Black Magic: PDF Edition: Fanmade & Unofficial - Original Cyoa by Blackmagicanon
Black Magic: PDF Edition: Fanmade & Unofficial - Original Cyoa by Blackmagicanon
Black Magic: PDF Edition: Fanmade & Unofficial - Original Cyoa by Blackmagicanon
Tier One
Greed of the Grave
Dig up silver coins from a grave, barrow or tomb that have been buried for at least a full moon's
cycle and work a short ritual over them by moonlight in a circle of rope made from gold cloth.
The coins become irresistible to those who see them, gleaming and glittering. Any mortal who
sees such a magicked coin must resist the urge to barter for them, going as far as parting with
things of great value just to have it. Those of sufficient will and fortuitous faith may resist this
enchantment.
The enchantment lasts a week or the following day after they've been bartered for, and the
maker of the magic is resistant to its dazzling effects.
Drunkard's Greed
Signature cantrip of rapacious magicians and dabbling bartenders. Grind up a pinch of gold and
mix it with wine, cinnamon, honey, and a drop of your blood. Anyone who drinks this wine will
be overcome with a powerful sense of avarice and greed for their most wanted desires and
needs, lasting as long as the alcohol remains in the victim's system. A person under this effect
will make bad bargains or give away normally precious things just to get a hold of things of raw
and basic value.
Widow's Weave
Gather a small jar of cobwebs and work the proper incantations over it while torturing a white
rat and dripping in its blood. Wrap the jar in gold cloth and let it sit for a full moon's cycle. Once
properly enchanted the now magically-thickened cobwebs can miraculously be woven or spun
into a garment as if they were silk or wool. If you cannot weave personally you will have to find
someone who can, but once made the wear, be it a tunic, garb or gown, loses all sense of its
realm form - it is but cobwebs and shadow and illusion. Anyone who looks at the garment sees
what he or she thinks is most beautiful. Anyone offered the garment for sale will feel compelled
or tempted to pay whatever price is asked. Naturally, multiple people seeing different things
may cause alarm to interested buyers. It is best to approach a single individual at a time. A
month after the garment is finished it turns back to cobwebs and shadow, often to the surprise
or horror of the customer.
Theft Ward
A talisman, made of burglar's bones, worn about your neck to prevent pick-pockets, house or
shop invasions, even to deter pilferers or burglars. In either case when a thief approaches the
protected person or place harbouring the talisman, there is a two-in-three chance the thief
suffers a small but painful accident. A stubbed toe, a trip and fall, a bang to the head on a tree
branch or ledge. The accident is never life threatening but does tend to leave the rogue
stunned, in pain, embarrassed, and in no mood to try their luck further at a quick theft.
Adding additional talismans does not increase the chances, and from learning this spell one
may learn Cache Ward in under half the time (parcels apply).
Cache Ward
A small curse usually buried or hidden with a cache of coins, jewellery or other precious goods.
The ward is always obvious and intended to deter would-be thieves. Sometimes it is written
down on lead and accompanied by terrible symbols, sometimes it takes the form of cat bones
tied together or something similarly dark. If the thief ignores the curse and takes the goods
anyway, then they suffer the effects of Theft Ward as a certainty, with a one-in-three chance of
being life-threatening.
This spell is often used in conjunction with Theft Ward in case the chances happen to not be in
the magician's favour.
Release Charm
Use corundum (a precious stone) to engrave diverse signs and inscriptions of a magical nature
on a small, thin sheet of gold. Once finished, attach the corundum to the gold plate using a
silver wire. All bindings restraining the wearer of this charm untie and fall to the ground -
except those of a magical nature. The ambient magic only eliminates restraints such as ropes,
cords, straps, etc, it won't open doors nor break padlocks to free the bearer.
Such talismans are best kept hidden in obscured crevices of wear, such as patches and pockets,
and can be used by anyone as long as you handed it to them personally.
Unlock Charm
Engrave certain magical symbols on a small iron plate with a golden awl. Then perform specific
verbal rites, moistening the plate with a few tears from a prisoner, innocent or otherwise, and
drying it with leaves from mistletoe. Once finished, wrap it in a serpent's skin. By rubbing the
talisman against any sort of small metal lock; it opens seemingly miraculously with no difficulty.
The talisman does not lose its properties while it remains covered with the serpent's skin, and
can be used by anyone as long as you handed it to them personally.
The amulet's magic is indefinite while the linen bag remains unopened and retains its contents,
and can be used by anyone as long as you handed it to them personally.
Lámpara de Búsqueda
Magic of Spanish folk origin. Fill an oil lamp with rat or fox fat instead of oil, and use a strip from
the shroud of a dead man in place of the wick. To activate the magic, light the cloth wick while
naming an inanimate object you seek three times thrice in Spanish. Once activated the lamp
emits a pale light, shining brighter when heading in the direction the object can be found - no
matter the distance - faintly flickering as it comes closer to that object. The talisman doesn't
lose its effects until it consumes its wick and all the fat. Once this occurs, it is necessary to
fashion another.
Brass of Tidings
Rub a slab of white marble with your tears and knead virgin wax and cinnabar on it, making a
humanoid figure from the result. Insert two grains of incense into it, and next pierce the figure
with as many thorns as years the magician has known the subject of the spell, and finish by
placing a piece of polished brass etched with the subject's name in the chest of the figure.
Leave in the open air for eight days, reciting appropriate litanies every day at dawn. Come the
eighth recital, the piece of brass is linked to the person in question, and reflects his or her
condition at every moment: if the brass shines, it means that the person is in good health; if it
turns dull, it means the person is ill or suffers some grave problem, the dullness proportional to
the person's health; if it rusts and tarnishes, it means the person has died.
If the magician wishes to gain some more concrete information, they can sleep all night with
the piece of brass hanging around their neck, under their pillow, grasped, etc: they'll dream
about the subject during the night, in some easy to interpret manner relevant to their current
state.
Tier Two
Pig's Needs
This small ritual allows you to discover the true and most hungered for desires of a particular
subject. Much beloved by sorcerers gluttonous for information.
The ritual takes approximately half an hour and involves casting pig and human bones carved
with arcane symbols that represent money, power, renown, love and many more desirous
things. The more relevant to the individual the better. Once finished you have a good and
reasonably specific idea what to offer in order to tempt the subject of the spell into a bargain or
foolish actions. Or perhaps you're satisfied enough simply knowing their most sinful wants and
needs.
Traveler's Charm
Boil a dog's tongue in a mixture of spring water and red wine until it is consumed. Ink a white
goose feather with the resulting mixture and draw the signs of the Sun and the Moon on a gold
coin or sheet, then wash it clean in the same spring water. The talisman must always be carried
inside a purse made of lambskin, one branded with arcane marks and doused in the blood of a
friend or close acquaintance. Activate the spell while squeezing the talisman in one hand. The
bearer will traverse fair and gentle winds as long as they grasp the talisman, and will be well
received wherever they go as long as the talisman remains on their person, and everyone treats
them as they would a close but distant acquaintance, unless they are clearly hostile enemies
or the bearer does something hostile.
The talisman doesn't lose its powers with time, but can only be used by the person who made
it, or those whose blood was used in its making. The talisman may also be fashioned to an
oaken stave etched with the necessary symbols, being treated as one would grasp it in this
case, as well as offering the same friendly reception.
Merchant's Welcome
Dig up the skull of a rich man or woman, a merchant ideally, someone who made their own
fortune. Inlay the eyes with gems (anything valuable will do) and put a silver coin into the
mouth. Any current establishment or place of business that this skull resides in, be it a brewery,
a caravan, or an appliances shop, will prosper and enrichen. Customers will be drawn into the
skull's magic and feel compelled to not only buy but buy without second thought, paying as
much as twice what they normally would for the same wares elsewhere.
The sufficiently willful and those of fortuitous faith may resist such sorcerous compulsions, as
well as opposing magics stemming this sorcery.
Madman's Avarice
You will need an object of great value, such as gold or silver, or a precious gem. Speak a short
minute-long intonement upon the object every day over seven nights. Drip on it the blood of a
rat, a toad and a fox. Wrap it in gold coloured cloth and leave it for a month buried in the estate
of a wealthy individual. At the end of this time the object will seem to any who see it as
overpoweringly desirous, and worth fighting over to own. Those who see the magicked treasure
must resist the urge to seize it and fight anyone else who tries to take it, even to the death. A
person who takes into their possession such a treasure will never give it up, not for any price,
and if it is taken away the previous owner will suffer bloody hysterics in response.
The enchantment lasts a year and a day or until someone has, intentionally, killed for it, and the
maker of the magic is resistant to its maddening effects.
Thieves Dreams
Take the severed left hand of a criminal who has been executed for theft and preserve it in wax
and resin. The hand, when carried into a household that is asleep, will work a magic upon its
sleeping residents causing them to remain asleep unless they are physically shaken or
disturbed, or until death from nutritional deprivation. During this time, the sleepers will dream
of endless riches.
Fall asleep in the same household and you will dream lividly and lucidly of its residents, and can
even contort their dreamscapes to a limited degree as if you were dreaming their own dreams.
Being lucid, you may wake at any time while sleeping in the household.
Hell's Rejection
Take an empty sack and fill it with one or more precious objects belonging to the individual
(wedding rings, family heirlooms, their first trading card, awards, etc) you wish to curse and
draw around it a circle made of red chalk and place outside it six gold coins. Say over this the
name of the one you wish to lay the curse on in a short spite-filled ritual. The subject of the
magic will become plagued by nightmares in which he or she loses everything while friends,
acquaintances and family stand about laughing and deriding them. After a week this nightmare
creeps into the person's waking world. They will begin to 'overhear' snatchets of discussion
about his or her lowly station in life and pathetic excuse for an existence. Eventually a full
blanket of delusion falls upon the person convincing them that everyone they know and meet
has more and is happier and better off without them. Over the course of a week this will drive
them to dangerously suicidal thoughts and tendencies, potentially culminating in the attempt if
psychological aid is not sought out immediately.
The curse lasts around a month's span, and cannot be used on the same person twice - the dark
powers respect (and love tormenting) the strong willed and those dedicated to their own
existences.
Surgat's Gift
This spell is supposedly the signature spell of the covetous demon Surgat, and one he
customarily awards to those who serve him.
Inscribe a series of magical words on a purse made of pigskin, using the blood of a rat or fox as
ink. Next place small chunks of charcoal inside the purse. To use the talisman, while under the
light of the Sun, softly mutter the magical words, open the purse and take out a piece of
charcoal. The piece of charcoal the magician takes from the purse brightly flashes into a solid
gold coin of the very highest quality, engraved with exotic and unidentifiable demonic etchings
- quite alarming to the more observant and those of faith. Each gold coin is under an
enchantment similar to that of Greed of the Grave, only mildly lessened. Unfortunately, the
coin turns back into a normal piece of coal come the next break of day, or into a burning coal
when the cry of a crow or raven is heard. Once the talisman is created, it can be filled with bits
of charcoal as many times as desired up to its limit.
The spell remains on the purse until someone other than the magician looks inside, a curious
and annoying quirk of this magic.
Spawn Dipsa
This ritual is not only a ritual but also a continuing contract. By summoning and nurturing a
dipsa, the magician is granted access to certain riches.
A dipsa is a small, pale serpentine creature that is said to be the spawn of nameless devils. By
making a vow to the foul entities of the earth and gestating a cock egg (a yolkless egg laid by an
unmatured hen) that has been laid on a gallows hill and left to incubate for a week's time in a
mixture of the magician's own seed and excrement, a dipsa can be birthed. It must be kept in a
small oaken box during the day and be fed with sober morning spit - before the magician has
had breakfast. As long as this is done the pale worm will, during every Sunday night, slither
away to obtain riches for its master, bringing back gold or silver coins, or even a piece of
jewellery in its mouth, come the morning. It is not known where the dipsa acquires these
valuables, and such objects usually harbour disturbing and exotic designs, untraceable to any
known culture on Earth. The value of the jewellery is seemingly completely random. If the dipsa
misses three day's worth of feedings it will quickly wither into a fine grey dust. It is said that,
should the dipsa die of starvation, when the summoner dies their soul shall be given over to the
deepest hells as retribution. The dipsa is otherwise a tame, complacent familiar of sorts with no
other known purpose.
This magic may be learned as though it were of first tier magics, if one can acquire the 'Book of
Black Riches', an old Danish book giving queen advice for the accumulation of wealth and
success from the middle ages, which still exists in translations into other, select few European
languages. The book is quite difficult to get a hold of, and largely unheard of in modern times.
Written Ward
A deviation of antiquated Egyptian warding magics. Said to have been used by Ulrich of Mainz,
doctor, astrologer, and alchemist; the master of Nostradamus. A mysterious figure,
half-magician, half-visionary. This invocational writing derives from a written intonement
originally set upon sacred places and objects as well as prominent tombs and sanctums.
It is a passive magic inscribed on a wall, entrance, object, or piece of paper near the area or
item it protects. Should any unwanted person or entity disturb the ward, such as entering a
forbidden area or picking up a treasured object, its inscriber is immediately and instinctively
made aware that it has been disturbed, no matter the distance, and by whom if they know the
person or entity responsible significantly enough beforehand. The arcane ward does not
acknowledge presences farther than fifteen feet away, and remains in-effect until prompted or
spoken to cease by its writer; thereafter it must be consecrated again with the relevant words
to rekindle the written magic.
