Mary's Spells

Wortcunnings

Circle of Cast

The caster creates a circle with iron filings while praying to Hyperion; undead may not cross the boundaries of this ring.

Casting Time: 1 hour
Material Components: A handful of iron filings
Distance: A 6-stride-diameter circle that the wise person must lay out
Duration: Until the sun sets and rises again
Effect: The caster marks a 6-stride-diameter circle with iron filings while praying to Hyperion. No undead may willingly pass over the boundaries of this circle from the outside. Undead inside the circle take 2D10+2 Damage from fire every Round they are within its boundaries.
Critical Success: The duration and radius are doubled.
Critical Failure: The caster draws undead toward them like a beacon until the sun sets and rises again.
Sublime Success: The circle is permanent until the iron filings are disturbed. Undead forced into the boundaries of the circle are Slain!.
Sublime Failure: A lich becomes aware of the casters.

Psalms of the Old Gods

The caster chants together with others to calm and heal the target’s mind and center them.

Casting Time: 1 hour
Material Components: Burned aromatic herbs or incense
Distance: A group of people sitting together
Duration: Instantaneous
Effect: At least two people must sit together and chant the psalms of the old gods. Not everyone needs to know this Wortcunning Spell; one who knows it can lead others. The Wortcunning Spell must be performed in a safe place, and the participants must be completely uninterrupted. Make an Education, Resolve, or Wortcunning test for each participant based upon personal choice. On a Failure, they remedy 1 level of Peril; on a Success, 2 levels. Once the psalms are performed, they may not be used for this purpose again by any of those same participants until the sun sets and rises again.
Critical Success: The participant remedies 3 levels of Peril.
Critical Failure: The participant gains no benefit from the psalms.
Sublime Success: The participant fully recovers from Peril and heals 1 level of Damage.
Sublime Failure: The participant falls 1 level on the Peril Condition Track.

Vitiations

Do What Thou Wilt

The theurge is able to bend or break the natural laws of the universe for a brief time.

Remnant: Impossibility
Distance:
  • Imp: The theurge
  • Villein: The theurge and one other consenting recipient they can see
  • Lord: [WB] consenting recipients the theurge can see, which can include themself


 
Duration:
  • Imp: [WB] Rounds
  • Villein: 10+[WB] Rounds
  • Lord: 1 hour


 
Effect:
  • Imp: The theurge may bend one natural law in regard to the recipient of this Vitiation. The effects encompass the recipient’s possessions as well, if applicable. This Vitiation is physically stressful for those enchanted, and when the Vitiation ends, each recipient suffers 2D10+2 Peril. Choose one of the effects below:
  • Faster: The recipient gains +10 to all Combat-related and Coordination tests. Double their Movement.
  • Flight: The recipient gains the ability to fly at their normal Movement.
  • Health: The recipient is immune to poisons, toxins, venoms, and diseases.
  • Huge: The recipient is now twice as tall. All attacks are made against them at +10. All of their Melee Attacks gain the Reach Quality and do an extra 1D6 Damage. Athletics tests made for them that reflect the use of raw strength, or that can benefit from their new size, are Flip to Succeed.
  • Inner Heat: The recipient is immune to cold and can withstand any low temperature.
  • No Breath: The recipient doesn’t need to breathe.
  • Sight without Sight: The recipient is able to see in complete darkness or even see things completely obscured by fog or mist.
  • Tiny: The recipient shrinks to the size of a rat. Their Movement is now half normal (round down), but add +30 to Stealth tests made for them. Any successful attacks against the recipient add 2D6 Damage.
  • Tougher: Add +2 to the Damage Threshold for the recipient.
  • Walk Through Flames: The recipient is completely immune to flames and heat.
  • Villein: Others who agree to the Vitiation can choose to end it for themselves by willing it. The resulting Peril can be mitigated by a successful Toughness test.
  • Lord: No Peril results from using this Vitiation. The theurge may choose two effects from the list, so long as they are not in direct conflict. All recipients must gain the same benefits.


 
Critical Success: The duration is doubled.
Critical Failure: All recipients suffer 3D10+3 Peril.
Sublime Success: As Critical Success, but once the duration is reached, the magic persists until the theurge uses another Vitiation or Outsider Technique.
Sublime Failure: The theurge loses their connection to the Od. All Odweft tests made for them are Flip to Fail until the sun sets and rises again.

