Malefactor to cause the earth to mold and move itself according to her whim. With a sweep of a hand, a wall of earth or stone can leap from the ground to shelter her, or a buildings walls could flow away like melted wax, creating a door that wasn't there before.

High-Torment: The material being manipulated becomes incredible toxic. Living beings making contact with it suffer one level of lethal damage per turn of exposure.

System: Roll Strength + Crafts. The difficulty is determined by the material.

Unpacked dirt -- Difficulty 5
Granite -- Difficulty 6
Processed Materials (concrete) -- Difficulty 7

The number of successes rolled determines how many square feet of the material they can manipulate. The affected material can be directed to assume any shape or form the demon desires within those parameters. The material affected must be within a number of yards equal to the character's Faith, and changes imposed are permanent.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Earth Storm: This evocation causes clods of earth and shards of stone or concrete to tear free from the ground and form a whirling storm of deadly projectiles surrounding the Malefactor, providing protection from attacks and supplying the demon with missiles to hurl at foes.

High-Torment: The barrage invoked is more akin to a sandstorm; flaying living beings alive and wearing inanimate objects away in moments. This version does not provide extra soak dice or ranged attacks, but inflicts lethal damage dice equal to the character's Torment to everything caught within the storm's radius, except the demon itself. Additionally, the swirling clouds of powdered dirt and stone serve to largely conceal the demon, increasing the difficulty of ranged attacks directed at them by one.

System: Spend one Faith point and roll Strength + Survival. The number of successes achieved forms a dice pool that is rolled as armor to soak damage from any attacks directed at the demon. The storm itself is centered on the Fallen, and it moves as they move. If the demon wishes, they can sacrifice a die from her pool during any given turn to hurl a fist-sized projectile of earth or stone at a target. As with any ranged attack, roll Dexterity + Athletics to hit the target, with bashing damage dice pool equal to the character's Faith score. The evocation's radius extends for a number of yards equal to the character's Faith score. Individuals caught within the radius are whipped by gusts of stinging grit, increasing the difficulty of any actions taken by one. The effects of the evocation last for the duration of the scene.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Earthquake: By focusing the power of her will, the Malefactor can stir the pent-up energies deep below the earth's surface and create a brief but powerful tremor that can reverberate across an entire city.

High-Torment: This causes the earth to heave and spew toxic clouds that are thick with ash and reek of brimstone. In addition to the normal effects, the stinging air increases the difficulty of all Perception rolls made within the affected area by 2, and victims suffer one level of bashing damage each turn they are exposed to the fumes. The effects continue for a number of turns equal to the earthquake's intensity.

System: Spend one Faith point and roll Strength + Survival, and then allocate successes rolled between the intensity and extent of the tremor. The intensity of the tremor is added to the difficulty of any person's actions within the area and is used as a dice pool to determine damage to standing structures. A small wooden building like a shack has one or maybe two structure points, while a brick home might have as many as three or four. The difficulty for the damage roll is 6. If a building sustains more damage than it has points for, it collapses. The extent of the tremor determines its effective radius. One success causes the tremor to affect a number of square feet equal to the character's Faith score. Two successes affect a number of square yards. Three affect square miles. Therefore, a demon can cause an immense destruction on a small scale; significant destruction on a medium scale; or minor damage across a large scale. A tremor persists for one turn for each intensity point assigned.

Lore of Paths

Demon: The Fallen Rulebook, p. 189-190

Visage: Antu

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Find Path: Permits the Malefactor to determine if a path exists between itself and a destination that fits the criteria it requires. The path is visible to only the demon and anyone they touch, revealing itself as a faint, silver-blue line, like a ray of moonlight.

High-Torment: Able to find paths just as their counterparts are, the difficulty is always set the equal to the demon's Torment.

System: After the criteria for the path is set, make a Perception + Survival roll. Number of successes required depends on the criteria set and the distance covered. Example: if your character wants to find a path through a stretch of impenetrable forest or swamp, you may need only one success. If you want a path through an open field that allows her to move unobserved, you may need two or more. A path that leads unharmed through a raging house fire might require three or more. If the roll fails, the path cannot be found.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Lay Path: The Malefactor doesn't have to look for a useful path. They can simply lay one to suit their needs, but it's not done spur of the moment.