This magic was mostly used to rouse a sleeping or engrossed magician who suspects some
treacherous visitation. The magic's attention can only spread so thin, not acknowledging more
than eight of these written incants, a curiously specific number of an indeterminable reason.
Επιστροφή Κατάρα
This curse works only upon a person who has stolen something from you or another. Take a
tablet of lead and write upon it the object or objects stolen. Write then a curse in Greek
invoking the darkness to work malice and retribution against the thief be they rich or poor,
solemn or dissolute, beggar, farmer or king. Melt the lead in a fire of pine and chant over it nine
times the objects stolen within at least sixty miles of where the thief is currently staying. End by
appealing to the demons and the devils of the hells, whatever or whoever they may be. The
criminal will be bombarded with a chain of foul afflictions until they return what they have
stolen. They will be struck blind on the first day. They will contract leprosy or a similarly horrible
disease on the second day. Finally, on the third day, they will be sent utterly and completely
mad, suffering horrid delusions in their blindness. Eventually these nightmarish fantasies will
take over the thief's perceptions, and will lead them back, knowingly or unknowingly, to the
person they stole from, stolen items in hand, as though they had never lost their sight.
This brutal curse lasts eleven days or until the subject returns what they took, upon which time
the thief's afflictions immediately cease, as if none of the horrors had ever transpired. A cruel
and glamorous punishment, but one that can be increasingly vulgar amid the public depending
on where you lay down the curse, and how badly the victim reacts to it.
The only way to end the wandering curse is by destroying the clay effigy, or through
supernatural means, such as another magician's aid or religious intervention.
Veren Kulta
Finnish witchcraft rumoured to have been the product of a wicked sorcerous pair exploiting
their own children as sustenance for their magic.
It is necessary that a witness be present during the whole process, lest the dark powers not
take notice. Heat lead and mercury in an oven with a low fire over the course of eight days and
eight nights. Once this time is passed, wrap the mixture in strips of red and black cloth and put
it in a terracotta vessel fashioned by your own hand. Drip in drops of an infant's blood and
watch over the vessel for an entire night, awake, without leaving its presence - if left alone, the
magic won't take effect - then remove the strips while pronouncing the proper words come the
dawn. The mixture will have been permanently converted into silver of the highest quality. If
the heart of the same infant is dropped into the mixture, it will instead become as gold.
Devil's Appraisal
Take a first born son of noble blood to a clearing of scorched earth during the night of a waning
moon and force them to dig a hole. Choke the victim with a rope that has hanged at least a
single innocent, and bury his body in the hole, then cover it while pronouncing the infernal
vulgarities of the rite. The victim's cadaver is disinterred on the next waning moon and its heart
extracted; the heart containing a sizeable gem of great value, usually a ruby or diamond of
exquisite quality.
Valentinian Mirroring
Fama Fraternitatis, an anonymous Rosicrucian manifesto issued at the beginning of the 17th
century by the society of the Rose Cross. The texts were said to have been written by pupils of
the esteemed alchemist Valentin Andreae, who had imparted onto them knowledge of a
genuine magic. The earliest, unchanged and untranslated treatise contains a great number of
formulas and procedures, most of which are forged and feigned, among them the magic of
Valentin; those secrets to create a draught that would allow one to share their thoughts or
another's. The original unmolested texts exist in less than half of a hundred illustrious copies in
Europe - most of which have been rendered unintelligible by the harsh ages, or are held by
rapacious occultists and celebrated book collectors unfamiliar with its true worth. It is a difficult
magic, which is why so few have attempted this ability over the centuries, as well as the evident
deterrent that is its darker underpinning.
The magic is in truth not an alchemical process at all, but an esoteric function of thought
imparted upon a draught (or up to a litre in amount) of consumable liquid, any liquid, by the
submerging of a silver coin hung by a silver chain while reciting arcane litanies in a strange,
reversed, but precise manner as the magician imparts their thoughts or another's into the
liquid. The coin is etched with Greek and Egyptian symbols of mental clarity and lucidity, and
doused in the subject's tears under the illumination of the Moon prior. The draught can have
two different functions. The magician, or alchemist, decides the effect when the liquid is
created. The first aim to obtain or impart information. Anyone who drinks, or sips, the draught
experiences another person's memories - specifically the ones wished to be imparted by the
person during their weeping, which can be a considerable amount of information. These
memories are fleeting, very general, but specific, and quickly escape the drinker after a night's
rest as though they were forgotten dreams. The second possible effect creates a force of habit,
which means that the one who drinks it feels greatly, practically obsessively compelled to
perform a particular action. This action may be a subconscious one, such as suddenly falling
asleep, something the drinker may have no choice but to commit to when the time comes
(sleeper assassinations come to mind). Such a potent and habitual (and potentially dominating)
magic lasts indefinitely, or until the subject is illuminated by a full moon. Those of strong will
have been known to resist this magic to an extent. The draught itself retains its magic
indefinitely unless it is tampered with in any way - or spoils. In such a way, it is rumoured that
older, better preserved liquids carry profound memories, or forgotten commands.
After consecrating it in the blood of a ritually sacrificed child, mount a black stone, preferably
onyx, in a plain gold ring forged according to esoteric design, which is always worn on one of
the fingers of the left hand. When in a location where a cadaver is rested, such as a disinterred
cemetery, the magician casts the spell by dripping drops of their blood onto the corpse, and
pronouncing the appropriate words while pointing to where the body rests with their
ring-bearing hand. The deceased will lazily emerge from their position where it rests to follow
the magician's orders until they are destroyed or the magician voluntarily breaks the spell. The
magician can revive more cadavers if they wish, but the ring only acknowledges a single corpse,
and as such additional rings must be made. Removal of the rings will cease the magics
animating the corresponding cadavers.
These corpses are mindless and shambling, and not truly aware or conscious, or intelligent
enough to hold any sort of conversation beyond unintelligible gestures. This lack of self makes
such raised cadavers extremely formidable in physical confrontations, being neither afraid nor
self preserving, but are otherwise no weaker or stronger than they originally were in life -
proportional to their decomposition. Despite a lack of a true mind, they follow the raiser's
orders to a point and last as long as a deceased body can sustain itself.
Tier Three
Talisman of Hermanubis
A verbal, domineering magic originally designed by the Hermetic magus, Epitos Vasulf. The old
magician had discovered and repurposed antiquated theory no longer feasible in a time of
dwindling wonder, and it was through this ingenuity that such an ancient and expressive magic
has survived into modern day.
This Hermetic charm is painstakingly fashioned from a polished electrum plate inscribed with a
complex etched ward and a lapis lazuli scarab bearing a mirror coated in quicksilver. When
worn over the throat or chest, the talisman gives the magician's voice charismatic and
sorcerous command; lulling mortals in their immediate vicinity (around twelve or so meters) so
long as they can hear and understand them, and any spiritual rebukes and compulsions are
magnified in their effect, such as negotiating with the dead or other invisible entities, be they
demon or fey. Such sorcerous compulsions are seemingly absolute bar adamantine will or
magical intervention, even to the lethal detriment of the affected. One could, potentially, end
their own life if the magician spoke them to do so, even if it meant opening their own throat
with their bare hands. It is thus considered a symbol of human hubris and the wisdom of
restraint by those few who know of its use.
Shroud of Kemosiri
One of the most potent and curative of restorative magics known to mankind, known to some
as the Breath of Serendipity, and in other circles as the Essence of the Phoenix. It is perhaps the
purest, most uncorrupt of all the ancient miracles.
This divine working is used by making a pot of resinous black unguent - made of
honey-sweetened tar, incense of amber, lotus petals and nightshade - that smells of flowers
and sweetness. The unguent is then spread across the skin of a gravely injured or recently
deceased person with "the Blood of Isis"; that is, the magician's own blood mingled with a
virgin maiden's and verbally consecrated by speaking the relevant passages. The magician burns
overwhelming amounts of incense, breathing in deeply, and waves a white feather over the
afflicted while imploring Osiris and Sesh to suspend the record of the victim's death and
judgment, culminating in the magician undergoing a trance - the subject's body miraculously
mending itself back to pristine condition amidst the mystifying heaves of smoke. So powerful is
this miracle that it can cure poison and blood loss, remove and extinguish even the foulest and
crippling of diseases, mend broken bones or reattach severed limbs (or regenerate them), and
even bring the recently (within half a day) deceased back to life - unless the body has been
rendered unrecognizable, such as in ashes. This rite works best at dawn and on consecrated
ground dedicated to the aforementioned divines. If enacted anywhere else or at any other
time, the ritual must be completed accurately and not be interrupted by any circumstance or
else it will not work.
There are stories of dread consequences concerning malicious entities possessing raised
individuals to masquerade as the living, first to sample common fleshly delights that grow more
deviant until the creature goes insane and causes great havoc. There is also the slight possibility
the raised will return changed in some way, perhaps even accursed. To ensure the resurrected
is not one of these unholy beings, this spell sometimes contains a trying rite afterward: intimate
questionings while bearing various holy symbols or binding the deceased with magic circles,
phylacteries, and bandages inscribed with prayers. The methods and trials vary, and are mostly
dubious at best. Such dark and possessive maladies will not transpire as long as the rite is
enacted on the aforementioned consecrated grounds.
Bennu Sacrament
To those few who bear knowledge of its existence, no rite makes sorcerers blanch more than
the ancient and unnatural Bennu Sacrament, otherwise known as the Ritual of the Hidden
Heart. It is so complex, dark, and dangerous that the sorcerer committing to it must spend
great wealth and consideration to prepare it and use a stalwart apprentice, assistant or bound
spirit or familiar as their accomplice. Failure is tantamount to death.
First, a ritual chamber must be prepared and consecrated with numerous symbols of life and
protection between grand supplications to Osiris as Lord of the Dead and Ra as the divine
protector of the living heart. A white marble or alabaster table is placed at the center of the
chamber, in full view of a window on the eastern wall framed or carved with Djed symbols,
through which the sorcerer must speak their honorable petition to the gods. The sorcerer then
adorns themselves with various holy amulets and bears a sacred scepter and a golden ankh,
while their apprentice lights incense of lotus and amber while they chant a hypnotic prayer.
This droning invocation, if uttered correctly, places the sorcerer in a state of suspended
animation, whereupon their accomplice performs a complex surgery to remove his or her
master's beating heart and place it inside a purified canopic jar filled with an elixir of the
sorcerer's own offspring's eyes, blood and entrails, as well as the ground bones of their
forebears. The ritual must take place at night, culminating when the apprentice or accomplice
blesses the jar with the first rays of dawn. If successful, the heart begins to beat and the
sorcerer arises from the table with a vigorous vitality. They may then place the canopic jar in
some well-guarded and hidden location.
The sorcerer, should the rite be a success, acquires a limited invulnerability; weapons and other
physical traumas can wound them, but they can't kill them. Such wounds immediately close and
heal upon impact. Lost limbs and organs may be reattached, and will even grotesquely
regenerate over a short time (up to a week's span). The only way to permanently kill them is by
burning, decapitation, and rendering their body or head completely unrecognizable or similar
absolutes. Further, they are completely immune to fatigue, mental exhaustion, blood loss,
illness, and poison, and are in perpetual pristine health. Lastly, provided the sorcerer's heart
remains undisturbed, the passing years have little effect on their mind and physical form.
Should the heart be taken from the jar or harmed in any way, the sorcerer dies immediately,
hastily crumbling into a smoking pile of bones and ash, stinking of malevolence.
Tier One
Ivy's Teachings
Hedge workings of Mrs. Ivygreene, or Mother Ivy, folk healer and reputed witch. These humble
magics may all be learned together if one can locate the wise woman.
Bowl-of-Ivy: Make a small bowl or cup of ivy wood, etched with curious symbols, and work
upon it certain small verbal magics. Drinking warm water from such a bowl will cure most
fevers, sore throats, nasal congestions, headaches, and whooping cough. The bowl by itself
retains this curative enchantment after it has been drunk from, and as such may repeatedly be
used by anyone.
Ivy-will-Tell: To tell whether a season or harvest ahead shall be good or ill place an ivy leaf in a
bowl of water on the twelfth night before either a full or new moon. If the leaf is still green and
vigorous on the day of the relevant lunar phase, the season shall be interpreted as good, if
rotten and blackened the season shall be interpreted as bad. There is a one-in-three chance of
this prediction being an inaccurate telling.
Ivy's Rhyme: By speaking this rhythmic tongue, one may bless a flower with spring's care;
withstanding the ravages of the elements, and is much less likely to naturally wither and die,
such as allowing a rose to bloom and thrive during the winter (assuming you speak diligently to
it every day). It only reliably works on flowers that are still alive; not cut, harvested, or dried. It
also doesn't guarantee that it won't naturally suffer from blazing heat or biting cold.
Charm of Plenty
A small and relatively unnoticeable magic, but one that has saved and supported many
cattle-raising families in times past.
Worked on a cow, goat or sheep to increase milk, or a chicken to make her lay more eggs.
Requires that a small, minor charm or talisman be tied or hung around the subject. The charm
lasts a year and a day, and will increase the productivity of the animal by roughly a third.
Additional charms do no extra good.
Gardener's Periapt
A charm - fashioned from a crow or raven's foot - made to protect a garden or field from plant
pathologies, pests and birds. Hung in the garden it causes all crops, herbs, fruit trees and tubers
to yield approximately thirty percent more at harvest, as well as generally repelling common
pests and diseases by about a half. If hung on a scarecrow, birds will less their attempts at
scavenging by approximately the same amount. The charm lasts a year and a day.
