# = ****, ## = *****, all # cost 1 faith point ------common------ fundament * manipulate gravity: leap, fall str + athletics -> 20 yard / succ, tor: random ** manipulate adhesion: spider walk dex + athletics, steep 6, ceiling 8, tor: toxic surface *** manipulate interia: throw object, stop projectiles dex + athletics -> 30 yard / succ, succ damage, tor: corrupt item # manipulate acceleration: haste dex + athletics -> 10 yard / succ (run 40), tor: aura of heat ## manipulate cohesion: walk on water, vaporize stuff sta + science -> 1 ft³ / succ, water 6 metal 9, 1 lethal / succ, tor: unstable material humanity * translate: comprehend language man + empathy, succ people, tor: corrupted words ** insinuate: befriend man + empathy, succ people vs willpower, man diff - succ, tor: fear *** fade: obfuscate man + subterfuge kontra willpower (vs8), tor: attacked and lusted by some people # confess: ask questions, target forgets man + subterfuge kontra willpower (vs7), tor: only lusts ## alter memory man + subterfuge kontra willpower (vs7), alter/remove 7, implant 8, succ according situation, tor: nightmares, derangements, willpower loss ------devil (dawn, namaru)------ celestials * lamp of faith: see beings with faith (through walls) per + alertness, faith yards, tor: see evil ** send visions: telepathic visions to demons in sight man + expression, succ actions described, tor: shock (bashing damage, faith targets) *** pillar of faith: aid in anothers evocation man + leadership, succ to evocations, tor: block evocations # the fire of heaven: aggravated smite dex + athletics, faith yards, succ aggravated, tor: raging storm ## hand of faith: overtake anothers evocation man + leadership, succ > evo succ, tor: send back bel: golden glowing skin, star blazing eyes, eagles wings, cha + man + per + awareness claws, scales, size, dread gaze flame * fuel: transform flame into inferno stam + survival, increase size by ft²/succ, tor: hotter ** ignite: ignite material stam + survival, faith yards, gasoline 1, metal 5, tor: everything *** command the flame: grow, shrink, direct wits + survival, succ pool to manipulate, tor: pool -> damage # holocaust: transforms faith in stuff into flame damage stam + survival max targets faith, 1 aggravated / succ, tor: own pool, overkill on self ## ride the flames: transform to pillar of flames stam + survival, torment damage, tor: flaming skeleton nusku: sunlike glowing skin, mirage shimmering, golden eyes, coppern hair mane, harder to hit, fire immunity, extra actions, improved ini claws, tail, size, igniting blood radiance * voice of heaven: clearly hearable, commanding man + leadership, single 6, everyone 8, in 10 * faith yards, kontra willpower, tor: furious stream, bashing damage ** exalt: inspiration, hope man + leadership: bonuc dice, faith targets, tor: debuff *** aura of legend: inspires loyalty man + leadership, succ > wits -> devotion, else kontra willpower (vs8), tor: frenzy # the mark of the celestials: alter anothers aura with command to others man + expression, succ = potency, tor: curse ## revelation: brings out true self of another, perfect interrogation per + intuition kontra willpower, target may gain permanent willpower once, tor: bring worst qualities, crush ego qingu: jewel corona, marble features, crystal pure voice, eagles wings, cha + man + app, harder to hit ranged, sense hidden people evil voice (intimidation), no reflection, acid saliva, horns ------scourge (firmament, asharu)------ awakening * find the faithful: find people by name per + awareness, name 8, celestial 7, true 6, permanent faith miles, tor: only with wp or fp = 0 ** cleanse: remove disease, poison sta + medicine, alcohol 6 cancer 8, tor: spread disease (bashing) *** heal sta + medicine, all bashing or one lethal/aggravated / succ, tor: poison (first stamina, then aggravated) # animate: apprentice's broom int + crafts -> pool, faith objects, tor: angered objects ## restore life: zombie sta + medicine, 6 fresh corpse 7 week old, tor: berserk zombie dagan: blush of health, aura of warmth, aura of healing bashing damage, stealth + str + dex + stam, owls wings pestilence miasma, health level, rotting disposable flesh, extra limbs firmament * remote viewing: see through thrall per + empathy, succ turns, tor: thrall blinded by blood ** scry: observe surroundings of person by name per + empathy, 6 true name 8 