High-Torment: The taint of Torment becomes worked into the fabric of the tail and makes it unpredictable and dangerous. Rolls to traverse a path laid botch on 1 AND 2. A botched roll causes the traveler to exit the path at a random point along it, determined at random by the Storyteller -- a potentially fatal mishap if the path leads under a lake or through a mountain.

System: After determining the criteria of the path and the distance, make a Dexterity + Survival roll. The difficulty increases according to the complexity of the path. A shortcut that reduces travel time, allows the user to pass unobserved and is wide enough to permit multiple people to walk at once is very complex and could have a difficulty as high at 9 or 10. You must gain a number of successes equal to the length of the path in hundreds of yards. These successes can be gained through an extended action, but must be gathered over successive turns. Using the previous example, if the Malefactor wanted to lay such a path between two points 500 yards apart, you need five successes at difficulty 9 or 10. The path, once laid, is visible to only the Malefactor (though successful use of the Find Path evocation can detect it like any other path), and remains usable for a number of days equal to the character's permanent Faith score. The player can make the path permanent by expending a temporary Willpower.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Conceal Path:Paths, once formed, can be found and followed by any demon who has the eyes to look for them -- UNLESS they are camouflaged by the demon that made them.

High-Torment: The hidden path is not as much concealed as it is trapped. When the evocation is performed, the successes rolled become automatic levels of bashing damage that are inflicted when any other being steps onto the path. The trap can be detected with a supernatural awareness roll (Perception + Awareness for demons), but it cannot be avoided or disarmed. Unlike the more benign form of concealment, this trap cannot be made permanent. It disappears after a number of day equal to the demon's Torment score.

System: Roll Perception + Survival. Any demon who attempts to find the path later must gain more successes than the Malefactor when searching for the hidden route. The concealment lasts for a number of days equal to the character's permanent Faith score, or it can be made permanent by the use of a temporary Willpower.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Close Path: This allows a Malefactor to seal both ends of a path, denying its use to both friend and foe until it's opened again. Paths closed in this way are often "locked" using special words that can then be used as a kind of key to allow specific individuals access to the path while restricting others.

High-Torment: With Torment, the path is not closed, it is collapsed. Again, you must gain a number of successful rolls equal to the length the path covers in hundreds of yards and your character can make the effort as an extended action over a period of turns. If successful, the path collapses and is destroyed. If travelers are on the path at that time, the consequences are dire. The ST rolls Dexterity + Survival (Diff 8) for each person. If successful, that victim exits the path at a random point. If it fails, she is lost between the physical and spirit realm and begins to suffocate. The ST can continue to roll for a trapped victim each minute until they escape or are killed. If they die, their body does not return to the physical realm. It is lost.

System: Spend one Faith point and roll Dexterity + Survival. You must gain a number of successes equal to the length of the path in hundreds of yards, and the effort can be accomplished in an extended roll over a period of successive turns. If successful, the path is closed. If travelers walk the path at that time, they are trapped there until the demon chooses to open it again. You can spend a temporary Willpower point and for your character to create a keyword that other demons (and thralls) can use to unlock and travel the path. Paths closed with this power can be forced open with a successful Willpower roll, difficulty equal to the Willpower of the Malefactor at the time that he closed the path, and the roll must net a number of successes equal to the closer's Faith score at that time. Forcing a path open in this way can be done as an extended action performed over a period of turns.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Warp Path: This evocation allows a Malefactor to warp the nature of an existing pathway, altering one or many of its parameters. The path can be traveled in a shorter or longer period of time, it can lead travelers back to their point or origin, it can lead to a different destination entirely, or it can simply loop upon itself without end.

High-Torment: Creates warped paths that prey upon the minds of travelers. In addition to any alterations made to the path itself, travelers crossing it must make a Willpower roll upon reaching their destination. If the roll fails, they gain a temporary derangement. If the roll botches, the derangement is permanent.