Fields of Ash
Bury a stillborn calf and a small tablet of human bone marked with archaic curses and
exhortations to the dark ones in a field. Within a mile or so whatever is grown, produced and
eaten from that field will give no sustenance, be it the grasses of the pastures of the milk from
cows. Interestingly, this seemingly only affects humans, and does nothing to the wildlife or
livestock. This curse lasts indefinitely or until found and removed.
Shepherd's Whispers
There are certain secret pagan words that can be whispered to horses, sheep and other cattle
that make them invisible to all predators, wolves, bears, even werewolves. These, you now
know. Alternatively, you may also mutter arcane vulgarities to ensure or increase the likeliness
that they will be taken by predators.
This small, paltry magic allows its worker to charm a crushed concoction of acorns, grass, and
sweet grain to feed a horse or some other beast of burden. The animal will be cured of any
malady it suffers from within the following days, anything from exhaustion or game leg to fever,
unless such maladies are complicating or terminal.
Fox Ward
A small charm made of tangled twigs, thorns and the fur from a red fox. The Fox Ward is
intended to keep predators away from fields, chicken coops or sheepfolds. It is usually hung in a
tree or over a coop. Any fox, wolf, bear, wild cat or other wild animal that comes within twenty
paces of the charm will become distressed, afraid and disorientated. Usually the animal turns
tail and rapidly flees. The charm can be carried about as personal protection but is less
effective. In this case animals become wary of the charm but don't become disorientated and
fearful. The charm needs time, about a week to a month, to fully permeate an area with its
magic to work well.
Plague Ward
A small charm made from painted polished stone, twigs of various healing plants and white
threads of wool. Plague Wards are hung to prevent disease and sickness from entering an area
or establishment. If hung over a well the ward prevents the water from becoming stagnant or
diseased. If hung over a store it keeps insects and rot away from its produce. If hung over a
gateway or door it prevents disease-bearing vermin and insects to enter the gateway. Disease
and sickness bearing people, however, are not affected, so using this in a hospital or clinic won't
have the desired effect you would probably be hoping for.
Expel Illness
Boil ground wheat grain in water from a clear stream or spring until it becomes a shapeless
mass, which is then spread on black burlap treated with plenty of beeswax and left all night
under the light of a full moon. On the following morning take a bit of the 'porridge' and mix it
with molten lead, and form it into a ring, engraving strange pagan markings on it, and placing it
on the index finger of the sick subject. When you wish to heal a sick person, submerge the sick
subject's ring-bearing hand in a bowl of warm water mixed with the blood of an adder and a
single bay leaf. Next, hold the subject's other hand between your own while muttering the
appropriate litanies for a minute's concentration. Lastly' while the ill-subject spits into the
water-blood mixture in which the ring was submerged, enact the spell with a quick and
affirmative incantation while pouring it over a fire started from birch. If successful, the patient
rises immediately, completely healed, as long as it was not a truly incurable disease, affliction
or deformity, in which case the magic only manages to reduce the pain and suffering caused by
such maladies to an absolute minimum for a year and a day, without total elimination.
Rabies Relief
For this curative magic the witch will require red wine, sideric mercury (mercury treated in an
alchemical fashion) as a reddish precipitate, flowers of sulfur and egg yolks. Soften the
components and crush slowly until a brew is obtained with a nauseating odor and a repulsive
flavour. The patient must drink the potion in nine measures, one per hour, so it is essential to
administer the brew before the sickness contracts the muscles of the sick person's throat and
impedes them from swallowing liquids. Once all has been drunk, touch the patient's chest and
recite a set of words. The subject will be cleansed of rabies, as long as the magic is administered
and spoken correctly. If the sickness has progressed to the person's throat, preventing them
from consuming liquids, the witch may instead daub the red mixture on their forehead while
reciting words to calm them and their muscles (this calming effect only works on those stricken
with the sickness) making further doses possible.
Words of Preservation
By familiarizing oneself with an inanimate object through touch, scent, or taste, and speaking in
a muffled Gaelic tongue, this spell may allow the speaker to keep the pure state of the
inanimate object and prevent it from deteriorating. This spell is only usable on dead and
nonliving things like potions, dried herbs, books, clothing, etc, as a means of protection and
conservation. For example, a carpenter might use this magic on wood to keep it from rotting, a
blacksmith might preserve metal to prevent it from rusting, a librarian might use it on books to
better preserve them from wearing with age, or a florist may stall cut flowers from wilting. It
may even slow spilled blood from coagulating, or meats from spoiling. In reality, this only halts
the deterioration of objections no larger than a sizeable book or moderate wear to
approximately a fifth of its normal rate.
Deceitful Dust
Grind caput mortuum (slag from an alchemical operation), root of the mandrake plant, a bit of
gold, a bit of lead, and the fat from a ram thoroughly into a brownish paste, which is left to dry
until it becomes a dark, earthy powder. It is sprinkled over or mixed with a potion, a salve, or
other type of concoction or liquid substance while the words of the spell are recited. The
targeted liquid changes its appearance and odor (but not taste), taking the semblance of
another potion or drinkable substance, such as water or the juice of a fruit. It doesn't lose its
initial properties or gain those of the illusion, nor can it be used on anything exceeding half a
litre in amount. For example, if it is used on a dose of False Possession, it could appear that it is
instead a cup of dark red wine instead of foul witch's brew. Such deceits are fleeting, and never
last long - around ten to fifteen minutes.
Dream Potion
Crush valerian, chamomile, and poppy petals and place them in spring water, which should be
warm from the Sun, and let it sit for a day until night. After this time has passed, remove the
crushed plants and, while stirring continuously, sprinkle pinches of amethyst powder over the
water while reciting the correct litanies, resulting in a potion that is odorless, colourless, and
which seems nothing special; though it is certainly not water and contains a strange purple hue
beneath moonlight. The drinker of the potion, or one who has a generous taste, falls into a
deep and dreamless (rather ironic) sleep from which it is almost impossible to wake from. All
attempts to make the victim wake are completely useless - throwing water on them, shaking
them, even causing physical harm - the only way of making the sleeper recover consciousness is
by laying them under moonlight for an hour's length of time, or the magician who made the
potion recites the arcane litanies in reverse with their left palm over the sleeper's forehead.
Once the magic ends, the victim will wake normally from that potion on unless they drink from
the potion again.
Potion of Undeath
Mix wormwood, belladonna, leaves of a black chameleon plant, earth from a cemetery, red
wine and morning dew to create a dark potion with an earthy taste. Anyone who drinks or
thoroughly tastes the potion apparently falls dead: they don't breathe nor does their heart
beat, their pupils don't dilate, nor do they respond to any stimulus, not even to receiving
physical harm. They even begin to manifest rigor mortis after a time. Which is to say, they
appear totally and completely dead. The only way to properly "kill" the victim, is by giving them
sufficient damage to actually end their life beyond repair (dismemberment, removing their
heart, etc.), in which case the person wakes; but only just in time to let out a terrible scream
that chills the blood of all those who witness it, then die in truth. If not dispelled, once
twenty-four hours have passed, the person "wakes" starved, thirsty, and cold.
Repugnance
A petty magic discovered by a callous academic in his desperation for the recognition of his
peers and the horrible spite he carried for those of higher status.
Mix lead oxide and iron oxide with at least three drops of gall from a weasel mixed with cider
and let an article of clothing belonging to the victim soak in the resulting mixture - a reddish
liquid with a strong, acidic taste. Whoever consumes the concoction, even an unnoticeable
drop, will feel a profound aversion toward the person who wore the piece of clothing used in
the spell's manufacture, without taking into account any type of family ties or bonds that might
join them. This aversion never lasts longer than a day's time.
Savage Vitriol
Magic of pseudo alchemical origin. This is a very unstable unguent that decomposes in just two
to three days after its creation.
Combine mercury, arsenic, ammonium, salt and human urine to prepare an 'acid' with a strong,
disagreeable odor. The magic is activated by uttering obscure vulgarities while rubbing the
mixture over a piece of metal, such as a chain, iron bar, or metal weapon. The unguent
completely corrodes the object. The exact time the acid takes to destroy the object varies
according to the thickness of the piece of metal, but will eventually eat through any metal or
alloy. The unguent is entirely harmless to human beings and other biological material.
Flarenhue
A dry paste, one made by the mixing of the magician's own blood with ash from a fire lasting at
least a full night's length along with ensorcelled words of subtle transmutation, that can be
varied and tweaked a little with a dash of powdered copper or a touch of saltpeter s well as a
pinch of exotic resin, depending. If smeared on wood or charcoal or tar before being lit or
dropped into a burning fire, the Flarenhue will cause the flames to burn with an uncanny bright
and unnatural colour. You can choose the colour you want the fire to burn, dependant on the
secondary additives: On its own, the Flarenhue ignores a pale green flame. By adding powdered
copper the flame turns bright red-gold. By the adding of saltpeter and pine resin a brilliant,
vaguely blueish white-silver flame is produced. Texts speak of other resins and additives
applying different colours and shades. Mixing more than one of the additives together will
instead produce a dark, unsettling, grey-black flame. This magic is mostly used for show, and
the colour persists so long as the flame itself continues to remain extant, but flames growing to
be larger than small bonfires will hastily simmer the unnatural colour out of existence. If left to
dry to a powder or condense to a hardened form, Flarenhue may be thrown into flames for
equivalent results - the theory of the magic still applying. Throwing Flarenhue into flames larger
than the described proportions will instead cause a brilliant, dazzling flash in the desired colour.
Insufficient amounts, such as a pinch, will instead produce indistinct sparks and streaks or the
relevant colour for a lengthened moment at most.
Lunar Bracelet
Soak a strip of camel leather in your blood, consecrate it with your breath, and inscribe it all
over with the symbol of the Moon, blessing it with its coolness while pronouncing the
appropriate magical words. The talisman must be placed where it receives the might of the
Moon for the entirety of the preparation process, and must be worn upon the left wrist, and
rubbed with the right hand to activate it. The bearer of the talisman feels not the least
sensation of heat while it is worn. Therefore, while the talisman is active, the bearer need not
suffer discomfort due to heat, such as a scorching summer day. The magic of the talisman does
not protect its wearer from heat capable of scouring human flesh, such as fire or a searing piece
of metal.
Solar Bracelet
Place gold cloth in a place where it can receive the rays of the Sun during the entire preparation
process. After subjecting the cloth of gold to a series of incants, impregnate it with the blood of
a comely boy and the tears of a maiden youth. Finally, consecrate it to the Sun, inscribing its
symbol on the cloth at the same time the appropriate magical words are pronounced. The
talisman is worn around the right wrist, and rubbed with the left hand to activate it. The bearer
of the talisman won't suffer the least sensation of cold as long as it is not removed. Therefore,
while its effects continue, the bearer need not suffer discomfort due to cold, such as a biting
winter's night. The magic of the talisman does not protect its wearer from cold capable of
scouring human flesh, such as frostbite or plunging into a frozen lake.
Cridavents' Cord
This spell - an enchanted cord - was once relatively known in the coastal areas of the
principality of Catalonia, where it was used by magicians known as cridavents, very much
appreciated by the sea folk.
To create it, fashion a cord approximately half a foot long from seafoam, a single hair from a
virgin youth, fibers of straw and cotton, and finish by tying three knots in it. The enchanted cord
is activated by untying the knots while the proper magical words are spoken. If one knot is
untied, a moderate breeze springs up. If the magician unties two, a much stronger wind arises.
If three are untied, an actual gale is created. These winds arise in the direction the magician is
currently facing and gently follows them for around an hour's span. The powers of the cord are
not lost with the passage of time, as long as at least one knot remains.
Witch-Finder
Not actually useful for finding witches, but useful for finding magic and similar phenomena
in-general. It is a charm made of dried flowers, ash, a speck of silver, and the dried blood or
bones of a dead magician or witch, tied up in a little pouch and hung from a string. The more
powerful or corrupt the magician was in life the more potent the charm. When suspended the
charm will tug and dance towards the nearest curse, hex, magic, possession, or similar
enchantments and phenomena within twenty to forty paces. The most common use is the
uncovering of malefic, hidden magics such as the Fields of Ash curse, or more powerful and
dangerous ritual objects and phenomena such as sorcerous circles or hellish artifacts.
Due to its limited range, a person using this charm often has to spend a great deal of time
walking about inconstantly hunting for traces of magic - and considering the worldwide decline
in wonder, this is a steep and mostly fruitless undertaking.
Black Praise
Compliment a person whom you are genuine and truthfully (to yourself) envious and jealous of,
bringing them minor misfortunes and ill luck. The more ardently and profoundly you
compliment the person the more ill luck they will receive. The curse will centre on a particular
object or place if you concentrate all of your compliments on it. If, for instance, the subject of
the curse owns a beautiful garden and you spend half an hour complimenting it, then the
garden might be attacked by a blight of worms or rot the next day. Consider that incessantly
complimenting a person for thirty minutes straight will come off as very strange.
Your spite can only manifest so far - this callous magic may only affect a single person, object or
place at a time, and compliments exceeding half an hour or so do not increase the subject's
misfortune any further.
Tier Two
Box of Black Misery
A spiteful magic once crafted by wicked and dabbling carpenters. Also known as the Weight of
Misery, or the Box of Black.