Here Is No Crime

Those who seek the theurge are unable to find or see them, and searchers knit their own memories and awareness around the theurge’s passing.

Remnant: Deceit
Distance:
  • Imp: The theurge
  • Villein: The theurge and WB willing targets they can see
  • Lord: The theurge and 2×WB willing targets they can see


 
Duration:
  • Imp: 10+WB minutes
  • Villein: 1+WB hours
  • Lord: 24+WB hours


 
Effect:
  • Imp: If they stand amid a crowd of people, the theurge appears to be a wholly unremarkable person. If someone hasn’t met them face to face but is seeking someone of their description, they won’t notice the theurge in the crowd. If the theurge is more than 20 strides away from anyone searching for them, they will not be seen at all, so long as they are moving away from them. While this magic lasts, any tracks the theurge leaves are also hidden. Any attempt to interact with another person who is not ensorcelled ends the magic.
  • Villein: Even those who have met the recipients face to face will not recognize them in a crowd. All recipients must remain in sight of the theurge, or the effect ends for them.
  • Lord: A recipient may pass any guard posts, checkpoints, or restricted areas without showing any documentation, as the guardians assume they have already seen the recipient. The theurge and those with them will still be unrecognizable even outside of a crowd. Any attempt to interact with someone who is actively in pursuit of the recipients ends the magic, but the recipients can interact with anyone else.


 
Critical Success: Even if the recipients are standing in front of authorities who are actively looking for them and talk to them, the searchers will not recognize the recipients. Any act of violence or openly committed crime ends the magic.
Critical Failure: For 1 day, anyone seeking the recipients to punish or harm them immediately finds them if any recipient is within their line of sight.
Sublime Success: Recipients may pass through locked doors, which unlock for them. Violence ends the magic, but other crimes are not noted or remembered, even if they are performed in full view.
Sublime Failure: For 1 week, anyone seeking the recipients to punish or harm them knows where they are, even if they can’t see them and regardless of the distance between them.

Here Is No Lie

The theurge’s lies become very easy to believe.

Remnant: Deceit
Distance:
  • The theurge


 
Duration:
  • Imp: 30+[WB] minutes
  • Villein: 1+[WB] hours
  • Lord: 24+[WB] hours


 
Effect:
  • Imp: Anything the theurge says is likely to be believed, so long as it is plausible. If the listener is specifically expecting a lie or deception, then a successful (Challenging –10%) Scrutinize test means they are unaffected. The theurge gains +10 to Guile tests. Examples: “I had no idea this was your privy,” or “I’m the captain of the guard’s cousin.”
  • Villein: The Scrutinize test is (Hard –20%), and Guile is at +20. Even somewhat implausible lies will be believed. “The captain of the guard just stole my purse,” or “I am here to inspect the vault.”
  • Lord: The Scrutinize test is (Arduous –30%), and Guile is at +30. Even an utterly ridiculous lie will be believed. “I AM the captain of the guard; this is a disguise, you idiot,” or “These weapons have been in my family for a thousand years, each a bespoke and magical work of art.”


 
Critical Success: The duration is doubled.
Critical Failure: The theurge may not lie and must answer any questions asked of them for twice the duration of the Vitiation.
Sublime Success: The duration is indefinite, lasting until the theurge uses another Vitiation on themself.
Sublime Failure: The theurge may not lie and must answer any questions asked of them for twice the duration of the Vitiation. They may not use any Vitiations during this time.

Here Is No Truth

The theurge creates a forgery of an object or document.

Remnant: Deceit
Distance:
  • Any one object the theurge touches


 
Duration:
  • Imp: 30+[WB] minutes
  • Villein: 1+[WB] hours
  • Lord: 24+[WB] hours


 
Effect:
  • Imp: The theurge must touch an object that is similar to the object forged (e.g., a blank parchment for a document, a ring for a ring, etc.). The object forged may not be a unique item: for example, the theurge may cause something to look like a valuable piece of jewelry, but not a specific valuable piece of jewelry. Anyone examining the object closely and expecting duplicitousness can determine that something is wrong with a successful (Challenging –10%) Awareness test. The illusion does not actually change the object, so a forged signet ring will not give a proper imprint, for example. The value of the forgery cannot be more than three times the value of the source object.
  • Villein: The value of the forgery can be up to five times the value of the source object, and the theurge may duplicate specific items. The Awareness test at this level is (Hard –20%).
  • Lord: The value of the forgery can be up to ten times the value of the source object, and the object is physically changed to be like the forged object (so a signet ring would now give the proper imprint). The Awareness test is (Arduous –30%).