System: Spend one Faith point and roll Dexterity + Survival. If your character wishes to increase or decrease the time to travel the path, travel time is altered by a factor equal to the successes rolled. If she wants to change the destination of the path or cause it to loop back on itself, successes must equal the length of the path in hundreds of yards. The duration of the effect is a number of days equal to your character's Faith score, or it can be made permanent by expending a Willpower point.

Lore of the Forge

Demon: The Fallen Rulebook, p. 190-191

Visage: Mummu

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Enhance Object: The Fallen gains an innate understanding of an object and its intended function simply by running its hands over it or working its moving parts. What's more, she can repair damaged objects or improve the efficiency of an item.

High-Torment: Objects repaired or enhanced by a Tormented demon are tainted by the demon's hatred, infusing them with a tendency to inflict misfortune and death. Botches become both 1's and 2's and weapons strike the user or someone close to her with a botch.

System: Roll Perception + Crafts. The difficulty is determined by the relative complexity of the object:

A hammer -- Difficulty 5.
A car -- Difficulty 8.
High Tech (computers, etc) -- Difficulty 10.

A single success grants the demon an innate understanding of how the object is constructed and the way it works; they can operate it as though they possessed a basic familiarity with it. If the object is damaged, the demon can repair it with a single success. If the demon wants to improve the way it works, each success lowers the difficulty needed to use the device. This method of refinement can be done only once to any given item, and it normally lasts for the duration of the scene. The demon can make the effects permanent by expending one temporary Willpower.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Activate Object: A demon may cause mechanical objects to operate by sheer force of will. e.g. firing guns, opening locks, or making suits of armor walk.

High-Torment: A machine affected will often break or goes wildly out of control, damaging or destroying itself in the process. When making the Stamina + Crafts roll to activate the object, also apply the number of successes rolled as damage levels to the object itself.

System: Roll Intelligence + Crafts, difficulty determined by the complexity.

Opening a door -- Difficulty 5.
Firing a pistol -- Difficulty 8.

This evocation only works on objects that operate by simple, mechanical means. Hinges move, levers operate, but hammers do not pick themselves up and start banging away at nails; an elevator's button could depress or a computer's power switch may turn on or off, but the inner workings of the computer's memory aren't affected. The character can affect a single object within a number of yards equal to their Faith score.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Shape Object: The Fallen may freely shape any kind of material as if it was clay or putty, or as if it was a naturally growing crystal; a wooden board can be worked into a model ship, a plate glass window into a delicate crown or a steel pipe into a razor-edged sword all by the Malefactor's hands.

High-Torment: The objects created become dangerous and unpredictable, equally capable of inflicting tragedy as they are of functioning as designed. Objects will botch on a 1 or a 2 and the wielder or someone close to him will suffer the consequences.

System: Roll Dexterity + Crafts. You must gain a number of successes depending on the complexity of the item your character wishes to create.

Hammer -- One success.
Clock -- Five or more successes.

These successes can be gained through an extended action, allowing the character to work on an item, set it down, then come back to it later in the day or week. The difficulty to create sophisticated machines, such as internal combustion engines or electrical generators is 9 and could require 10 or more successes to complete. High-tech items like computers pose a difficulty 10 and could require as many as 15 successes or more to complete. Items created exist permanently unless destroyed.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Enchant Object: Most associated with the Angels of the earth: The ability to infuse objects with supernatural qualities that can make ordinary mortals into heroes--or monsters. Many such objects are specifically created for that purpose, but Malefactors are also adept at taking pre-existing items and infusing them with frightening new capabilities. The Fallen combines several Lore effects to create a unique magical object called a relic. There is very little that cannot be accomplished as long as the Annunaki knows the required Lore, and as long as the material is sufficiently well attuned to contain the energies. With the use of Anchor the Soul as part of the enchantment process, objects can even be given a consciousness by incorporating a mortal or demonic soul.

High-Torment: The object is cursed and causes madness or torment by consuming the souls of their owners and wreaking misery to those close to them. A cursed object botches on 1 or 2, and the consequences of a mishap are always directed at the wielder or friends and loved ones who happen to be nearby. Further, instead of making a dice roll to activate the object, mortals (including thralls!) lose one point of Willpower with every use, and demons fain a point of temporary Torment.