Take an empty treasure chest or strongbox, fill it with black sand, ash, three heavy stones and a
charred goat fetus, then mark it with various unclean symbols. Bury this on the owned lands of
whomever you wish to lay this curse on. The magic awakened by this box causes the owner of
the property to fall upon increasingly hard times without apparent reason, suffering ill fortunes
and mild dilemmas, wherever they may be in the world. This callous curse lasts indefinitely or
until found or removed. All those who walk within a mile of the chest and its cursed ground will
occasionally receive aches of uneasiness, and some may even develop similar ill fortunes for a
time (a day or so). More sensitive and intuitive individuals, such as genuine psychics and true
magicians, may react more distressingly or with mixed feelings.
Additional cursed chests do no additional ill within the cursed area, but multiple boxes may be
buried to expand the reach of this magic, and the land need not be owned beforehand.
To sow this curse, a small, ugly looking talisman, one made of broken rooster bones and an
unhatched chicken embryo smeared with your own blood, needs to be hidden near a chicken
coop or cow shed to be effective. Within a week all livestock on the property become barren,
unable to provide eggs or milk, and within a month will perish. If the charm is found and
destroyed, then the curse is immediately broken.
This act of witchcraft was so poorly looked upon in the past that if you were discovered using it
you may well be flogged, put in stocks or, under more zealous officials, even put to death - by
fire or hanging. In modern times this magic has lost its cruel practicality and the fear it once
sowed in all manner of cattle-raising families.
False Possession
Mix lizard tails, vervain, rue, marjoram, amethyst powder, wormwood, and stale wind, crushing
and blending them properly, until an oily fluid with a sour taste and a strong odor is obtained.
The affected, upon consuming more than nine drops worth, immediately loses their sanity and
all sense of self. Furthermore, they will periodically suffer (at least once per week) nervous
convulsions and epileptic attacks, behaving as if they were possessed. The attack never lasts
less than five minutes, or longer than thirty, and is always a vicious and hellish experience to
behold. The affected will also behave distinctly apart from their normal, usual self - acting
against their former morals and put under a demeanor unlike that of man.
The victim can only recover their original sanity and completely be cured of their affliction if the
sorcerer who made the mixture voluntarily ends the curse with a simple declaration, dies, or
another supernatural force cures the subject, such as a capable magician or a virtuous priest.
Strigiles Curse
Strigiles is a robust magical plant, said to have been created by the Polish-Jewish alchemist Ben
Perucho. A demonic plant with sharp, stinging spines and the ability to hastily grow anywhere
without having to take root, seemingly from nothing and without the need for seeds.
To cast this curse, burn a piece of fabric that has been worn by the victim over a fire of heather
wood while uttering the proper arcane litanies and the name of the victim aloud. Next, bite into
an apple and spite into it, throwing it into the flames. The victim, if the ritual is a success, finds
strigiles spines painfully piercing their skin each dawn during their rest, hidden within their
clothes. If nothing is done to remedy this, they'll die come the dawn of the sixth day with a
thorny tangle of strigiles encircling their neck, bloody and swollen. The only way to avoid this,
once the spell has been activated, is by sleeping bare until the six days have passed, refusing to
sleep during the night at all, or by bathing in clear spring water beneath a full moon.
Strigiles crumble to a fine, fading ash within the hour of their growth, leaving absolutely no
physical evidence of its existence behind.
Silcharde's Chain
This spell is supposedly the favorite of the disciplinarian demon Silcharde and he teaches it to
all his adorers.
Bind a hook and a piece of wood three fingers long with a sufficient length of chain. Next, place
within them fabric that has been worn by the victim stained with ox blood, and bury them in
the subject's property. Then write the name of the victim on a piece of parchment and burn it
in any fire while reciting the words of the spell. Once burned and recited, the victim is placed at
the service of the sorcerer, acceding to all that is asked, except those wishes that make no
sense, go against their nature, their family or loved ones, or cause harm to their person - if they
are successful, they can resist such an order, but the spell continues, and the sorcerer maintains
control over the victim. If the buried objects are ever found and dug up, the magic is broken.
Wither Youth
A foul magic said to have been born of the hellish deviancy of a cruel and callous witch during
the Dark Ages known as Grasa the Hag, or the Weeping Crone - a near extinct folk legend
hailing from Western Europe. This terrible curse can partially alleviate the sorcerer's aging.
Make a sickening effigy from human placenta, a lock of hair from a woman eight years or older;
hair, blood, and a very personal item of the victim, as well as cherry laurel, a grey shroud and
the skin of a black toad or snake. Once it is fashioned, whisper the appropriated words over the
effigy to activate the spell. From the moment the spell is cast, the victim begins to age at a rate
of one month per actual day. Therefore, the victim ages one year every twelve days. At the
same time, the magician, as long as they carry the effigy in contact above their heart,
rejuvenates at this same rate: one month per actual day, for a total of twenty-four days. If the
magician carries the doll with them, but not over their heart, they won't rejuvenate, but the
victim continues to suffer the effects of aging. Aside from the victim or the magician's death
and the twenty-four period having passed, the only way to break the curse is to either separate
the doll from its maker by at least five meters distance, or to incinerate or disassemble it. In
either case, the victim stops aging at the accelerated rate, but they won't recover their stolen
years.
If the effigy is ever away from the sorcerer by at least ten meters, they will begin to age thrice
as fast for thrice the amount of time the duration normally would be; the wise witch makes
sure to burn the effigy at once upon satisfactory use.
Wilt Stone
This ritual creates a stone that, when buried, kills and denies all vegetation in the surrounding
area. To create this stone, the following must be added to a cauldron boiling over a fire: twelve
locusts caught on the night of a new moon, two ounces of dust from a fallow field, the heart of
an ox, and the innards of thirteen black rats. This brew is then allowed to simmer overnight
until dawn, stirred occasionally with the bone from the leg of a child. Once this brew finishes
simmering, the cauldron is removed from the fire. A single smooth stone is then placed in the
liquid where it soaks until the entire cauldron has cooled until nightfall. Once cooled, come
nightfall, the cauldron will steam a subtle but ghastly red light, and the witch whispers a prayer
to the dark powers while reaching into the hissing liquid for the stone. If successful, the stone is
empowered and the witch's arm remains unscathed. To activate the stone, the witch, or
another, must bury it in the earth during the same night. Once it is buried, all vegetation (trees,
grasses, general plantlife, etc) within range of the stone - approximately four to five miles -
begins to wilt, wither and die, proportional to the vegetation in the region, but never taking
longer than a month for the wilt to become apparent. As long as the stone is buried, the wilted
land will not permit anything to grow. If the stone is discovered and removed from the ground,
it takes at least a further season before any vegetation can even begin to grow again.
Tier Three
Oil of Usurpation
Mix chameleon skin, black henbane, mandrake root, fat of twin children, crushed eyes of a
beggar, myrtle, soot, and a gallstone (this is not consumed, so it can be reused), and leave them
to marinate beneath the light of a full moon for a whole night, placing the gallstone at the
bottom of the mixture (which you can retrieve later to reuse if you wish). The resulting oily
unguent can be used in two ways: if you wish to assume the appearance of another person,
spread it over the victim's face and naked body, then place your left hand on their face and
recite the vulgarities of the spell. It can also be used to exchange appearances between the
caster and the subject; in this case spread the unguent over both your face and the victim's,
both touching the other with the left hand while reciting the incantation. In the first case the
magician adopts the physical appearance of the subject, acquiring their tone of voice, height,
weight, apparent age and physical defects (lameness, amputations, blindness, scars, etc) over
the course of an uncomfortable minute, although their personal characteristics do not change.
In the second case, the magician adopts the appearance of the victim, who takes on the
magician's appearance in turn, with the same consequences. This is a real physical change, not
a baseless illusion, and one may vanquish their fears of aging and mortality through this
miracle.
The duration of this magic is special: for the lunar month (about twenty-eight days) that follows
the casting of the spell, it is possible to cancel it. In the first case, the victim must prick or cut
the sorcerer who cast it, causing at least a single drop of their blood to reach the ground. In the
second case, it is the sorcerer who must prick the victim. If more than a lunar month passes
without the spell being broken, the duration becomes permanent.
Provenza's Flame
By an advanced black alchemical process, the unholy abbot Azzo Provenza created a glass
candle that could burn forever without being extinguished. A simple-seeming magic, but one
that is steeped in darkness and has eluded occultists for centuries.
For this magic, the handwritten manuscript by Provenza - or its few remaining copies - in Latin
will be required. These are amongst the most obscure and elusive of esoteric texts in the occult
underground, and it will be a horrifically difficult endeavor to procure them. Should the
chemical process be performed as described in the manuscript - a maddening procedure that
requires sulfur, alum, Venetian leek, a copper tablet, Latin formulae, and a drying chamber built
according to precise esoteric specifications as well as the patronage of the dark powers - a
flame - up to the size of a pear - can be created whose light will never go out and thus burn
forever. Usually it is placed in a glass filled with black sand. To create a greater flame - or one
smaller than a candlelight - that burns forever is not possible. Should the flame be exposed to
water it will be extinguished only to automatically re-light itself again a few seconds later.
Should the flame be buried, it will go out, but as soon as it breathes air again the flame will
re-ignite by itself. By placing a lid or cover over the glass you can suffocate the flame and it will
be extinguished but by removing the lid or cover and thus bringing air to the flame it will relight
itself again. The fire is otherwise normal, except that it doesn't consume flammable material
the same way a mundane fire would; not expanding or spreading. Burning things (such as a
cigar, perhaps) over the flame is awkward, as though it partially refuses to consume it - the
magicked fire declining to part from its position if drawn out. The heat of the flame still applies -
one can burn or cook an object by placing it in the enchanted flame, but it won't follow or split
apart from itself. If the flame's current position is moved or otherwise changed forcefully (such
as a flame burning a hole in a wooden table) it simply drops, slides or sinks to the nearest
surface that can sustain it.
By "feeding" the everliving flame drops of their blood, a person may tame the enchanted flame
for a time - the fire enveloping itself in a strange blueish-greenish glow that both pains and
dazzles the eyes of whomever looks into it for too long - allowing it to harmlessly latch onto the
person who fed it for a short while, around three minutes, or longer if it is continuously fed. Its
feeder can puppet the flame with relative ease as long as they can grasp it. Once this time ends,
the fire will simmer back into its stubborn, stationary disposition, wherever the person places it
last, such as the tip of a candle or in another glass container - or stuck on their person if they're
too careless. A fed flame can even be suspended in mid-air if the feeder wills it, creating a
floating, ghostly light. While it is impossible to create a larger or smaller flame than the
described proportions, it is possible for a feeder to combine fed flames to produce more
sizeable ones, up to the size of a small bonfire - as well as split them into smaller flames, down
to the size of a candlelight.
If the fire is ever ritually fed the heart of a child it will remain indefinitely in its fed state - a cold,
deathless flame, and any other fed flames may increase its size up to that of a conventional
bonfire. The cyan flame is gentle; no blood-sustenance needed. If a Christian prayer is ever said
aloud near the ensorcelled flame, it immediately puts itself out. Opposing magics and forces
may also stem this unholy light.
Tier One
yn gwybod ymyriadau
You can seek the answer to a simple yes and no question by performing a bastardization of
augury. To do this you need to slaughter an animal, traditionally it should be of an avian species
and be pure white. A dove or rat will do, but a horse or bull are thought to provide more
reliable answers while birds are preferred for more specific questions. By examining the entrails
and looking for certain signs and blemishes you can determine your answer, but how accurate
and trustworthy the answer is depends entirely on your own esoteric interpretation. Combining
animals and more exotic species may or may not result in more authentic answers.
gweiddi yn deffro
By shouting in harsh Welsh into a bowl filled with crushed mixture of birch sap, spiders, black
pepper, and human urine, the magician may transmute the liquid into a thick, smoking, noxious
smelling substance that will, if held to the nose of a person asleep either naturally, through
fainting or unnatural means (such as Dream Potion), cause the sleeper to immediately and
abruptly awaken in a fit of fright. If this smoking substance is drunk or tasted - a foul, burning
taste that lingers - it will keep a person awake and alert despite the need for sleep for up to
forty-eight hours. At the end of this time, however, the taker suffers strange cravings for insects
for around a week's time, and suffers minor nightmares, oddly specific to spiders and other
arachnids. If the substance is used to stay awake for three consecutive days the user suffers,
approximately, a cumulative one-in-six chance of heart failure on every further ingestion of the
mixture until they sleep properly. These chances may worsen significantly proportional to the
current health of the imbiber.
Night's Eyes
Mix mandrake plant, morning drew, ashes from a bonfire, mud from a forest pond, blood of a
bat or a black cat and leave them to rest within the skull of a wolf beneath the light of the
Moon, resulting in a pasty black ointment which is applied to the eyelids while the spell is
recited. The witch, sorcerer, or whoever the ointment is applied to, is able to see as if it's a clear
night with a full moon, even if they are in absolute darkness.
As a secondary effect of the spell, their pupils change to a pale yellow while the effects last -
unsettling to those who take notice. This magic expires come the dawn.
Liar's Tongue
Slowly cook a dog's tongue in red wine mixed with cinquefoil and drops of cat's blood and
human urine. Strain the liquid, resulting in a red potion with a bitter alcoholic odor. All those
who taste a drop of this liquid can't lie, or even refuse to answer a direct question put to them,
for approximately an hour's span. What they can still do, naturally, is not reveal the whole
truth.
Carnivorous Tongue
Powder the dried blood of a wolf and a deer together with saffron, cloves and cinnamon.