 
Critical Success: The duration is doubled, or the forgery is impossible to detect, at the theurge’s discretion.
Critical Failure: The object to be forged is destroyed.
Sublime Success: The duration is indefinite until someone suspects a forgery and a successful Awareness test is made at –30.
Sublime Failure: The object to be forged is destroyed along with all mundane possessions the theurge has on their person.

Language of the Od

The theurge is given the ability to speak the language of magic, the gods, and Outsiders.

Remnant: Common
Distance:
  • The theurge


 
Duration:
  • Imp: 1+[WB] minutes
  • Villein: 30+[WB] minutes
  • Lord: 1+[WB] hours


 
Effect:
  • Imp: The theurge gains the ability to speak the Language of the Od. This vocalization sounds like a language, but it is terrifying and horrible to hear, reminiscent of the buzzing of insects, the snapping of bones, and the sounds that unknown creatures make in the dark of night. Supernatural entities or creatures from the Od are generally impressed by this ability, however. Anyone who is not a theurge or Od-touched finds the sound disturbing, and a Resolve test must be made for them the first time they hear it. They will also know the speaker is manifesting magic of some sort. Speaking this language grants the speaker +10 to all Fellowship-based Skill tests made to influence Outsiders. The Language of the Od has no written form.
  • Villein: Fellowship-based Skill tests for Outsiders are increased by +20, and Resolve tests are at –20. The theurge may choose to speak the Language of the Od so that only those able to understand it can hear it. Alternatively, they may speak it so that it still sounds strange and magical, but pleasant. When interwoven with normal speech, Mortals who do not understand it will react positively toward the speaker, though they won’t know why. Make a Resolve test for them. If it fails, all Fellowship-based Skills used on them by the speaker are at +10.
  • Lord: Fellowship-based Skill tests for Outsiders and magical creatures are increased by +30, and Resolve tests are at –30. Using the Language to influence Mortals adds +20 to Fellowship-based Skill tests and is at –20 for them to Resist with Resolve.


 
Critical Success: The duration is doubled and the theurge may hide the language or make it sound pleasant, as at the villein level of the Vitiation, even if cast at the imp level.
Critical Failure: The theurge’s voice sounds disturbing and obviously supernatural, penalizing all Fellowship-based Skill tests by –10 and revealing the theurge’s true nature.
Sublime Success: The theurge attracts the attention of an Outsider chosen by the Fateweaver who will introduce itself and begin a relationship at the rapport level. All Odweft tests to perform the Pythonic Liturgy with this Outsider are at +10.
Sublime Failure: The theurge’s mouth becomes a source of stinging insects for the duration of the Vitiation. Anyone within 2 strides of the theurge when they speak has all Skill tests reduced by –20 from the distraction for one Round as a swarm of creatures spews forth and stings them. Skill tests made for the theurge are at –30 for the duration, whether their mouth is open or not, as the insects sting them and the inside of their mouth.

The Long Trod

The theurge and several companions march through the wilderness and travel much faster than should be possible.

Remnant: Impossibility
Distance:
  • Imp: The theurge and [WB] willing recipients they touch
  • Villein: The theurge and 10×[WB] willing recipients they touch
  • Lord: The theurge and 20×[WB] willing recipients they touch


 
Duration:
  • 1 hour


 
Effect:
  • Imp: The theurge and their companions march for one hour. They may not stop marching to eat, hunt, initiate an encounter, or pass within sight of a permanent settlement, or the magic immediately ends. During this march, they all travel 7 leagues. If another group or person wants to encounter them and they are in the same area, a (Challenging –10%) Awareness test must be made for the leader of that group. If it succeeds, the encounter occurs and the magic ends. Note that, while marching, the group may not scale a cliff or swim across a river; they must be marching specifically. Animals may come with the group as pack animals, but they may not be ridden.
  • Villein: During this march, they all travel 21 leagues. The Difficulty Rating for the Awareness test to force an encounter is (Hard –20%).
  • Lord: During this march, they all travel 99 leagues. The Difficulty Rating for the Awareness test to force an encounter is (Arduous –30%).