System: Creating an enchanted item is a laborious and expensive process, requiring substantial investments of time and energy. If the Malefactor creates the object intended for enchantment, the difficulty is a 6. If she works with an existing object, the difficulty is 8. To enchant an item the demon must first possess a lore path that evokes the investiture in question. Example: If the demon wants to create a mirror that shows an illusion of perfect beautify to whoever looks at it, she needs to possess at least one dot in the Lore of Light--the path governing illusions. More complex effects could conceivably require a combination of pertinent lore. If the demon wants the mirror to sense a mortal's deepest desire and present an illusion of it, he would need some measure of Lore of Light, and Lore of Humanity. Enchanted items draw upon the wielder's inherent belief to perform their functions. Mortals (including thralls) require a successful Willpower roll (Difficulty 8) to access the object's abilities, while demons require a successful Faith roll (Difficulty 6). This roll must be made each time the item is used. If either roll botches, the character loses one point of the relevant trait. Alternatively, characters can attune an object to them and create a permanent link that keeps the item energized at all times. Attuning an item costs one point of permanent Willpower (for mortals/thralls) and one point of permanent Faith for demons. Once attuned, the character can use the device at will without requiring a dice roll to activate it. If the demon possesses the required knowledge, make an extended Dexterity + Crafts roll and expend a Faith point. The number of successes required depends on the power and scope of the enchantment. A simple creation like a knife that never loses its edge requires one success. A key that opens any lock requires five. A magic mirror that shows a mortal attaining her deepest desire requires 10. If a creation roll botches, the item is destroyed. This evocation cannot be used on high-tech items like computers or electronic hardware.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Imbue Object: While the ability to enchant objects made the Annunaki much sought after, this evocation made them equally feared as well, allowing a Malefactor to bind a soul -- mortal or demon -- into a specially prepared reliquary or object. This power is always permanent, and it works on the souls of mortals and on the souls of Fallen, but only the Fallen can make full use of their abilities in their new sanctuary, effectively becoming instant Earthbound. Mortal souls drift in darkness, and even wraiths cannot use their abilities any more.

High-Torment: The soul bound to the object becomes twisted by the Malefactor's Torment, becoming maddened, malevolent entities. Mortal souls bound in this fashion suffer a permanent derangement, determined by the ST. Fallen bound have their permanent Torment increased by the number of successes generated by the Stamina + Crafts roll used to anchor them.

System: The Fallen must prepare a suitable vessel to hold the spirit in question. This vessel must be made of natural materials and be shaped by hand. If the demon made the vessel itself, the difficulty is 6. Otherwise, it's 8. With this vessel in hand, your character can use this evocation on any disinterred spirit (like a demon stripped of its host or a ghost) within a number of yards equal to their Faith. Spend on Faith point and roll Stamina + Crafts in a resisted roll versus the target's Willpower. If your effort is successful, the spirit is bound into the vessel. Mortal souls bound this way cannot interact with the physical world. Demons, on the other hand, can still use their inherent powers and their lore paths, provided they have available Faith. (Any existing pacts with mortal thralls remain in effect). the only way to free a soul thus bound is to destroy the vessel that contains it.


Fiend

Lore of Patterns

Demon: The Fallen Rulebook, p. 192-194

Visage: Nunsun

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Sense Congruence: This evocation allows a Fiend to sense localities or people that are at the heart of a convergence of consequential forces. By reading the forces at work in the great design, the Fiend can use this power to always be in the right place at the right time.

High-Torment: Monstrous demons are able to use this evocation to search only for impending events of violence and destruction.

System: Your character must specify what kind of event she tries to detect (e.g., the invocation of a summoning ritual, a car accident), and you roll Perception + Intuition. Your character can sense the pattern a number of days into the future equal to her Faith score. The number of successes determines how much information the Fiend receives. One shows the location where the event will occur, but not when or where. Two successes show the location and give an idea of when it will happen. Three successes show where and when the event will occur, as well as images of the people involved.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Trace Pattern: A Neberu can trace the causes of an event with great accuracy. This evocation allows the Fiend to view a particular event and analyze the various forces that caused it to occur. This insight comes in the form of vague impressions that sharpen into detailed images as the demon devotes her unblinking attention to them.