Sprinkled, even just a pinch, over food or into drink the eater or drinker will not feel sated, but
rather will become more and more hungry the more he or she eats the ensorcelled food. The
effect of this charmed powder can be resisted at great difficulty, but even the strongest of wills
have succumbed to a grotesque and embarrassing end (assuming a victim keeps receiving
food). Combined with Vagrant's Hunger the consumer's demise is practically a certainty.
Vagrant's Hunger
Make a small pagan charm, one made of marrowbone, strands of the victim's hair and wheat
sheaves smeared with pig grease, which must be hidden either on the person or their property.
The victim will suffer a craving for a certain, simple type of edible (such as red apples, chicken
feet, or insects) at odd times throughout the day, as decreed by the witch during the charm's
placement. If the craving is not satisfied, the victim becomes increasingly distracted. This curse
is an indefinite one, or until the cursed charm is found, discarded or destroyed.
Famine
Carry out a certain series of verbal rituals, the last of which culminates with placing a frog or
toad - stuffed with strands of the victims hair and its mouth sewn shut with thread - into a
container that can be covered with the pertinent litanies are recited. If successful, the victim is
unable to keep down any food, either spitting out or vomiting up everything he or she ingests,
either voluntarily or forced reflexes. This spell dissipates only once the frog or toad dies, or is
freed from the container and its mouth unstitched.
Sour Cantrip
Turns beer, milk, or freshly grown foods such as grains (breads included), fruits and vegetables
sour or just slightly rotten. Involves saying a little backwards curse in Latin or Spanish over the
food, such as barrels of grown produce.
Doesn't work over anything too prepared - don't expect to be ruining your grandmother's pasta
anytime soon.
Candle of Cowardice
Fashion a tallow candle made from human tears, fat of an animal dead from torture or fear,
thorns from a rose, vinegar, cat urine, human blood, charcoal, and twine, which can be used in
two ways: the candle can be crumbled and thrown over a person you wish to affect; or it can be
lit, to affect all those who are close to the candle. If thrown over a victim, the magic is activated
by uttering a simple but harsh sounding incant at the same moment. The victim behaves in the
most cowardly way possible: they attack only unarmed adversaries, or from behind; if required
to fight, or confronted with danger, they first try to flee, and if this is not possible, they will only
defend themselves from attacks, cowering bitterly or even breaking down into hysterics. In the
case of the lit candle, all those who remain in the same room or close to it - some ten meters of
distance or less - for around a minute's time suffer the effects described above. In either case,
the victim's temperamental characteristics are reduced to a half while the effects last.
Write pagan signs with ink specially made of walnuts and cat's blood using the feather of a
swan on a gold plate, then wash it in clear spring water from a natural stream. Once this is
done, place it in a small bag fashioned from bearskin worn around the neck or hip. To activate
the magic, touch the bag with the left hand and silently recite an arcane litany. No animal -
except perhaps those of a supernatural nature - will feel compelled to act hostile towards the
wearer, not even if starving or if the wearer approaches aggressively. If the one who wears the
bag attacks or otherwise harms an animal, the magic immediately ceases for said animal.
Enlace Serpiente
Witches, sorcerers, and practitioners of Voodoo and Vodou alike are known to form special
bonds with snakes - one of the living symbols of the dark powers.
To prepare this rite, the witch must have a pet snake that has molted at least nine times. They
must prepare a sacred space for the dark powers to take notice consisting of an alter made of
chicken bones and an egg, framed by the snake's molted skin. Each day for an entire week, the
witch says a dark prayer and allows their snake to eat the egg (a fresh, fertilized egg must be
used each day). At the end of the week, the snake is bonded to the witch symbolically and
intrinsically. This bond lasts indefinitely or until the snake's death. The snake is able to
understand the witch's unspoken commands to a point, and will automatically and instinctively
follow them. One may use this rite on multiple snakes, but any snake must be within one's
immediate vicinity in order to be commanded or receive an extended order.
Witch's Platter
For this spell a plate or bowl used at a funeral meal or banquet is required. Work upon it short
rituals in a darkly lit room, heap upon it honey, ashes, cinnamon, and the blood of a house wife,
then wash it dry in the spit of a goat and mark its underside with dark, arcane symbols. Freshly
grown produce - such as fruits, simple breads and vegetables - heaped upon the platter will
multiply, piling itself high and tall, but never over its limit or enough to fall over, and whether
picked from or devoured will never decrease as another edible will appear to take its place.
However, the food that appears on the witch's platter has no sustenance. The feaster may as
well be eating ashes (somewhat literally - if the plate is ever broken the conjured food will
immediately crumble into a fine grey ethereal dust which quickly disperses into non-existence),
and if eating nothing else will eventually starve.
Witch's Cauldron
Boil up the fat from a stag, bull, sheep, goat and rooster together in a cauldron. Allow the fat to
congeal and set it on fire. Throw into the flames salt, cinnamon, pepper, sulphur, mandrake,
black hellebore and teeth from a child. When you are done a powerful magic settles into the
cauldron. For one year and a day it will provide a stew of boiled meat (of an indeterminate
animal), never emptying, never cooling, never reducing a drop. The pot will simmer and boil as
if it is over a flame, even if it is not, and remains hot to the touch. It is thus difficult to move.
Stew from the pot is real, it will fill a stomach and sate hunger. The cauldron's enchantment
ceases if it is ever tipped enough to spill over; otherwise it lasts a full year and a day.
Its exact origin, where the meat is coming from, has never been satisfactorily explained either
by curious witches or those few occultists who have encountered or acquired such magic. The
magic itself seems to carry a particular aversion to Christendom; if a Christian prayer is ever
said aloud near the cauldron it immediately ceases to boil and the endless stream of food ends.
Whatever is left in the pot will remain but nothing new is added.
Tier Two
Oracular Consumption
By killing, roasting, and eating the cooked flesh on a non-human animal over a fire of cedar
while speaking soft words of wisdom, the consumer gains access to the creature's immediate
sensory memories. They can recall everything that it saw, smelled, or otherwise sensed and
experienced in the last few days of its life. If it heard someone speaking, the conversation is
comprehensible as long as the eater knows the language, and the animal was able to hear or
sense it coherently enough for the eater to perceive it. If they do not know the language, they
may still write it down phonetically, or remember specific phrases and other occurrences.
These insights are fleeting, and remain for around ten to fifteen minutes at the very most.
Naturally, the experiences of some animals - harbouring senses and cognitive functions far
apart from that of man - may be strange, dizzying, and possibly even mildly disturbing
depending on what the creature experienced in its final days.
Alternatively, instead of eating an animal, one may eat dirt, sand, soil, or other similar natural
substances, mixed with ashes of cedar. About a handful is sufficient. If one consumes it and
recites the folk wisdom, dirt in mouth, they receive clear insights and become aware of
everything that happened near the earth over the last couple of weeks. It's not any kind of
magic trance: you instinctively recall scents and sounds and sights as if you'd been standing
there for around a two-week period. It has to be natural earth, however. Pavement, concrete,
and other artificial substances will not work this divinatory magic, and the insights are still as
fleeting as before. Finicky root doctors have been known to boil earth into a bitter stew, but
most simply consume it as it is - some even collecting and storing earthly substances from
important locations in jars to recall past events when needed.
kråka öga
By the making of a simple oaken ring - one etched with seven runic symbols and consecrated in
a mixture of your own blood, tears, and the seed of a hanged man - its creator may utter a
simple pagan verse to possess the body of the nearest raven or crow within approximately a
mile's distance, and have full control over it for a certain period of time. The witch's body, now
comatose, is in a deep trance during the duration of the magic, but their mind is immediately
thrown back into their own body if the borrowed avian is harmed or killed in any way, or they
travel beyond approximately seventy miles' distance from their human form. The same
happens if the witch's body is harmed or exposed to some kind of interference (like being
shoved, drenched in water or affected by heat and smoke). A witch can manage to remain in
this trance for around an hour's length.
Beathach
Bygone magic of Gaelic origin, spoken by few, originally brought into being through long
forgotten oaths to nature and its darker faces. Wise men and women were said to have used
this magic to converse across great and treacherous distances.
After versing oneself in curious folk speeches, the witch or magician can instill messages into
small or docile animals, such as ravens, squirrels, even elk, with which they speak. The animal
must be a willing participant, accepting of an approach, before it is able to accept this magic
(attempting this on a wild predatory animal is unwise). The message, spoken to the animal in an
awkward tongue, is instilled into the creature without error or the need to be written down,
but cannot be longer than three or four short sentences. The message stays with the animal for
seven nights, allowing the animal time to travel to the intended recipient, wherever they are in
the world, who is automatically and instinctively able to understand the message simply by
acknowledging the animal's presence - an unnerving sensation to some. If the animal arrives at
its destination after seven nights, the animal can attempt to repeat the message from memory;
but an animal's psyche is inhuman and fleeting from one moment to the next, and they may not
have the means to get their message across, or even remember what its original goal was (this
is usually the case). Ravens and crows are traditionally used for this reason; owing to their
sharp intelligence as well as the ability to fly breezily and mimic the human tongue.
For this concoction, a piece - around fifty grams - of meat from a werewolf or somebody
infected by its curse is required, as well as holy water desecrated by your own hand, and a
curiously dated distillation apparatus. The biological components may be supplanted with the
torn eyes of a still-living wolf and the flesh of a human fetus. The one who drinks the draught
feels great pain in their stomach and is covered in fur-like hair on both arms, shoulders, and on
their back. For around three hours the drinker, supposedly, becomes invisible and scentless to
werewolves as well as other strains of lycanthropy. The stomach pain disappears with the effect
but the hair can remain for several weeks - during this time the subject's strength, endurance
and temperament are doubled.
Labor de retazos
Artificially, and gruesomely, create a 'creature', no more than one foot long, using the body
parts of select animals - rats, bats, foxes and rabbits are traditionally use along with snake skin -
together with your own blood, sweat, seed, and ensorcelled words, as well as strands of hair
belonging to a dead man as binding. The magician, if successful, breathes life into the
patchwork of flesh and sinew, transmuting it into a very simple creature lacking most of the
organs of living beings - such as a digestive tract, reproductive system or lungs - with a
ridiculously tiny brain (and as such, can barely accomplish anything) and unable to emit any
sound.
The stitched creature consumes the blood of its creator exclusively, though it only feeds once
every six days. It is a being that depends entirely on its creator to continue living, so that if the
magician dies, the creature does so too less than an hour later, quickly dissolving into a putrid,
smoking puddle. The exact form it takes is decided by its creator, based on the animal or
animals that were used to create it: if they wish it to have hands they must use a monkey; or a
bat or bird if they wish it to fly. Such creatures, however miniscule, are as aberrant as they are
abhorrent, and can only persist in the world for half a year at most before liquifying.
All-Devouring Wick
Boil up the fat from a wolf, an unborn fetus, and mother's milk and make from it a candle. Any
person who sits at a table whereat the candle burns must resist the urge to eat and drink with
wanton savagery as if they were a wild animal, and if allowed to continue will devolve into a
ravenous and carnivorous state of mind, eventually reaching cannibalistic proportions and
losing nearly all sense of humanity for as long as it remains burning or they remain within its
vicinity. The wise witch will quickly exit the proceeding orgy of flesh and entrails. The candle's
magic works swift, dangerously so, and by the time the hour is over the table will be covered in
nothing but a tapestry of gory pulp. May be gifted to those unaware of its magic.
Black Begat
Sacrifice a black cat (it can't have a single white hair) to the great Agaliarept, then insert one of
the cat's eyes into the egg of a hen that has been fed only wheat soaked in a youth's blood.
Bury the egg in hot horse manure. Intone a series of Latin formulae and drizzle the seed of a
black goat over the spot every night for a week, then dig it up while intoning the spell
activation. If the ritual is a success, a lutín emerges, which is at the magician's service until its
death or that of its deliverer.
A lutín is a very small, completely mute, humanoid-looking being. It is black in colour, with a
strange yellowish eye (much like a cat's eye) in the center of its face which shines in the dark to
let the lutín see. They are intelligent, and very vivacious, but not very strong. They can take the
form of a crow, raven, owl, cat and a small venomous snake at will - each form black as sin and
bearing the lutín's distinctive yellow eyes. The empathy that exists between the two permits
the magician to 'see' the world through its eye or eyes, and even order it to carry out tasks and
simple missions, such as to steal a specific object or to introduce poison (or bite, in the case of a
snake - equivalent to the black mamba) into a meal or drink.
Its real master is the demon Agaliarept, or so it instinctively believes, and the lutín tries to ruin
its master if they stray too far from the path of evil. The small demon requires no sustenance in
its true form, but may indulge in the instinctive needs of its other forms. Upon its death or the
death of its master, the lutín crumbles into a fine black ash.
Vadállat-Varázslat
The wild witches of Hungary were a despicable breed, known for their devotion to the primal
and unwieldy aspects of nature and taking part in many unholy acts, including beastly
fornication and animalistic feastings.
By slicing one's tongue with an iron blade and firmly and loudly declaring bloody dominion in a
harsh folk-tongue, one may ensorcell a single animal - wild or tame, but not human or
supernatural - and make it obedient to the one speaking this magic. For as long as they remain
without around twice of that of the magician's immediate vicinity, it will follow their commands
to the best of their ability, up to and including painful and self-destructive acts. This animal
does not become any smarter, and unless they're of a sufficiently intelligent species they
probably won't be able to do things like solve puzzles or other more complex tasks, or even
understand what you are saying, but well-intentioned motions, gestures and suggestions
instinctively get simpler, more immediate commands across. Once the enthralled animal exits
the described radius, or the magician exerts their will on another lifeform, the magic
immediately ceases, often to the animal's confusion or annoyance. At this point the magician
will need to speak the magic again to enchant the same creature.