 
Critical Success: The group travels twice as fast as the Vitiation dictates.
Critical Failure: When the Vitiation ends, the group isn’t where it expected to be. Its location will be randomly determined by the Fateweaver and could be anywhere the group could’ve traveled to using this magic. When they finally drop from exhaustion, they suffer 2D10+2 Peril.
Sublime Success: The group travels three times as fast as the Vitiation dictates and cannot have an encounter forced upon it.
Sublime Failure: The Vitiation immediately takes effect, and the proposed targets of the magic immediately begin marching against their will. When they finally drop from exhaustion, they suffer 3D10+3 Peril, and they are in a location determined by the Fateweaver—which could be literally anywhere.

Mask of No Mask

The theurge becomes invisible.

Remnant: Illusion
Distance:
  • Imp: The theurge
  • Villein: The theurge and [WB] willing targets they can see
  • Lord: The theurge and 3+[WB] willing targets they can see


 
Duration:
  • Imp: 1+[WB] Rounds
  • Villein: 1+[WB] minutes
  • Lord: 10+[WB] minutes


 
Effect:
  • Imp: The theurge is mostly invisible, though there is a distinctive shimmer where they stand. Attacking or otherwise interacting with another person in a way that would be against their will immediately ends the magic. Stealth tests by the theurge are Flip to Succeed, and opponents have –20 to Perception-based tests to note the theurge’s location.
  • Villein: If one person in the group becomes visible by attacking someone, the effect will continue for all others until they do something to end the magic for themselves or the time runs out. Opponents have –30 to Perception-based tests to note the location of those under the effect of the Vitiation.
  • Lord: The recipients are all completely invisible, with no telltale shimmer. Opponents cannot see them without magical assistance, though they may see signs of their passing if they are walking on snow or leaves or through mist. "e magic is not ended by attacking or interacting with others. Perception-based tests to see the recipients are Flip to Fail.


 
Critical Success: The duration is doubled, and the magic is not ended by attacking or interacting with anyone.
Critical Failure: Recipients are Blinded for the duration of the magic.
Sublime Success: The magic lasts until the sun sets and rises again, and it is not ended by attacking or interacting with anyone.
Sublime Failure: The recipients are trapped in a barely material, invisible state. They may not touch or interact with anything in the real world and make no sound. They can only be seen in mirrors or other reflective surfaces. Once per day, a successful (Arduous –30%) Folklore test may be made for the recipients to recall the details of an obscure fairy tale that holds the secret to escaping this realm of reflections through a large mirror at the break of dawn.

Mask of Shadows

The theurge sends a target or targets into a waking dream where reality is rewoven to spin a deception of the senses.

Remnant: Illusion
Distance:
  • Imp: One target the theurge can see
  • Villein: Three targets the theurge can see
  • Lord: [WB] targets the theurge can see


 
Duration:
  • Imp: 1D6 Rounds
  • Villein: [WB] Rounds
  • Lord: 1 hour


 
Effect:
  • Imp: The target is thrown into a waking dream where discerning what is real from what is false is uncertain. A successful (Challenging –10%) Awareness test must be made for them at the start of each of their Turns while they are under the effects of this Vitiation, or the theurge may alter one of the target’s senses. The theurge must be in view of their target to maintain the magic. Examples: The theurge could make the target smell fire or hear someone screaming for help on the other side of a door, or make them see monsters in place of their allies.
  • Villein: A successful (Hard –20%) Awareness test must be made for those targeted when the magic is enacted, or they remain under its effects for the entire duration. The theurge may alter two senses.
  • Lord: The Awareness test is (Arduous –30%). "e theurge controls everything those under the effect of this Vitiation perceive.


 
Critical Success: Awareness tests to Resist are Flip to Fail.
Critical Failure: The theurge loses access to a random sense for the duration of the magic. Roll 1D6: 1 - Sight, 2 - Hearing, 3 - Smell, 4 - Touch, 5 - Taste, 6 - Odsight.
Sublime Success: The effect is indefinite so long as the theurge remains in sight of the targets.
Sublime Failure: The theurge loses access to all of their senses for the duration. They are completely Helpless during this time and will likely injure themself if not assisted. Make a successful Resolve test or they suffer 3D10+3 Peril.