name or item, succ ~ data, tor: aggression, headache in target *** mouth of the damned: speak, act through thrall man + leadership, succ max dice pool, tor: target might lose attribute point # touch from afar: affect by sympatheticum man + awareness, 10 miles * faith range, name or item 9, true name 7, own thrall 6, tor: vision of horror, derangements ## many places at once: act through several thralls man + leadership, wits thralls, tor: as *** anshar: etheral, pale skin, gray eyes, faint echoing voice, per + intuition + dodge, owls wings shadow cloak, 360° eyes, improved ini, claws winds * summon wind: leaping, block missiles, push doors and people sta + survival, succ wind strength, tor: stinking wind ** fist of air: attack sta + survival, succ bashing, tor: lethal *** command the wind: arms of wind dex + survival, succ pool, tor: miasma, non soakable bashing # wall of air sta + survival, succ as "armor", tor: acid mist wall ## cyclone: unleash storm, focused on target sta + survival, succ strength, tor: sucks air from lungs to power storm ellil: tall and lithe, large eyes, graceful movement, surrounding wind, farsight, dusksight, owls wings, perfect balance, immune falling damage claws, extra actions, quills, acid saliva ------malefactor (fundament, annunaki))------ earth * earth meld: cannot be removed from ground str + survival, tor: travel in earth ** roil the earth: harvest resources from earth str + survival, succ yard radius, tor: sucking vortex *** mold earth: manipulate earth or stone: create wall, doorways in walls str + crafts, dirt 5, concrete 7, tor: toxic gate # earth storm: shield of shards, hurl shard out of it str + survival, succ pool to soak, tor: flaying sandstorm ## earthquake str + survival, pool for intensity and extend, tor: toxic brimstone clouds kishar: towering, brown or black stone skin, sharp contures, gemstone eyes, earth smell, increased size (str + dex + stam), immune bashing, night vision extra limbs, stone eating and improved bite, spikes (aggravated), ichor (helps to escape) paths * find path: set criteria for goal and road, get road per + survival, criteria succ needed, tor: torment difficulty ** lay path: create usefull path dex + survival, complexity difficulty, tor: random exit point *** conceal path: conceals laid path per + survival, succ succs needed to find, faith days, permanent with 1 wp, tor: trap # close path dex + survival, succ / 100 yard required (extended), force open with wp roll, faith succ needed, tor: collapse path ## warp path dex + survival, succ / 100 yard, faith days, permanent with 1 wp, tor: labyrinth, can cause derangement antu: tanned skin, emphasized eyes, worry lines form paths, know current location and direction, per, improved ini, sleight of hand pass without trace, reduce size by will, mirage against attacks, endurance forge * enhance object: repair, make better per + crafts, hammer 5 car 8 computer 10, succ lower difficutly usage, tor: cursed item, 2 botches ** activate object: mechanicals move int + crafts: door 5 pistol 8, tor: breaks item, sta + crafts object damage *** shape object: transform resources into stuff dex + crafts, complexity succ needed, tor: cursed as in * # enchant object: create magical items with inherent lore invocations complex rules, tor: consume soul of owners, cursed as in *, mortals lose wp, demons get torment ## imbue object: bind soul into object complex rules, tor: twist bound soul, extreme permanent torment increase for bound demons, mortal souls get derangement mummu: black iron skin, muscles with magma veins, brass eyes, deep thunder voices, crafts, increased size (str + dex + stam), thunder voice attack, fire immunity blade fingers (aggravated), extra limbs, disturbing magnetic field, iron skin ------fiend (heavens, neberu)------ patterns * sense congruence: detect future events per + intuition, faith days future, succ detail tor: only destructive events ** trace patterns: find event causation in the past per + intuition, succ detail, tor: only violent sources *** foresee: predict areas future, leave initiative order wits + intuition: succ turns, no surprise, outside initiative, tor: free dodges # causal influence: use butterfly effect, focused on person per + intuition: person 6 place 7 event 9, succ days future, tor: enhance misfortune ## twist time: bubble of time sta + intuition, speed 7 slow 8 stop 