Cold Darkness
The sorcerer sits, stands, or lies absolutely still for up to a minute, mentally reciting the abyssal
names, after which they invite the darkness to surround and swallow them. The sorcerer's mere
presence seems to give off darkness, so much so that - in the immediate vicinity - candles are
blown out. the Sun itself seems to cloud over, and lights dim. The conjurer of the shadows
receives a chilling, intimidating disposition. Their very being disturbs wild and domestic animals
alike, and even humans may notice that a strange presence seems to have darkened their
vicinity and surroundings. Moving away from this vicinity will lessen the unholy influence and
its dark tensions, and from farther away one might notice a vaguely perceptible impression of
darkness, but rarely enough to look out of place.
More sensitive and intuitive individuals - such as genuine psychics and spiritualists - may
respond negatively or become distressed when in the presence of this magic. The beckoned
darkness is cold, uncomfortably so, enough to greatly unsettle those present, and lasts until the
sorcerer wills it to cease.
Go to a crossroads on a moonless night with a black rooster tied to your waist. Once there, kill
the rooster with just your teeth and drink its hot blood while reciting a litany of blackest
invocation, indulging in the unnatural taste. Finally, cut open your throat with an iron dagger
that has been used to kill thirteen innocents by your own hand. If one's soul is sufficiently black
and sinful enough, the infernal powers will recognize the invoker's dark plea, and wish them to
remain alive, so that they can continue spreading evil. The wound that would have killed them
miraculously doesn't bleed and closes itself nearly immediately, and knits their form together in
other ways; cleansing them of their present illnesses, diseases, and most other ailments and
afflictions, as well as halting their aging for the remaining year - this rite was often used around
the beginning of the new year for this reason. The dagger used for this sorcery blackens and
disintegrates come completion of its working.
This spell is dangerous, for if the magician blunders the magic, which is a very real possibility,
the subject remains transformed into the animal, unable to change back into a human being
until the light of a full moon illuminates their form. If used during a new moon, the chances of
blunder are great. If the poultice is used beneath a full moon, the chances of success are a nigh
certainty - at the cost of acquiring a wild, feral guise of the animal used in association with the
magic during the first night. The subject will not remember anything of their short time as a
true beast of nature.
Tier Three
Curse of the Beast
A variant of Hide of the Beast - you will require at least a single dose of the ointment for this
ritual to work.
During a full moon's night in a forest clearing or on the summit of a mountain, as long as the
Moon is visible from the site in question, make a circle using earth from an unconsecrated
cemetery and ram's blood. The subject must be present during the entire ceremony, whether
voluntarily, by trickery, or drugged. The ritual begins at matins (midnight) and lasts for
approximately one hour, intoning the words of the magic repeatedly while daubing the target
with the ointment and loosely covering them in the skin (or scales, or feathers) of the beast the
victim is to be converted into. Next, bloodily inscribe magical characters with a knife all
throughout their torso, signifying the pagan magics. If the rite is a success, every time that a
condition, declared by the magician during the ritual (for example, the nights of a full moon,
lying with a woman, eating certain food, etc.) occurs, the victim physically and painfully - in
around the span of a single minute - transforms into the animal or beast whose skin was used
as a component. If the specified condition is the night of a full moon, the victim transforms into
the beast both physically and mentally, acting as that animal or beast normally would;
furthermore, once they return to their human form come the dawn, they will struggle to
remember anything - although, unlike Hide of the Beast, there will be vivid and fragmentary
recollections. Once the period of the curse - predetermined by the magician during the
ceremony - passes (a maximum of a night, until dawn), the subject returns to their original
shape, as painfully as the initial change and taking the same length of time to revert back into
human form.
Nothing prevents the magician from using this spell on their own self, since they can choose
what triggers the transformation.
Small, dark, buzzing, demonic creatures with large pointed ears, supposedly related to the lutín,
called 'small demons' in Galicia, also known as imps. They are malefic spirits endowed with a
physical body thanks to true magic and, like the lutín, are occasionally pressed into the service
of hellish magicians, whom they pretend to obey blindly, while they reserve their true loyalty
and allegiance to the hells. They are cowardly and instinctively fearful of the one who hatched
them, and despise all human life - children most of all. Because of its small size, the diablillo, or
imp, can be accommodated anywhere, from a bag to a wooden or metal box, and is able to turn
invisible at-will. Unfortunately, they give off a foul, penetrating stench that permeates the body
and clothes of the summoner; which is a small disadvantage to be endured, considering the
blood of an imp is a symbolical substance that can be used to ignite small fires by dripping it
onto flammable materials and speaking an arcane word. Imps may also be used in place of
blood requirements for all magics associated with the hells and the dark powers, such as in
place of sacrificial rites or the creation of charms and potions. Even the torn heart of an imp is
as symbolically potent as that of a child or an infant. A very, very potent boon.
Diabillo, unlike their reputed lutín relatives, do not crumble into a fine ash upon death, and
their blood may be stored indefinitely and does not coagulate. Likewise, the innards and organs
of the diabillo will remain in perfect condition if kept in a sufficiently kempt area. Diabillo do
not require sustenance, and can be bled at a reasonably human rate despite their miniscule
size.
Summon Sombra
This invocation requires a young virgin maiden, a silver knife, a silver chalice, the blood of a
dead man killed by your own hand, and can only be done once midnight has passed during the
season of winter amid the new year. To do it, perform a parody of a mass in a unconsecrated
chapel, during which demonic prayers and invocations are chanted, with the maiden laid bare
as witness. When it comes time for communion, cut the girl's throat with the silver knife -
avoiding killing her in the act, since she must be drowned in her own blood (an act more
difficult than it sounds). While she convulses, take a swallow of the dead man's blood contained
within the silver chalice, and pour the rest over the girl's head. If successfully enacted, and the
dark powers take notice, one of the shadows of the chapel animates and takes the shape of the
invoked sombra.
Vampiric entities of living darkness that take on the appearance of a great dark shadow,
without clear defined features, but are usually vaguely humanoid and bat-like. All those
completely enveloped by the sombra suffer the immediate effects of paralyzing, practically
crippling fear, enough to petrify a small mob of men - larger mobs if the summoner invokes
more than a single sombra in their lifetime. Sombras are an unseen presence, entirely
non-physical. Without shadows to animate themselves they are but a presence without a form,
and even then the shadows they animate are nothing more than what they are - until night,
that is. Thus, sombras are invulnerable to all types of harm except magic (such as magics
enacted by opposing magicians, or genuine religious rites) and bright light, such as sunlight,
that may disperse its animating shadows. The invisible, intangible sombra is able to animate
itself as a shadow at will if there are any present, and can pass through locked doors, windows
and other crevices with ease. The sombra isn't truly aware or conscious, and is at the
summoner's complete command until their banishment of the death of their master. The
sombra may not travel more than eight miles from its summoner, but moves more swiftly than
any man, and, truly frighteningly, can travel night instantaneously within this radius when not
tethered to a shadow.
It is at night that the sombras hunt. What they hunt is the soul. When a sombra finds a sleeping
victim it falls upon the victim's chest and begins sucking out the stuff of life, becoming the stuff
of tangibility when latched onto. The victim suffers horrible nightmares while a shadowy
creature drains out his or her soul. A mark is left on the flesh, somewhat like a small and bluish
bruise. Each night a sombra is able to siphon a quarter's worth of a person's soul, and will
return again and again until the victim becomes completely soulless. Over this time the victim
will become lethargic, despondent, flesh and face grey. These husks may be influenced by the
sombra during this time, assuming they are in its immediate vicinity, becoming puppeted,
emotionless thralls, but are likewise weak to light - which will force the sombra's influence out.
Such thralls are identified or given away by their contorted and unsettling shadows. The sombra
has access to all of the thrall's memories and original personality during this time, often to the
absolute horror of those closest to the unfortunate victim of this unnatural feeding.
The sombra must consume an entire soul's worth before every new moon, lest they simmer
away into nothingness.
Tier One
Infusion of Serenity
Heat spring water and steep valerian, peppermint, chamomile, a rosemary flower and grape
leaves, and let it rest for several days (during which time the water must not be allowed to
cool), until all their properties are released, resulting in a greenish drink with an agreeable,
grassy odor. Anyone who drinks the brew becomes free of tensions, with their mind entirely
clear. While its effects last, around four to eight hours' time, the person who drinks is relaxed,
their body feeling well, their mental faculties opened and clear.
Sup of Eros
Make a powder from rose quartz, dried rose petals and the dried seed of a hare or goat and mix
with red wine. Once drunk the concoction will cause the drinker to be overcome with lustful,
random and seemingly wanton desires. Anyone the drinker would normally see as vaguely
attractive becomes suddenly overwhelmingly desirous. The drinker's attention will easily
wander from one person to another, but as long as they remain under the potion's power they
must resist the urge to actively try and woo any handsome or pretty face they meet.
Seduction
Heat mandrake root, hair or nails of the 'seducer', a piece of uncut lambskin, and an apple core
(one you have personally tasted) in an earthen oven, then grind, mix and dry them until a type
of greasy powder is obtained, which is smeared or dusted over the victim. The victim feels
irresistibly attracted to the owner of the hair or nails that were used in the unguent's
preparation - which doesn't necessarily have to be the magician, nor does the person have to
be aware of the spell - even if the victim and seducer are of the same sex. The magic persists for
around three hours' time.
Moonlight Embrace
The witch bathes in a mixture of spring water and drops of blood from a white rabbit, lamb,
swan, or similar white animal associated with pureness, and proceeds to lie naked beneath the
moonlight among patches of nightshade or mandrake, breathing in the perfume of darkness.
The witch rises, exuding a supernatural charm and sexuality that lures others to them very
mildly, gaining significant confidence and personality proportional to their own. By acquiring a
person's keepsake, skin shavings, nail clippings, strands of hair, or other similar sympathetic
materials, the witch may perform a short burning of the component and add its ashes to the
spring water. The first time the individual interacts with the witch, the subject of the magic
becomes completely enamored, thinking them the wisest, most beautiful, and kindest creature
in all of creation. They see everything they do in the best light, and are willing to trust them in
all things. They stop short of harming loved ones or their own person, but might be tricked into
accidentally doing either. Come the dawn, this magic wanes and ceases, and a bewitched
subject generally has the opposite of the desired reaction, disgusted by their previous, false
feelings toward the witch. Because the preparation for this rite can only be performed at night,
a 'charmed' witch is only likely to appear in the early morning or in the late evening.
Medalla de Virilidad
This was supposedly a cantrip taught to an unnamed wise woman by the half-nymph Enyene.
Her magic was passed on to her many daughters and granddaughters.
Fashion a medallion out of a copper, iron, tin or gold coin, engraving the arcane symbol of
Taurus on the front, and the symbol for Venus on the reverse side. It must always be worn, and
the wearer will be sexually tireless until removed. If pressed against the inner thigh, neck, or
breast of the subject, it will instill a mild, stimulating sensation, and if left long enough may
even induce climax. Once created, the medallion loses its powers only if its symbols are rubbed
or scratched off.
Maiden's Virtue
Make a sweet-smelling, buttery, very pasty, transparent unguent by mixing earth from a vibrant
forest clearing, milk from asparagus leaves, a ground stone infused in the juice of green plums,
fresh egg white, oat flour, and goat's milk, which is applied to the genitals of a woman while
pronouncing the appropriate magical words, just before sex with a man takes place. The man
who spends a night with the girl has the absolute conviction that he deflowered her, whether
it's true or not. This magic is only a sensory (or psychological) one, and the giver of the sex act
does not actually deflower the subject of the magic.
Midwife's Wisdom
Place a skinned viper soaked in the heated blood of an owl over the belly of a woman who is
about to give birth and quietly utter a series of folk litanies. Throughout the birthing, as long as
the viper skin remains unremoved, the woman who is giving birth feels no more than the
absolute minimum of pain throughout labour, no matter how difficult and complicated it may
be.
Dolores de Parto
Make a greenish brew with a sharp, agreeable odor from parsnips, calamus, cinquefoil, rat's
blood, belladonna, olive oil, fresh water and spit from a pregnant woman. When the spell is
recited, give the potion to a person to drink. Within nine months, come labour, the drinker
automatically suffers the birth pangs in place of the woman whose spit was used in its making.
If the drinker attempts to perform any type of physical action, it must be abandoned; they are
not able to do anything but lie on the floor and puff energetically. This magic only recognizes a
single individual. If the birth becomes complicated and the pregnant woman dies during labour,
the effects of the spell cease, otherwise the spell lasts as long as the pregnancy.
Fertility
Grind a bull's horn and mandrake separately, mixing both products with rose petals and snake
bile until gaining a dark, oily paste which is smeared lightly on the genitals of a woman or
animal while reciting the proper litanies. After application the woman will be successfully
impregnated during the sex act. It always works.
Mysteriously, and truly astonishingly, if this ointment is used on mares or cows, they become
pregnant without having to be mounted by a male.
Fidelity
Grind genitals and bone marrow from a young male wolf until they form a whitish paste, to
which is added red wine and drops of your own blood bit by bit. The result is a slightly thick,
dark red drink. Once consumed, it is impossible for the victim to make love with another
person, except whom the giver of the potion states - feeling no sexual desire and painful
reluctance at the thought. The effects of the potion wear off once the victim's carnal lusts have
been sated, or until the one who gave the potion sates their own.