Mask of the Mundane

The theurge makes the Od difficult to perceive and interpret in a particular area or near a particular person or persons, hiding any magical aspects of the targets.

Remnant: Illusion
Distance:
  • Imp: Any one place the size of a modest room, or one willing person the theurge can see
  • Villein: Any one place the size of a small inn or building, or three willing people the theurge can see
  • Lord: Any one place the size of a small village or a district in a city, or [WB] willing people the theurge can see


 
Duration:
  • Imp: 30+[WB] minutes for a person, 1+[WB] hours for a place
  • Villein: 1+[WB] hours for a person, 10+[WB] hours for a place
  • Lord: 12+[WB] hours for a person, 7+[WB] days for a place


 
Effect:
  • Imp: A cursory observation of the location or person via Odsight or any ability that senses Od turns up nothing unusual, and any magical details or items will not be noticed. Make a (Challenging –10%) Odweft test for anyone specifically seeking magic for them to see what is happening. If this is a location, it must be stationary and no larger than a room. If it is a person, the effect moves with them, but applies only to them, the possessions they are holding/ wearing, and Outsiders manifesting for them.
  • Villein: The difficulty is (Hard –20%) for an attempt to sense magic obscured by this Vitiation.
  • Lord: The difficulty is (Arduous –30%) for an attempt to sense magic obscured by this Vitiation.


 
Critical Success: The duration is doubled, and tests to sense magic are Flip to Fail.
Critical Failure: All tests made for the theurge to empower Vitiations are Flip to Fail for twice the duration the magic would last.
Sublime Success: The duration is doubled, and there is no chance of detecting magic in the area or associated with any of the recipients.
Sublime Failure: The theurge is unable to use any Vitiations until the sun sets and rises again.

Mask of the Other

The theurge’s appearance changes to that of someone else.

Remnant: Illusion
Distance:
  • Imp: The theurge
  • Villein: The theurge and one willing recipient they can see
  • Lord: The theurge and two willing recipients they can see


 
Duration:
  • Imp: 20+[WB] minutes
  • Villein: 1+[WB] hours
  • Lord: 10+[WB] hours


 
Effect:
  • Imp: The theurge’s appearance and clothing change so they look like another person. The person can be any gender and have any features, can be wearing any clothes that exist, and can be carrying any items that one person could reasonably carry. Although the theurge does not appear as themself, they also do not look like any other person who exists in the world, so they cannot use this ability to impersonate someone specific. This magic changes the theurge’s visual appearance only, not their voice or the actual shape or size of their body. No part of the illusion can become separate from the target’s body, nor may it defy any of the other four senses, especially in a way that would startle the mind (e.g., touching what appears to be a fur cloak and feeling plate mail in its stead). If it ever does so, or if the theurge attacks someone, the magic ends.
  • Villein: The illusion also changes a recipient’s voice, their smell, and any tactile sensations for anyone interacting with them. They may attack other people and use any objects on their person (which seem to materialize in their hands if the object in question isn’t part of the illusion) without ending the magic. The theurge may make any recipient of the magic into a duplicate of someone who exists, but the recipient and the target must simultaneously perceive one another for the effect to work.
  • Lord: The theurge may make any recipient of the magic into a duplicate of someone who exists so long as they or one of the recipients has seen that person and been in their presence.


 
Critical Success: The duration is doubled, and one other willing person can be changed.
Critical Failure: All of the potential recipients appear as blank and featureless human shapes for the duration of the magic. Make a successful (Hard –20%) Resolve test for the recipients or they suffer 2D10+2 Peril.
Sublime Success: The duration is doubled, and one other willing person can be changed. Also, all are particularly believable. Add +30 to all Fellowship-based tests made for them while ensorcelled.
Sublime Failure: Anyone who would have been altered by this Vitiation becomes a horrid, inhuman monster until the sun sets and rises again. They all suffer 3D10+3 Peril.

Mask of the World

The theurge creates an illusion of an object in the world.