High-Torment:' Monstrous Fiends can attempt to trace the pattern they wish, but they can focus on only sources of violence or injury that pertain to the event.

System: Your character must be at the location where the event in question occurred to work this evocation. Make a Perception + Intuition roll. The number of successes rolled determines how detailed the picture of a particular event is. One success depicts the immediate circumstances surrounding the event. Two reveal a few minutes preceding the event. Three successes might take the demon back a quarter of an hour to give a broader idea of the forces leading up to the event.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Foresee: This potent evocation allows the Fiend to read the tides of fate in her immediate area and predict events and actions that are about to occur.

Torment: The duration of the high-Torment version of this evocation is a single turn, but each success gives the demon a free dodge action that can be used against any attacks directed at the Fiend regardless of her own initiative.

System: Roll Wits + Intuition. The evocation takes the effect for a number of turns equal to the successes rolled. This evocation protects the Fiend from being taken by surprise and takes the character out of the normal initiative system. As the other players and the Storyteller announce actions in the Initiative order, you can interject your character's action at any point during the turn.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Casual Influence: A Fiend can use this powerful evocation to gain insight into events up to several days in the future, and depending on her intentions, she can home in on which casual threads she must affect to achieve a desired result. It's worth noting that this power provides the demon with the information only; it's up to her (or her pawns) to shift fate in her favor.

High-Torment: The high-Torment version of this evocation shows the Fiend where the subject (be it a person, place or event) is at risk of suffering an accident or other misfortune, and it shows the best way to cause the tragic circumstances to occur.

System: This evocation can be focused on a specific person (difficulty 6), place (difficulty 7), or upcoming event (difficulty 9). Spend one Faith point and roll Perception + Intuition. The number of successes rolled determines how many days into the future the Fiend can view regarding her subject. It also determines how many questions the player can ask the Storyteller about what the character sees. The evocation fills the Fiend's mind with a torrent of images, showing the most likely fate of a specific person, place or event, barring any outside interference. The Storyteller describes the course of events as though the demon were an outside observer. She isn't privy to the thoughts of the individuals involved, and she must decide the context and meaning of relationships and actions herself. As the player listens to the Storyteller's description, however, she can ask specific questions about why a particular action happens the way it does. This can provide clues to the demon that she can then use to infiltrate the situation. For example, say a demon wants to observe the fate of one of her thralls. The player rolls Perception + Intuition and gets one success. She sees the events of the next day in the thrall's life and sees that he will be hit by a bus. Since the player rolled one success, she can ask one question of the Storyteller: Why does the bus hit the thrall? She then gets an image of the bus driver moments before the accident and sees that he is distracted by one of the passengers. Armed with this information, the demon can decide how she wants to try and affect the outcome according to her desires. In the example with the thrall and the bus, above, the high-Torment version of the evocation provides the same images, but the vision of the distracted driver indicates what must happen for the tragedy to occur. Because it's often difficult to tell the difference between a viewing that warns of a tragedy or that hints at causing one, the Storyteller has the option of making the Perception + Intuition roll on the player's behalf, presenting the information and letting the player decide what to do with it.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Twist Time: This powerful evocation allows the Fiend to alter the flow of time within a small area, shifting it out of phase with the rest of the cosmos. The Fiend and anyone else within this bubble of distorted time may act faster or slower than the normal flow of the universe.

High-Torment: The Fallen may use this evocation to hurl unsuspecting victims out of phase with the time stream. To the victim, the experience is instantaneous and horrifying, a momentary brush with the void between realms that leaves terrible scars on a person's sanity. The evocation affects every individual within a number of yards equal to the character's Faith score. Demons can resist the effects by making a resisted roll using their Willpower, with the difficulty equal to the Fiend's Torment. Victims knocked out of phase disappear for a number of turns based on how fast or slow time passes in the bubble compared to the outside world. When they return to the normal time flow, victims lose one temporary Willpower for each turn they were out of phase. If this loss reduces their Willpower to zero, victims suffer a permanent derangement.