Mix water and vinegar and marinate a handful of wheat flowers in the liquid. Next, heat a bar
of iron to red hot in a fire made from very old and dry wood, the older and drier the better,
then cool it in the mixture while repeating a series of arcane litanies five times thrice. Finally,
strain the mixture and give it to the subject to drink immediately before its powers wear off.
The person who drinks this potion completely loses all sexual appetite for the duration of the
spell; the thought of carrying out the sex act isn't appealing, and there is no way of making it
attractive. If the victim is a man, it's impossible for him to feel any sexual pleasure; in the case
of women, the act is possible, but always unwillingly and provoking great pain during
intercourse. The magic lasts approximately a month's time.
Housewife's Burden
A petty curse of folk origin. Make six knots in a black ribbon and 'baptize' a deconsecrated silver
cross with your own seed or menstrual blood. Together within a small linen bag, a silver coin -
which the magician has thoroughly scratched up with the point of the silver cross - is kept,
wrapped in the black ribbon and at least a single strand of the subject's hair. When the
magician spits into the bag and pronounces the appropriate verse the bag is then bound with a
coarse red thread, and he or she places it in a location where no one can touch it or find it,
somewhere within the victim's residence. As long as the charm isn't found or removed the
victim will be unable to carry out the sex act, feeling a horrible and inexplicable revulsion for his
or her bed companion. If the partner insists, the victim may suffer attacks of panic, fear, tears,
or even rage, according to their temperament. The curse immediately ceases if the charm is
ever found, removed or otherwise destroyed.
False Visions
Fashion poppy flowers, hashish, hemlock, henna, centaurea and the blood of a female hoopoe,
into a type of incense which, mixed with oil, can be rubbed over the body of a subject, or
thrown over the hot coals of a fire in a closed room. All those who have been rubbed with the
oil or breathed the smoke of the fire receive numerous visions, which are marvelous, ecstatic,
terrifying or maddening, depending on the nature of those affected. The visions are not
dangerous, but can be truly nightmarish or bliss inducing, varying from person to person. The
visions wane within the hour.
Hag's Mask
Make a poultice from crushed rosehip, pearl powder, lavender, the wings of butterflies (the
more colourful the better) and the fat of a pig. The poultice, when applied to the face, causes a
slight but noticeable increase in the attractiveness of whomsoever uses it. This slight enchanted
appeal lasts about three to four weeks, but additional uses of the poultice does not increase the
user's attractiveness beyond the first usage. The poultice can be used by anyone, but
subsequent usages pay a slow and heavy price. With every additional application of the poultice
- once the effects have worn off - the user's face will start to erode, slowly contorting into a
hideous mockery of its original appearance over a period of time. On the third or fourth usage
the subject will start to notice minor but troubling deviations from their normal facial
appearance, becoming increasingly more alarming at about the same rate.
The wise witch would never apply such a mixture to their own face, and the cruel hags of old
wouldn't reveal this information to their foolishly vain and desperate customers - enacting
unseen extortion through their hidden wickedness.
Tier Two
Whore's Wick
Make a candle from the fat of a peacock and a wolf together with rose petals, butterfly wings
and powdered rose quartz. Anyone who is near such a candle as it burns will feel rising lustful
urges with every minute spent near the candle. A great test of willpower is needed to resist the
urge to fall prey to carnal desires, going from mildly arousing in the first minute or so, to
annoyingly difficult after around three minutes and practically impossible to resist after five
minutes have passed. A character under the influence of this candle will begin attempting to
openingly and unashamedly try to seduce whoever he or she finds most attractive in their
immediate company. Arguments can arise and men especially can be prone to begin fighting
over a woman while under the influence of this ritual. Used in more hedonistic environments,
such a magic may induce an orgy of unnatural debauchery.
Waters of Desire
A forceful and overpowering magic said to have been the result of a nymph enchantress,
furious after being left heartbroken by a former Christian lover.
Heat oregano, basil, black hellebore, white wine, tears from a lover and the fat of a swan slowly
over a low fire, stirring carefully until a clear, very fragrant liquid is obtained. Pour the potion
into the victim's bath water - or any water they bathed in - and speak the relevant incantations.
The victim will begin to feel an uncontrollable desire to make love to the next person he or she
encounters in an unrestrained way, wherever they are in the world, without inhibitions, and
without taking into account sex, age, or condition of the object of their desire. If the victim
wishes to resist this jagged desire, they may attempt to prevent such sexual vulgarities through
sheer willpower alone, but as soon as they fail and succumb to even one slight temptation the
passion undoes them and they have no way to oppose it. This spell lasts indefinitely, or until the
subject's carnal desires have been fulfilled.
Love Potion
Brew up a potion from the combined blood of two lovers, gold dust, powdered rose quartz, a
touch of hemlock and mandrake, and a single apple with a bite taken from it by a virgin youth.
The potion works only if two people drink of it in one another's company. The potion causes the
drinkers to fall utterly in love with one-another. If drunk by three or more people the magic has
no power. If drunk by one person while alone the magic will have a less powerful affect. In this
case the drinker will fall in love with the first person he or she meets after drinking the potion.
The potion works as long as the drinker would normally be capable of falling in love with the
person; a person who drinks the potion alone may or may not fall in love with an ancient, filthy
and leprous old man, it may be too much against his nature; but the same person will very likely
fall in love with a young woman - regardless of how poor or unattractive she is. The potion lasts
a year and a day.
Alternatively, if the potion is infused with the fat of a child and ashes from the cremation of one
who has seen at least half a century, the resulting magic will instead be rendered indefinite in
effect, or until it is undone by opposing magics or supernatural phenomena.
Summon Passion
Renaissance-magic devised by the sorceress Anastade of Siena, said by some to have been the
demoness Masabakes in human form.
To work this incredibly potent enchantment, gods of love and passion must first be invoked:
Pan and Astarte, Venus, and Dionysos. A few drops of blood or a strand of hair from the victim
is placed in a painted gold or silver cup. A male enchanter paints the symbols of Mars and fire,
and a female enchantress the signs for Venus and the Earth. Two candles - one red and one
white - must be lit on either side of the cup. The enchanter raises a wand, one made of birch
and a wild rose, and calls out the name of the desired subject. They swear by the gods and ask
that the victim will show its love. An artificial passion is suddenly and miraculously born in the
chosen subject, wherever they are in the world. If successful, the victim is immediately charmed
by the enchanter and is caught by an irresistible desire for him or her, regardless of sexual
orientation or other inhibitors. The feeling is identical to ordinary feelings of strong love and
lust. The enchanted will, without delay, seek out the object of their desire if they already know
of them, know where they reside, etc. If they have never met the enchanter before, the passion
is awakened as soon as they come in view of their want - as such the magic may be left
dormant in this manner. The carnal intent of the spell is visualized the moment the ensorcelled
subject encounters the enchanter; hesitant at first, then more and more eager to seduce them.
Come sexual gratification, the magic simmers and ceases, often to the immediate horror of the
enchanted. Otherwise, the magic of the rite lasts seemingly indefinitely; a seed of unnatural
lust.
beichiogi du
By acquiring a few strands of a pregnant woman's hair along with that of the father's, the witch
who knows this dark spell may work a mild but very potent magic - one that strips away life in
the womb.
Start a small fire by the burning of dry wood (the drier the better) and chamomile, and while
reciting the appropriate words of the spell drizzle in drops of your own blood as well as that of a
diseased wild animal, and then throw in the strands of hair belonging to the subjects. If
successful, the magic will - within a week's span - induce a premature, grizzly labour process, as
well as prevent future conception by learning the pair barren for a year and a day - which this
spell can also be used for.
yn dominyddu
For this bewitchment a few drops of feminine menstrual flow will be required. The sorcerer - or
more properly the sorceress, since this spell can be used only by a woman using her own
menstrual blood - activates the spell by reciting the correct words and mixing the blood into a
man's food or drink; it can only be used on a man, it has no effect on women. The victim will
feel bound to the enchantress and obeys everything that she commands, although he is
permitted to resist an order that goes against his nature (asking a pious priest to renounce God,
for example), his family or loved ones, or his own well-being. If he is successful, he can resist
such an order, but the spell continues, and the sorceress maintains control over the victim.
Whatever the case, the enchantress should take care in using this spell, since the magic wears
off immediately the moment the man sees another woman for the first time following his
bewitchment.
Manikón
You have learned how to grow and cultivate a devilish plant known for its madness inducing
properties by using your own blood. A magic born of the demon-gardener Medrar during the
height of the Black Plague.
By drizzling your blood on the fresh manure of a black bovine while reciting a wicked hymn in
Greek and smearing the mixture on a stone wall belonging to unconsecrated ground you can
grow an odd, reddish, leafless vine. It only grows overnight and doesn't spread farther than a
meter or two from the smear, and, rather strangely, only twelve plants may be grown at a time
- an attempt to sprout a thirteenth growth will simply not be acknowledged by the magic.
The vine almost immediately withers and crumbles into a dust-like compound upon removal.
Whether consumed or inhaled (either on its own or through a smoking utensil) it amounts to
the same result - a demonic addiction that can scarcely be sated. The effects are highly to
extremely pleasant on the body but increasingly and dangerously addictive, and those who
imbibe will feel compelled to sate their hunger for the drug regularly - at least for a time. A
single dose of the hellish narcotic is enough to induce mild delirium in the subject if they do not
sate their newfound addiction. The cravings last around a week's span if left unsated, but within
that time the addict will be utterly desperate, delirious, and willing to suspend their shame for
another taste. Terrible extortions may be enacted by the grower this way, but denying them
their fix may result in bloody hysterics, or even homicidal rages. If the addict has been a regular
user for longer than approximately half a year's time, the unholy fixation will be impossible to
part with without sufficient magical or spiritual intervention. At this point, going longer than a
month without sating this vile need will slowly deprive them of their life, eventually perishing as
they themselves slowly wither into decrepit forms.
Belleza Maleficium
A magic said to have been gifted to self-loathing individuals by a demon known only as He Who
Smiles Kindly, and is still offered to those few who know where to look.
During the night of a new moon amidst the perfect darkness, the witch or sorcerer covers the
subjects exposed body with dried and cured (and as such can be reused) slices of flesh cut off
from beautiful maidens or comely men, and drenches their face and torso in the blood of a
sacrificed swan while chanting foul black litanies all throughout. If the ritual is a success, the
blood covering the subject will steam and smoke as perceived impurities are melted away, the
subject enjoying an inhuman beauty proportional to their original age and appearance for an
entire lunar month. Come the next night of a new moon, one must repeat this black ritual or
lose the stolen beauty.
Mask of Black
This dark magic is rare and seldom taught even in such torpid times. It is considered unclean,
fringe and uncontemporary by most magicians, and even the more morally depraved witches
and sorcerers tend to shy from it.
This magic demands that the practitioner prepare a stinking brew beforehand made from
sulfur, goat urine and snake bile, and kept in a wooden box branded with sacral glyphs of
change and preservation. They must then carefully cut away the face of a living victim, either
bound or drugged, and place the face into the box, long enough to allow the face to soak
through for a whole night. Once it is removed it will be unnaturally blackened - a disturbing,
cured, leathery face - and once the vile liquid is cleaned off it can be immediately worn,
creating an unnatural illusion that makes the wearer into an exact image, in both voice and
appearance, of the murdered victim. Clothing, however, is not affected and must be
considered. This change is entirely physical, real, and as such carries all the physical properties
of the impersonated, including age, gender, health, senses, weight, strength, etc, but not the
memories, personality and talents of the victim
The masks work very well while the victim is still alive (some dabbers in this art have been
rumoured to try and prolong a victim's life because of this) but once the victim has died the
illusion begins to die also. Initially the physical illusion will appear pale, a little wan or ill around
the eyes and mouth. Then eventually the illusion becomes more and more deathly, as though
its wearer were on the verge of death, until the illusion fades to nothing and the mask withers
and ceases to work. The mask remains functional for around half a year's span come the death
of the victim, and only functions if worn by the initial worker of the ritual; they are seemingly
useless to anyone else.
Potion of Longevity
Grind and mix gentian root, borage juice, honey, white wine, ashes of mistletoe, mercury, and
the torn heart of a ritually sacrificed infant with the greatest possible care, until obtaining a red,
milky liquid with a fresh metallic scent, which must be drunk in one single gulp during the night
of a new moon after pronouncing a foul incantation. The person who drinks this unholy liquid
becomes immune to the passage of time for an entire lunar cycle: nothing can make them ill
(although they can certainly be poisoned), and they don't age at all.
Naturally, the effects are more apparent if the person drinks this potion consistently, since
doing this makes them almost immortal, at least until they stop drinking the potion; if they miss
just one dose after three consecutive doses they die in a terrible, suffocating agony as their
heart and blood withers and expires, unable to subsist without the dark powers sustaining
them.
Tier Three
Rite of Instinct
An extraordinarily effective magic, originally employed by a Roman sorcerer-senator in his bid
to sow political and civil discord. Its function requires no sympathetic linkage on behalf of the
subject to work, and as such it is a work of sorcery well and truly frightening.
During the night amidst either a new moon or a full moon, the planetary signs for the intended
instincts are drawn in a circle: Mars for wrath and bravery, Venus for lust and sexuality, Saturn
for anguish and tiredness, the Moon for fear and hunger, the Sun for satisfaction and joy.