Remnant: Illusion
Distance:
  • Any one place the theurge can see


 
Duration:
  • Imp: 30+[WB] minutes
  • Villein: 2+[WB] hours
  • Lord: 1+[WB] days


 
Effect:
  • Imp: The theurge causes a single illusory object to appear somewhere in their line of sight. No other sentient being may be looking at the location when the object appears. The object must be a real object that can be found in the world, and one that the theurge has personally seen. The illusion is immobile and has no auditory or olfactory component. It can be no larger than the size of a person. If anyone touches the object, it disappears.
  • Villein: The object may move slightly. For example, a tree may sway in the breeze, but it may not move from its location. The magic may have either an auditory or olfactory component, but not both. The object can be twice the size of a large person. If anyone touches the object, it disappears for them, but others still behold it. The object may be something made up of other objects that fit together (e.g., a bookshelf full of books, a pile of gold coins, a patch of flowers).
  • Lord: The object may have both auditory and olfactory components, can be the size of a small house and, if touched or attacked, will seem to have a solid physical presence. The illusion can both be climbed upon and interacted with. For all intents and purposes, it is the thing it appears to be until the magic ends, and then it disappears.


 
Critical Success: The duration is doubled.
Critical Failure: Throughout the duration, the theurge has intermittent hallucinations that omit random objects in their vicinity, and they are penalized –10 on all Skill tests during this time.
Sublime Success: The duration is indefinite, lasting until the theurge uses this Vitiation again.
Sublime Failure: Until the sun sets and rises again, the theurge believes themself to be the object they attempted to create via illusion and will do nothing that would disrupt that belief.

Person of Import

Others will assume the theurge is an authority or a person of importance based on whatever se!ing they are in.

Remnant: Deceit
Distance:
  • Imp: The theurge
  • Villein: The theurge and one other consenting recipient
  • Lord: Three consenting recipients, which can include the theurge


 
Duration:
  • Imp: 1 hour
  • Villein: 3 hours
  • Lord: [WB] hours


 
Effect:
  • Imp: Those who meet the theurge immediately assume them to be someone of authority and importance, based upon the current milieu. If they are at an inn in a city, those within assume the theurge is an inspector or local government official; if they are in a village, others assume the theurge is a tax collector or minor noble; if they are at a royal ball, others assume the theurge is a prominent noble, etc. If the theurge’s Trappings do not support their station or if they or their companions behave in a way that is unfit for someone of their purported station to behave, a (Challenging –10%) Scrutinize test may be made for observers to realize they have been ensorcelled. Regardless of the recipients’ behavior or Trappings, this test is made when the magic ends.
  • Villein: The Difficulty Rating for the Scrutinize test is (Hard –20%), and those whose rolls succeeded do not realize they have been ensorcelled unless they are Odtouched, though they do realize the theurge is not who they claim to be. The theurge may tell those they meet that they are specific people.
  • Lord: The Difficulty Rating for the Scrutinize test is (Arduous –30%). Observers perceive the recipients’ Trappings to be appropriate to the individuals they claim to be.


 
Critical Success: Add +20 to all Fellowship-based Skill tests for any recipient.
Critical Failure: All Fellowship-based Skill tests are at –20 for the duration, as every stranger the recipients encounter believes them to be ne’er-do-wells.
Sublime Success: Those whom the recipient meets while under this Vitiation believe them to be the person they think they are, even after the magic ends. Convincing targets that the recipient is not who they think them to be proves very difficult.
Sublime Failure: As Critical Failure, but it lasts until the sun sets and rises again. Every stranger in the recipients’ presence becomes more and more enraged by them.

Reaching Through

The theurge reaches through the walls of reality, into the raw stuff of the Od, and pulls through it what is needful to them.

Remnant: Impossibility
Distance:
  • The theurge


 
Duration:
  • Imp: 10+[WB] minutes
  • Villein: 20+[WB] minutes
  • Lord: 1+[WB] hours


 
Effect:
  • Imp: The theurge pulls an object into this world’s existence by reaching into the Od. The object must be a singular one (i.e., not a quiverful of arrows, but a single arrow). The object may not weigh more than something they could hold above their head in one hand. It must be a type of object of which they are aware (i.e., not a weapon they have never seen). It can’t be a living thing. It can’t be magical. Nevertheless, the object has some sort of disturbing property and is obviously unnatural in some way. When the time expires, the matter that makes up the object writhes and shifts into horrible, formless things that seep and/or fly away while screeching, howling, or giggling.
  • Villein: The object can be heavy enough to hold in two hands and can be a living thing, although its behavior will be somewhat disturbing or strange.
  • Lord: The object may weigh up to twice as much as the theurge weighs.