System: Spend one Faith point and roll Stamina + Intuition. The difficulty is determined by the effect the Fiend wishes to achieve.

Speed time up (everything within the bubble moves faster than the world around it)--Difficulty 7.
Slow time (everything within the bubble moves slower than the world around it)--Difficulty 8.
Stop time (the outside world freezes in relation to the bubble)--Difficulty 9.

The number of successes determines how many turns the evocations lasts. When the evocation is in effect, nothing and no one inside the bubble can interact with the world beyond, and vice versa. To the outside world, the demon and everyone within the bubble simply disappears. Within the bubble, actions may be taken as normal. Objects and individuals can exit the bubble (or be forced out), in which case they return to the normal time stream. If the fiend herself exits the bubble, it collapses, returning the time stream to normal. Outsiders who enter the bubble's space do join its altered time unless your character wishes it.

The maximum amount of temporal distortion is determined by a multiple or factor of the character's Faith score. For example, if the Fiend performing the evocation has a Faith of 5, she could choose the distortion to be as great as five to one: five turns for every one turn spent in the bubble, or vice versa. The bubble is centered on the Fiend and has a diameter in yards equal to the character's Faith score. Once created, the bubble does not move.

Lore of Light

Demon: The Fallen Rulebook, p. 196-198

Visage: Shamash


Dot-filled.pngDot.pngDot.pngDot.pngDot.png Light:This simple evocation allows a demon to fill an area with pale silvery light, akin to moonlight. The light seems to emanate from the area's surroundings, allowing individuals to move and act in the illuminated area without penalty. This evocation also has a more tactical application, permitting the demon to stun or disorient opponents with intense, blinding flashes.

High-Torment: Monstrous demons fill their surroundings with inky, suffocating darkness, affecting an area as above. They can move unhindered through this darkness. Other individuals within the area of effect are effectively blind.

System: Roll Stamina + Science. The evocation illuminates one cubic yard per success rolled, centered on the character. The light persists for a number of turns equal to the demon's Faith score. When used tactically, the intense flashes of light can be focused in a single direction. Any individuals, friend or foe, who look in that direction at the time of the flash suffer a number of levels of bashing damage equal to the successes rolled. Flashes of light only appear for only a turn.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Bend Light:By exerting her will and manipulating the properties of light, the Fiend can bend waves around her body instead of reflecting them, giving her a powerful form of camouflage.

High-Torment: Monstrous demons do not bend light so much as they distort it into crazed, eye-straining patterns. The number of successes rolled increases the difficulties of all attacks directed against the demon, ranged or otherwise, but do not affect others' Perception rolls.

System: Roll Stamina + Science. The number of successes gained increases the difficulties of any Perception rolls or ranged attacks directed at the character for the rest of the scene. Melee attacks are resolved as normal. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Phantasm:This evocation allows a Fiend to create ghostly images that perform a rote set of actions as directed by the creator.

High-Torment: A monstrous demon's phantasms, no matter how simple or apparently benign they are, remain subtly disturbing, even on a subconscious level. A Willpower roll (difficulty 8) is made for individuals viewing one of these illusions. If a roll fails, the individual flees the area. If the roll botches, the individual flees and gains a temporary derangement.

System: Roll Intelligence + Performance --- the difficulty is determined by the complexity of the illusory form created. A single, ghostly individual is difficulty 6, while a whole scene with various individuals is 8 or more. The number of successes generated determines how many actions the demon can program the image to perform. Once the image and actions are set, a loop is created that runs when the demon wishes, and that persists for a number of days equal to the character's Faith score. Other demons and thrall with the capability are able to resist the effects of these illusion thanks to their inherent powers.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Illusion: This evocation is a refinement of Phantasm, allowing the demon to create images that seem completely real until touched. What's more, the demon is capable of directing her illusions and altering their appearance on the fly.

High-Torment: A monstrous demon's illusions are overtly unsettling, reflecting the demon's inner corruption in subtle but frightening ways. A Willpower roll (difficulty 9) must be made for individuals who witness these illusions. If a roll fails, a victim flees from the sight of the illusion. If the roll botches, he gains a temporary derangement.