9, succ turns, tor: target dissappears, loses 1 wp per turn, 0 wp = derangement ninsun: indigo skin, no hair, silver blue light patterns on skin, sapphire eyes, swans wings, improved ini, intuition + int + wit + per misfortune aura (2 botches), extra actions, extra limbs, subterfuge portals * open/close portals: unlock man + intuition, complexity succ needed, tor: jam or smash, succ object damage ** create ward: seal all entrances, even open ones cha + intuition, lore user needs more succ, lasts scene, tor: inflict pain on intruders, succ bashing, torment soak diff *** teleport: door to door, over familiarity int + intuition, succ needed by familiarity, 1 own home 3 once visited, 100 miles * faith, tor: random familiar location # co-locate: teleport for others sta + intuition, own home 6 never been by guidance 9, succ turns, range as in ***, tor: other passengers get derangement ## doorway into darkness: door to spirit realms sta + awareness, mortals lose wp in realm, demons can stay faith turns, portal only 1 turn open, tor: cosmic storm causes derangement nedu: tall, etheral, long limbs, fluid movement, cold blue eyes, pass without trace, per ü awareness, swans wings shadow cloak, improved ini, dodge, no reflection light * light: illuminate area, blinding flash sta + science, faith turns, succ bashing, tor: darkness, evoker can see through ** bend light: camouflage sta + science, succ increases perception diff, tor: crazed patterns, help only against attacks *** phantasm: programmed image int + performance, complexity succ needed, loop, faith days, tor: disturbing images, mortals might get derangement # illusion: more complex illusions int + expression, complexity succ needed, faith illusions at same time, control suffers from multiples, tor: frightening illusions, derangements ## coherent light: solid light int + expression, table 6 human 8, damage kills right away, faith illusions at same time as in #, tor: berserk illusions shamash: hypnotic shifting patterns of shadow and starlight, int + wit + per + manipulation, darksight, dodge hypnotic visions, dread aura (leadership, intimidation), chimerical attack, no reflection ------defiler (deep, lammasu)------ longing * read emotion: bonus on social per + empathy, succ bonus dice, tor: drive to dark desires ** empathetic response: trust/befriend man + empathy, succ > wits -> trust, tor: intimidate *** manipulate senses: enhance senses, heightens wound penalties int + intuition, succ bonus dice perception, succ wound penalty increase, after evocation might swap to penalty, faith turns, tor: agony # obession: heighten desire/interest, create followers man + empathy, faith yard range, kontra willpower (vs8), willpower (vs7) to undertake something beside obsession, tor: target does anything to fullfill ## inspire: buff mortals mind or soul int + medicine, succ to mental or social traits, faith days, after evocation target might lose permanent wp, tor: mad genius, derangement in addition to traits ishara: golden hair, perfect features, honey voice, cha + man + app + leadership + subterfuge + per claws, poison claws and kiss, extra limbs, no reflection storms * summon water: fog, flash flood... sta + survival, succ ~ amount water, water source in faith yards needed, tor: slimy foul water, spreads disesase ** water form: transform self to water (also mist) sta + medicine, clothes left behind, faith turns, immune damage, tor: toxic body *** manipulate weather: push or draw, alter temperature int + science, severity of current weather succ needed, minor rainstorm 1, tornadoe 4, faith miles radius, tor: increase intensity, cause blizzards etc # command the storm: create storms int + science, diff by environment, thunderstorm near ocean 6 same in desert 9, banishing 7, tor: bring desctruction, suffocating rain, hail ## invoke the storm: surround self with storm sta + survival, diff by environment, rain clouds 6 indoors with air-conditioner 9, succ pool, knock by wind (pool vs9), lightning strikes (torment lethal damage), faith yard radius, faith turns, tor: storm lashes at everything adad: tall, opal skin, dark deep green tingend hair, ball lightnings over body, angry nimbus, sense weater, electricity immune, impr initiative, shock touch (faith bashing, once per scene) teeth, spines, shark hide (4 soak everything dice), ink cloud (in air, blinds) transfiguration * mimic: disguise as target (manner and voice) man + performance, requires hour of study, succ kontra per + alertness against familiar people, faith turns, tor: unsettling aura, mortals might flee ** alter appearance: eye, hair, skin color, remove scars of someone cha + subterfuge, succ features, faith turns, 1 wp permanent, tor: deform *** alter shape: change height, width, girth cha + subterfuge, succ features, faith turns, 1 wp permanent, tor: deform, cripple # doppelganger: change to targets expectation (/who it wants to see) man + empathy, kontra willpower (vs8), looks, manners, voice, diff 8 for targets loved one, diff 9 for group of targets, faith turns, tor: sinister version, decrease socials and ruin relationships ## shapechange: change someone/self into extreme beauty or nightmare or anything else int + medicine, kontra willpower (vs8) if refused, 7 for copies, succ appearance change in 0 to 5 for mortal, faith turns, 1 wp permanent, tor: might transform to monster mammetum: luminescent figure without features/expression, body mirrors mood, dex + empathy + stealth, no reflection claws, impr initiative, venom claws and teeth, extra actions ------devourer (wild, rabisu)------ beast * summon animals: summons locals, protect evoker per + animal ken, sense in faith miles, then choose type, succ animals appear, for swarm succ yard², tor: only carnivores, frenzies them, might attack random target (incl evoker) ** command animals: telepathic commands to int enhanced animals man + animal ken, succ animals in presence, enhances animals intelligence (to 1, 2 in some breeds), tor: only carnivores, aggressive, attack anyone except evoker if int roll fails *** possess animals: directly control several animals int + animal ken, succ animals controlled, number > wits caster -> body comatose, else pools halved, faith miles reach of control, faith turns, tor: only carnivores, willpower roll or go in instinctive frenzy # animal form: transform to animal sta + animal ken, tor: as in *** ## create chimera: mutate animal int + animal ken, succ to traits or change physical form, extreme changes might harm animals psyche, faith days, 1 wp permanent, tor: create deranged monsters zaltu: predators aura, muscles, fur, glowing eyes, growling voice, howl, increased size, str + dex + sta + per, claws, fangs, extra actions hide (4 dice to soak any damage), maw (+4 bite, digest stone and metal), extra limbs, chameleon skin wild * wilderness sense: get natures map, animal and plants, artificial locations per + survival, demons might hide, diff 8 for urban setting, radius miles, tor: turn animals hostile ** quicken growth: plants grow rapidly sta + survival, specific plants grows by succ yard³, succ object damage if roots etc rip buildings, succ turns, tor: strangle beings *** command the wild: growth by plan int + survival, faith plants, succ yards³, tor: thorns and poisonous sap # posess plant: controll several plants sta + survival, succ plants controlled, rooted, entangle, pull wall, willpower strength, tor: destroy controlled plants after time ## mutate plant int + survival, succ characteristics, fast growth, thorns, thick bark, extended, tor: plants with taste of blood ninurtu: deers fur, hooves, muscles, season colored eyes, per + stealth, chameleon skin, extra health (3 extra bruised) thorns, increased size (str + dex + sta), extra limbs, will-draining saliva flesh * body control: alter chemistry of body, purge poison int + medicine, complexity diff, purge simple poison 6 deathlike coma 9, contact required, kontra willpower (vs8) if refused, scene, 1 wp permanent, tor: succ over stamina bashing damage, non soakable ** manipulate nerves: enhance/debuff strength, reflexes, senses, create pleasure or pain int + medicine, complexity diff, reduce pain 6 increase reflex 7/8, sharp senses 9, succ to trait/ wound penalty reduced, scene, kontra willpower (vs8) if refused, tor: succ over stamina lethal damage, non soakable *** manipulate flesh: add muscles, strengthen bones, expand brain int + medicine, succ to physical or mental traits, succ over stamina bashing damage, non soakable, kontra... if refused, tor: derangement # restore flesh: restore mutilations to original form per + medicine, succ lethal damage or all bashing healed, restores limbs and organs, tor: derangement or psychotic killing machine ## shape flesh: vicissitude dex + medicine kontra willpower (vs7), succ needed by storytellers judgement, 1 roll/day, several days needed in extended roll, succ per physical trait change, faith days, 1 wp permanent, tor: deranged monsters aruru: idealized version of mortal form, alien appearance, cha + man + app, poison immune, impr initiative, no reflection extra health (3 bruised), armor (4 levels armor to soak every damage), maw /+4 bite, digest metal and stone), regeneration (automatic, 1 health level bashing or lethal per turn) ------slayer (second world, halaku)------ death * read fate: see last moments in dead bodies eye per + awareness, succ detail, last view 1 last days 4 plus context, tor: only if died by violence ** decay: accelerate decay, harm sta + medicine, touch, succ aggravated damage, stamina damage on dead, stamina = 0 -> to dust, wood 7 plastic 8 metal 9 stone 10, succ foot³, tor: faith yard radius effect *** vision of mortality: demoralize by visions man + intuition, kontra willpower (vs faith), target flees, might cause derangement, faith yards, tor: faith yards effect # extinguish life: killing touch str + awareness, succ > stamina -> killed, else succ bashing damage, succ > stamina at demon -> succ aggravated, else bashing, tor: faith yards effect ## unlife: body functions without soul, under evokers control / zombie sta + medicine, starts at physicals = 1, succ added, no wound penalties, 10 health levels, willpower (vs7) to let them act, programed minions possible with 1 wp, max faith zombies, tor: berserk zombie namtar: shadowy figure, ghostly mist, aura of silence, hover, pale skin, faces hidden in shadow, ravens wings, impr initiative, stealth, no reflection cloak of shadows, if killed saving roll to fall into coma instead, debuffing aura, ignore wound penalties spirit * speak with the dead: compell spirits to answer man + awareness, kontra willpower (vs9), any spirit in reach of voice, faith turns tor: spirits become hostile to living ** summon the dead: summon local spirits man + leadership, succ spirits, scene, might flee if willpower (vs faith), tor: as * *** command the dead: forcing ghosts to perform tasks man + leadership, kontra willpower (vs8), tor: target becomes mad # anchor the soul: bind mortals or demons soul to haunted artefact, weapons and tools sta + awareness, diff by objects familiarity, close 6 precious material 7 natural 8 synthetic 9, faith yard reach, kontra willpower (vs8), bound demons retain powers, tor: abyss frenzied souls, aura causes botches on 2 ## restore the dead: put soul in soulless body for short time sta + awareness, soul in vicinity, body touched, body required to be dead for no longer than 48 hours, injuries healed, physical traits of body rest of soul, faith days, 1 permanent wp permanent, tor: derangement, might be frenzied monster nergal: pale, silent moves, shiftig gray black eyes, see ghosts, cha + man + app + stealth, ravens wings cloak of shadows, intimidation, initiative-draining aura, ignore wound penalties realms * sense the barrier: thickness of barrier to second world, find thin or thick areas (high faith influence ~ low barrier) per + awareness, 10 yards² / faith, tor: only thin sensed ** step beyond the veil: cross barrier, travel there at speed of thought dex + awareness, diff by barrier, thin 6 thick 8, travel at dex + athletics (vs8) miles, all diffs there at least 8 because of storm, botches drain willpower, wp = 0 -> soul and body separated, no passengers allowed, tor: rift in barrier lets spirits out *** ghostwalk: exist in both worlds at same time, walk through objects sta + awareness, diff by barrier, tor: rift in barrier lets storm out # reach across the barrier: put things behind barrier dex + awareness, diff by barrier, tor: as in *** ## pierce the barrier: doorway which allows other demons to enter sta + awareness, diff by barrier, succ people may pass, non-Halaku are more vulnerable to maelstrom and cannot travel fast, tor: doorway lets storm out ereshkigal: shadowy figure, air wraps around them, white bony hands, silent move, always know where they are (except if in warp path), stealth + awareness, sleight of hands cloak of shadows, endurance, intimidation, dread gaze ------earthbound------ chaos * reality tremors: random transformations man + occult, in sight, faith m rad, wp vs 7 vs evocation roll or +1 diff everything, bodge + human: derangement