 
Critical Success: The object lasts until the sun sets and rises again.
Critical Failure: The theurge touches, sees, hears, or becomes psychically aware of something on the other side that they would rather not be aware of, and it notices them as well. The theurge suffers 2D10+2 Peril. There may be further consequences at the Fateweaver’s discretion, as the thing they have been stealing from in previous castings has taken notice of them.
Sublime Success: The object lasts indefinitely.
Sublime Failure: The theurge is drawn into the Od. Each sunrise, an Odweft test may be made for the exile to attempt to return to the world. If this test is failed, they suffer 2D10+2 Peril. They may not recover from Peril or Rekindle while trapped in the Od, and if they become Incapacitated!, they fall into a slumber from which they cannot be easily roused. At this point, whether they can be saved is up to the Fateweaver, but such a quest should be exceedingly difficult; and when found, the victim might be quite different from the person who was originally taken.

Shadow Pocket

The theurge gains access to a pocket dimension in the Od, where they can keep things and bring them forth again later.

Remnant: Impossibility
Distance:
  • One container light enough to hold in both hands


 
Duration:
  • Indefinite


 
Effect:
  • Imp: The theurge places one object into the container. The object disappears and can be withdrawn by them at a later time, ending the Vitiation. The object must fit through the aperture of the container, and the container will appear to be empty. If the theurge ends the Vitiation before the object is removed or if the container is destroyed, the object inside is lost forever. The object harbors some strange elements when removed: it might be very cold or covered in slime, for instance. Perishable things should not be stored in this way, as they immediately spoil. Living things placed in this space die.
  • Villein: Multiple objects may be stored in a space the size of a cube 1 stride on each edge. Perishable things may be put into the space and are perfectly preserved, but living things should not be put in, as they are rendered mad by their presence in the space beyond. Upon reaching into the container, the object the theurge desires will be immediately at hand.
  • Lord: The space is the size of a 3-stride cube made of whatever construction material the theurge wishes. There is light in the room but no light source. Living things may be placed in the room and, while inside, have no need for air or food and do not age. Living things inside the room may not leave and may be brought forth again only by the will of the theurge. However, the theurge may freely enter and exit the space through the opening.


 
Critical Success: The space has a valuable feature of the theurge’s desire, and if enacted by a lord, it is the size of the interior of a small castle or keep.
Critical Failure: The object is destroyed, and all present suffer 1D10+1 Peril as they glimpse a portal into the true Od.
Sublime Success: The Vitiation is enacted at a level higher: imp uses the villein effect, and villein the lord. If the Vitiation was enacted by a lord, the space beyond is the size of a village and can produce one item up to Patronage Level 3 per day.
Sublime Failure: All mundane objects within 20 strides are drawn into the Od; living things are unaffected, leaving those nearby naked, empty handed, and at the bottom of a shallow crater.

Tale of Calumny

The theurge tells a tale of falsehoods that spread and damage someone’s reputation.

Remnant: Deceit
Distance:
  • Imp: The rumor instantly spreads through a district in a city or an entire village.
  • Villein: The rumor instantly spreads through an entire city or region.
  • Lord: The rumor instantly spreads everywhere the subject is known.


 
Duration:
  • Imp: Until the next sunrise
  • Villein: WB days
  • Lord: 1 year


 
Effect:
  • Imp: The theurge tells a story about a targeted individual, whom those hearing the story must have seen previously. Add +10 to any Fellowship-based Skill tests made for the theurge and all Fatebound companions in circumstances where they may use the story to undermine the subject. When in the presence of the subject, the theurge or one of their flock can bring up the story and cause the target to be at –10 in the use of one Skill for the next Scene. The Skill must be chosen when the rumor is started and be part of the story itself. Examples: “Captain Valerin’s skills in the sword are exaggerated” for Melee, or “Inspector Thom is sloppy at her job and misses many details” for Scrutinize. Once this Scene ends, so does the Vitiation.
  • Villein: The modifier becomes +20 and –20, respectively.
  • Lord: The modifier becomes +30 and –30, respectively.