System: Spend one Faith point and roll Intelligence + Expression. The difficulty of the roll is determined by the complexity of the illusion the demon wishes to create. Creating the illusion of a static object such as a table is 6. A simple but more mobile object such as a thrown rock is difficulty 7. Living beings have a difficulty of 8 or higher depending on the level of detail. The successes rolled form a dice pool that is rolled thereafter to direct actions of the illusion (e.g., to stage an "attack" on someone, to leap from one building to another) or alter its appearance. If a roll to direct or alter an illusion botches, the image disappears. Illusions created in this way cannot speak, and the Fiend must maintain a line of sight with a creation at all times or the illusion disappears. A Fiend can maintain multiple illusions at the same time equal to her Faith score, but the dice pool to control each illusion is reduced by one extra image created after the first, to a minimum of one die per illusion. The effects of this evocation last for the duration of the scene. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Coherent Light: The pinnacle of this lore path allows a Fiend to compress light to the degree that it assumes a degree of physical solidity, allowing her constructs to interact almost seamlessly with the physical world. Like Illusion, the images created by this evocation can be controlled directly by the demon, and its appearance can be altered from moment to moment.

High-Torment: The constructs fashioned by a monstrous demon are shaped in part by her hatred and despair, and unless they are controlled carefully, the illusions act on their own lashing out destructively at their surroundings. A Willpower roll must be made each turn for each construct, with the difficulty equal to the Fiend's Torment score. If a roll fails, an illusion attacks the nearest living being (save the Fiend herself) using its full dice pool. Note that the Fiend doesn't have to exert control over her constructs --- she can simply create them and turn them loose on her enemies if she wishes, leaving her mind free for other tasks.

System: Spend one Faith point and roll Intelligence + Expression. The difficulty of the roll is determined by the complexity of the illusion that your character wishes to create. A table is difficulty 6, a dog is 7, and a human is 8 or more. The successes rolled form a dice pool that is rolled thereafter to direct the actions of a construct or alter its appearance. Illusions created in this way cannot speak, and the Fiend must maintain a line of sight with the image at all times or the illusion disappears. If a construct is attacked or would otherwise suffer one health level of damage (bashing or lethal), the creation vanishes. A Fiend can maintain a number of illusions equal to her Faith score at the same time, but the dice pool to control each illusion is reduced by one for each extra image created after the first, to a minimum of one die per illusion. The effects of this evocation last for a number of turns equal to the character's Faith score. other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers.

Lore of Portals

Demon: The Fallen Rulebook, p. 194-196

Visage: Nedu

Dot-filled.pngDot.pngDot.pngDot.pngDot.png Open/Close Portals:This evocation gives a Fiend complete control of the portals she encounters. Doors and windows unlock, open or close at her command.

High-Torment: Monstrous demons do not open or close portals so much as they smash them open or jam them shut. When a high-Torment demon affects a portal with this evocation, the number of successes rolled is also applied as Strength points to the portal in question, doing damage to materials as if performing a feat of Strength.

System: Roll Manipulation + Intuition. The number of successes required is determined by the complexity of the portal and its attendant locking mechanisms. A simple residence requires one success, while a prison cell door might require as many as three. If successful, the portal unlocks and opens or closes and locks at the character's touch.

Dot-filled.pngDot-filled.pngDot.pngDot.pngDot.png Create Ward:This evocation allows the Fiend to seal off the portals in an area. making it inviolable to outside forces.

High-Torment: Monstrous demons are capable of creating of wards, but their energies do not restrict invaders so much as they inflict pain on those who attempt to enter a protected space. When an intruder crosses a warded portal, he suffers a number of bashing levels of damage equal to the successes you achieved on your roll. This damage may be soaked, but the difficulty of the Stamina roll is equal to your character's Torment.

System: The character must be inside the area she wishes to seal with this evocation. Roll Charisma + Intuition. If successful, all the entrances to a given area become impassable. Even open doorways become clouded with wisps of fog, and what feels like a solid barrier of air prevents anything from passing through. Once sealed, the area cannot be entered, even through the use of another lore (such as Paths or Realms). To penetrate the ward, an intruder must exceed the number of successes you achieved, rolling against a difficulty equal to your character's Willpower. The area remains sealed for the remainder of the scene.