 
Critical Success: The duration is doubled.
Critical Failure: The story backfires and the effects are applied to the theurge. This lasts until the sun sets and rises again.
Sublime Success: The duration is indefinite. The negative modifier can be used on the target any number of times as long as the story is mentioned in their presence.
Sublime Failure: The subject discovers that the theurge is the origin of the ineffective rumor, and all persons in the area of effect are negatively inclined toward them and know of their dealings with the unnatural and their rumormongering.

Unweave the Od

The theurge undoes a Vitiation currently in progress.

Remnant: Common
Distance:
  • One Vitiation or magical effect currently happening that the theurge can perceive


 
Duration:
  • Instantaneous


 
Effect:
  • Imp: If the target of this Vitiation was something manifested by an imp, the Odweft test to end its effects is unmodified. If the target is from a villein, the Difficulty Rating for the test is (Arduous –30%). If the target is from a lord, the Difficulty Rating for the test is –60%, making it nearly impossible in most cases. If the test is successful, the Vitiation or magic immediately ends; either way, the initiator of the magic will become aware of the theurge and their location. This Vitiation may not be used on instantaneous magic, only on magic that has a prolonged effect or duration.
  • Villein: If the target is imp station, the Difficulty Rating for the test is (Routine +10%). If the target is villein station, it is unmodified. If it is lord station, the Difficulty Rating for the test is (Arduous –30%). The theurge may use this Vitiation against instantaneous magic as it is being enacted by spending 2 AP and casting it as a Reaction.
  • Lord: If the target is imp station, it immediately succeeds. If the target is villein station, the Difficulty Rating for the test is (Routine +10%). If it is lord station, the test is unmodified. The theurge may use this Vitiation against instantaneous magic as it is being enacted by spending 1 AP and casting it as a Reaction.


 
Critical Success: The magic ends, and the theurge becomes immune to any Vitiation originating from the same source until the sun sets and rises again.
Critical Failure: The theurge loses all access to Vitiations until the sun rises and sets again.
Sublime Success: The magic ends, and the source of the magic is unable to use any Vitiation until the sun sets and rises again.
Sublime Failure: One of the theurge’s Outsiders is cut off from this world and no longer accessible to any theurge. It must be an Outsider of the same station as the one that empowered this Vitiation. After one month, it is able to reform its connection to this world and will once again be accessible, but it must be summoned again using the Pythonic Liturgy if this theurge wants to use it again.

Walking Between

The theurge steps through the wall of reality into the pure, swirling chaos of the Od, and appears at another location.

Remnant: Impossibility
Distance:
  • Imp: The theurge
  • Villein: The theurge and three willing recipients they touch
  • Lord: The theurge and [WB] willing recipients they touch


 
Duration:
  • Instantaneous


 
Effect:
  • Imp: The theurge instantly disappears and reappears at any location they can currently see within range of their natural sight. They are not subject to Opportunity Attacks.
  • Villein: The theurge and those with them can travel to any location in the world that the theurge has been to or that they can see, even if it is not with their natural sight, so locations seen with clairvoyance or even in paintings of actual places can be used to determine a destination.
  • Lord: The theurge and his companions may travel to any location that the theurge can see (by any means) or that any one of those traveling with them have personally been to.


 
Critical Success: The theurge may determine precisely where they arrive at the location and has a good idea of the situation at the destination as if they spent some time scouting it. They do not have to arrive precisely at a location they can see and could, for example, appear near a place they can see but hidden or inside of something.
Critical Failure: The theurge and everyone traveling with them appear somewhere bad—how bad is up to the Fateweaver, but it will at least be within 1 day’s walk of their intended destination. All travelers suffer 2D10+2 Peril, as the Od reveals much of itself to the theurge and their traveling companions.
Sublime Success: The theurge and their traveling companions may appear inside a secret or hidden location at their destination that they didn’t know existed, or they immediately start a Surprise Round when they arrive.
Sublime Failure: The theurge and their traveling companions appear somewhere bad—how bad is up to the Fateweaver, but they will be nowhere near their intended destination. All travelers suffer 3D10+3 Peril, as the Od reveals much of itself to the theurge and their accompanying travelers.