Dot-filled.pngDot-filled.pngDot-filled.pngDot.pngDot.png Teleport:This evocation allows a Fiend to use an existing portal to transport herself instantly to a similar portal at another location, potentially hundreds of miles away.

High-Torment: Monstrous demons performing this evocation are severely hampered by their lack of focus. If the evocation is successful, a Willpower roll must be made with a difficulty equal to the Fiend's Torment. if the roll fails, the Fiend is transported to a random (but familiar) location as determined by the Storyteller.

System: Roll Intelligence + Intuition. The number of successes required depends on your character's familiarity with her destruction. If it is somewhere with which she is intimately familiar, such as a doorway in her own home, only one success is required. If it is somewhere she has visited frequently, two successes are necessary. if the destination is somewhere that the Fiend has only recently visited for the first time, three successes are required. The demon must have visited her destination at least once before to be able to travel there with this evocation, and there must be a portal there identical to the type she enters. If she steps through a doorway, there must be a doorway at her destination. The Fiend can travel up to 100 miles for each point of Faith she has. Therefore, a Fiend with 10 Faith could travel up to a thousand miles away.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot.png Co-Locate: Akin to Teleport, this evocation allows a Fiend to use a doorway to tie two locations together for a short time, allowing others to pass through from one place to another.

High-Torment: Monstrous demons can create co-locations, but those passing through are momentarily exposed to the demon's Torment, and risk severe psychological trauma or madness as a result. A Willpower roll must be made for individuals passing through the portal, the difficulty of which equals the Fiend's Torment. If a roll fails a victim gains a temporary derangement.

System: Spend one Faith point and roll Stamina + Intuition. The difficulty is determined by your character's familiarity with the location she wishes to reach. If she is intimately familiar with the location, the difficulty is 6. If it's a location she has visited numerous times, the difficulty is 7. If she's been there only once, it's 8. If she's never been there before and goes merely by the guidance of another, the difficulty is 9. The doorway remains open for one turn per success achieved. Like Teleport, the demon must use an existing portal (doorway, window, manhole) to cross between two locations. As many others can cross through (or back again) as may walk through the portal in the time that is available. The Fiend can travel up to 100 miles for each point of Faith she has.

Dot-filled.pngDot-filled.pngDot-filled.pngDot-filled.pngDot-filled.png Doorway into Darkness: This powerful evocation allows a demon to create a doorway into the shadowy space between the physical and spirit realms --- a dark, lifeless reflection of the world. Demons can cross over into this bleak realm for a short time or hide items from prying eyes and then retrieve them later.

High-Torment: When a monstrous demon open a portal to the shadow lands, she risks losing focus and allowing some of the energies from beyond to slip into the physical realm. If the evocation succeeds, make a Willpower roll with the difficulty equal to the Fiend's Torment. If the roll fails, the winds of the cosmic storm seep through, causing all Mortals in the immediate area to make a Willpower roll (difficulty 8). If their rolls fail, they flee in terror. If a botch results, the victims suffer a temporary derangement.

System: Spend one faith point and roll Stamina + Awareness. The evocation requires a portal --- door or window --- to form the threshold between realms, and the opening remains for only one turn. Individuals who pass bodily through find themselves in a bleak, desolate mirror image of the physical world, one wracked by howling winds that wear away at living minds. Mortals who cross over into this realm lose one Willpower point for each turn that they are there. Once their Willpower is gone, they gain a temporary derangement and suffer one level of bashing damage per turn that may not be soaked. Demons can remain in this shadow realm for a number of turns equal to their Faith score without ill effects. After that point, they begin to suffer bashing damage as well. This evocation must be performed again to open a doorway that allows a Fiend or another to return to the physical realm. Such a "return" opening can be created on either side.

Defiler

Lore of Longing

Lore of Storms

Lore of Transfiguration

Devourer

Lore of Beast

Lore of Flesh

Lore of Wild

Slayer

Lore of Death

Lore of Spirit

Lore of Realms

Earthbound

Lore of Chaos

Lore of Contamination

Lore of Violation