Twelve white candles must be lit around the circle, one for each of the houses of the zodiac. A
red candle is lit in the middle of the planetary sign corresponding to the instinct that is to be
aroused or extinguished. The name of the victim is called out, woven together with the name of
a god or goddess, archon, angel, or other divine personification representing the feeling the
magician wishes to arouse or extinguish. The magician must fashion an oaken wand, one etched
with the necessary symbols, and allow it to briefly touch each of the candlelights around the
circle, then finally pointing to the red candle. The magician then raises the oaken wand, and
reads a rhyme in Old Latin where they either bless or curse the influences of the relevant
planetary symbol. The spell either arouses - in the case of a full moon - or extinguishes - in the
case of a new moon - a certain feeling or instinct in the chosen subject: horniness, hatred, a lack
of fear, extreme anguish, waning courage, euphoric happiness, etc. The feeling, or lack of
feeling, is not directed towards any special person or thing, it is projected against everything
and everyone in the vicinity of the victim. Anyone filled with hate will feel an unreasonable
anger against anyone he or she meets. Lust may make a woman into a nymphomaniac, and fear
will petrify and terrorize a man on the spot. Such a sorcery may even instill new sexualities and
points of view in the affected subject, depending. By extinguishing a basic instinct of a chosen
individual, whether it be sexuality, aggressiveness, fear, or more, the instinct will be entirely
gone, and can not be aroused by any circumstances. Anyone with an extinguished sexuality will
not be aroused by the desired sex (or at all), anyone with an extinguished aggressiveness can
not be excited, and anyone with an extinguished fear will not be scared by anything, etc.
The magician may only influence a single instinct in every rite, but the magic itself may be
repeated as much as needed. The intensity of an aroused instinct is proportional to the
individual, and use of this sorcery may be unpredictable in this sense. The extinguishment of an
instinct on the other hand is usually a complete and absolute affair, a total loss of the
corresponding instinct - a cruel sorcerer can render one emotionally and instinctively hollow in
this sense. Such conditioning lasts seemingly indefinitely, or until revoked by the magician by
repeating the same ritual and speaking the Latin rhyme in a hushed, reversed intonement
amidst the relevant lunar phase. Opposing magics may also stem or counteract this sorcery.
Summon Súcubus/Íncubus
For this rite of conjuring the sorcerer requires an unbaptized subject (an excommunicated
person also serves) and a profaned baptismal font containing profaned holy water desecrated
with the blood of thirteen sinners and the sorcerer's own. Perform this invocation below
ground, in a cellar or cave, during a clear moonless night. Draw an inverted pentagram on the
floor with a mixture of charcoal and child's blood, each point marked with a candle made from
the tallow of a black goat and a virgin youth, then bind the victim - who must not be drugged or
enchanted to withstand pain - and place them in the center with a crown fashioned from black
hellebore set on their head. Next, during an exhausting ritual, cut the victim using a specially
crafted ceremonial dagger, one that has killed at least three innocents by your own hand, in
specific parts of the body associated with demons, at the same time uttering each one's name -
the 666 most important demons of the infernal hierarchy, in reverse order of importance.
When the final cut is made, 'baptize' the victim with the profaned baptismal liquid of sin and
offer the wretch's soul to the hells. The dark powers, should the ritual be a success, will accept
your gift and tear the victim's soul from their body and carry it to the black pits, leaving an
infernal spirit in its place, which immediately possesses the comatose body. Lastly, and
immediately, cover the body with sheets the subject last slept under. The sheets must not be
transparent, even mildly, and must cover the entirety of the body. Under these sheets the body
will begin to change its shape and size, even sex, over the course of the night corresponding to
the sorcerer's desires, usually of the carnal sort, after which it awakens and becomes a veritable
fiend with the face and appearance of man, and is now permanently at the summoner's service.
If you remove the sheets prematurely the physical change ceases and the demonic spirit
awakens as normal, albeit not completely changed. The physical change must be within the
human spectrum, it cannot change species. The resulting Súcubus, or Íncubus, is around eight
to ten times stronger and more durable than the average mortal, as well as utterly ageless for
as long as the sorcerer remains alive. Its blood can also be used as a very potent aphrodisiac
and a mild, but pleasant hallucinogenic.
The subject's body will always look, in some way, mildly familiar to their original appearance,
but never enough to verify their identity. The resulting demon in human guise contains the
personality and memories of the original individual, albeit much darker, more twisted and full
of malice for all human life except the summoner. The spirit carries no information of where it
came from or what it once was, only that it was "born" or "made" for you. It is instinctively
aware of the summoner's needs, acting as a perfect servant of sorts, and is sympathetically and
emotionally attached to them; able to feel and understand their present mood and give
adequate "counsel" (the guidance of a demon is riddled with sin and temptation) when needed.
Devil's Fornication
A truly dark work of sorcery, but one which the unscrupulous and depraved still rarely seek out.
To work this magic the sorcerer needs a solid gold or silver goblet etched with foul and satanic
symbols, as well as nine virgin youths and their blood - a half a goblet or so is enough. Mix this
blood with drops of your own, cinnamon, red wine, profaned holy water, honey and the blood
of an infant. Raising the goblet to the night sky and speaking an unholy petition, the mixture
should simmer and smoke an indescribable hue, and is then set aside to rest beneath the light
of the Moon. During this night the infernalist must personally disembowel one of the youths
alive, sending their soul to the darkness, and deflower another while the other seven are
bound, burned alive and forced to bear witness to the unholy ceremony, the fires refusing to
consume their bodies until its climax. Once finished, the potion, when drunk, will add youth and
beauty to the drinker over the course of the night until dawn into a younger, more handsome
or more beautiful ideal of themselves. The sorcerer remains in this 'perfected' state for the
remainder of their existence, as well as in perpetual, perfect health, effectively immortalized
come the completion of the rite. Only violence, sudden tragedy or suicide may end the
sorcerer's life at this point. Not even poisons will take effect. The deflowered youth will
gradually, over the proceeding week, wither into a decrepit form reminiscent of the greatly
aged and suffer from symptoms of severe dementia and post traumatic stress disorder. The
victim is completely mute and utterly unable to recall what transpired.
The seven youths burned alive remain in the material world as forlorn revenants, forever
invisible to the mundane eye (and seen as faintly smoldering humanoid visages to the more
aware and sensitive), unable to move on from witnessing and experiencing such unholy cruelty.
Unless a spiritualist of the genuine sort, a necromancer, or other such magician grants them
their lasting freedom they won't find salvation for many decades, possibly even centuries to
come. Revenants of such age are often the result of the foulest and blackest of magics.
Tier One
Palmistry
You can study the palm of a person and understand from it a general, if somewhat vague, feel
for the person's life, their happiness and their general destiny now or in the future. You might
be able to tell for instance that a person lived a troubled childhood, lost his first love, but is
destined for happier things in the years to come. The knowledge is useful, but often vague, and
never truly revealing.
Flammae
Using the flame from a candle or a small fire the magician prays for a very minor magic, closing
their hand over the flame in confidence - springing it to life in the magician's hand, curiously
growing and latching onto them for a short while, gently filling their palm for around a minute
or so, or until they will it to cease. The small glob of flame may be used to light flammable
objects, such as cigars and cigarettes, or the flesh of unfortunates.
The magician is not exempt from the flame's heat, and may easily burn themselves if they don't
position their hand and palm properly while this magic is in effect.
Ignis Resistentia
The first recorded reference to this spell is found in the work of Acilius, a forensic mystic and
poet who lived in Rome sometime between 95 BC and 145 BC. When Rome crumbled,
knowledge of this spell disappeared for centuries until 1343, when it was discovered among
ancient parchments by an occult-inclined monk, who copied it; his descendent-disciples later
sharing this information with Agrippa and a select few others.
Invoking the element of fire by speaking a curious seven-syllable word in Old Latin, the caster
harnesses its symbolical weight causing a candle, torch, lantern, lamp, or another similar object
to burn continually. The magic can only be used on inanimate objects that can be held or fit in
the palm of your hand and are already lit; as well as lone flames up to the size of small bonfires,
such as braziers - although variations of this spell have been attributed to larger fires in the
past. It is a focused magic that helps a flame resist wind and water to a degree, such as that of a
rainstorm or mildly strong winds, but useless against gale-force winds or a bucket of water
dumped upon it. It is incredibly difficult, and annoying, to blow out a small, simple candle
enchanted by this magic.
Incense of Mutus
This magic was developed by an unnamed cabal to prevent eavesdroppers overhearing the
conversations of magicians discussing rites and other secrets.
Grind mothers and the bones of mice and add them to powdered talc. The resulting
greyish-white powder is sprinkled in a small circle surrounding incense of any variety while
quietly intoning the proper words. For as long as the incense burns all noise within
approximately a ten-foot radius will stifle and deaden. Conversation may be held normally
within this radius, but little noise will escape it and little noise will enter it. The magic lasts as
long as the incense within the talc circle burns. If the circle is disrupted or the incense is
removed or put out the magic ceases as usual.
Tinta Prodigiosa
This substance was created by an undisclosed coterie of magicians to prevent the unworthy and
the uninitiated from uncovering or pilfering arcane information.
Fashion a liquid using flakes of gold and silver, lodestone, coal, a pinch of powdered opal, squid
ink, olive leaves, and rainwater. By reciting the appropriate arcane words under the light of a
full moon, the resulting transmuted substance, now a curious, glittering liquid, can be used as
ink. Everything that was written with the ink turns invisible when it dries. There are two ways to
make the letters visible again: expose the manuscript beneath the revealing rays of moonlight -
the text becomes visible only in the light of the Moon; or recite the relevant arcane verse
backwards, often done by the magician who made the ink or another who knows of the magic.
Anillo de Clarividencia
Rub drops of blood belonging to yourself, an owl, and an odd-eyed cat on a plain gold ring
carefully etched with arcane symbols. Once fashioned, the trinket is worn on the little finger of
the left hand. Activate the spell by touching the ring with the right hand and mutter a simple
arcane verse no one can hear, concentrating on a location they know, no more than half a
mile's distance. They enter into a silent, motionless trance, during which they are able to see -
but not hear - what is currently happening at the location, just as if they were present. After
leaving this trance, the magician is so debilitated that they can barely stand or remain on their
feet, and must rest at least a minute to recover their strength and mental fortitude. Excessive
use of this magic may fatigue and exhaust the user into unconsciousness.
Babble Book
Created in 1512 by the Austrian mage Örtel Zock, the spell was passed on from one student to
the next, and never written down in any form until 1642 when the spell was published in the
book 'Worte der Mach und Glaube' ("Words of Power & Faith"), written by one "Gotthilf". Who
Gotthilf was, no one knows, but his book is known in certain circles as being a manual for
would-be magicians interested in learning how to make their works more secret.
This spell is used to confuse curious readers by "encrypting" a book or grimoire into a script
that only you can read. By infusing the same ink used in the book's writing with chameleon spit,
powdered quartz, as well as their own blood, the magician writes the last two lines on the book
three times on any page marked with the number three, "finishing" its entry and sealing the
spell until the magician uses the book again. Any other person trying to read the book will be
unable to do so, it will be seen as unsorted gibberish - each person seeing this queer gibberish
very slightly differently, further confusing onlookers. This spell remains in effect no matter how
many times the book is opened and read by anyone other than the magician. When the book is
once again opened by the magician, even if they do so by accident, the spell is broken, the
three lines mysteriously vanishing. By locating the repeated lines (which are not seen as
gibberish) within the enchanted book and scouring it, such as covering it in ink, tearing it out or
scribbling over it, the spell is immediately broken and the book once again becomes readily
readable.
Chartam Pharmakeia
A weathered journal describing fringe pharmacology and stranger subjects, authored by an
uncredited Greek émigré during the 18th century. Currently retained by a pair of book restorers
in Venice, Italy, who are loathe to part with anything from their collection. Acquiring this piece
of esoterica will allow one to uncover two genuine magics in under a year's time.
Mumia Arabum: By embalming a human corpse with salts, ashes of amber, brimstone, iron
oxide and verbal consecrations according to archaic Egyptian methods and then burying the
body for a whole lunar cycle and disinterred, one can obtain trace amounts of an odd tincture
from the petrified liquid that the corpse has been sweating out in the grave. This crystalized
substance, known as the "Sweat of Death", causes convulsions and eventual unconsciousness
leading to death within a few minutes of ingestion - even just a pinch - by causing the heart to
wither and cease. It is near odorless and colourless when melted into water or wine.
Moros Musphoron: By standing still and shutting the eyes, one can instill a balance in one's
own form, allowing the symbolical forces between a heliotrope (bloodstone) and a kapun stone
(rooster's testicle) to travel through the body. The heliotrope is held in the left hand and the
kapun stone is held in the right hand. By succeeding with such a connection, the two stones
cause the light to bend away, thereby escaping reflection, making one completely invisible. The
power is active as long as one clenches the stones, remains perfectly still, and their eyes remain
closed - otherwise the balance in the body will be lost, slowly simmering the invisibility away.
Tier Two
Ignis Regula
A surviving remnant of the pyromancers of Roman antiquity. For this magic you will require a
gold plate, liga de pescado (a glue made from fish liver and cartilage), alum, vinegar, quicklime,
sesame oil and a few drops of your blood as well as that of a lion or tiger. Melt all the
ingredients together with the gold and, while the result is cooling, mold it into a circle etched
with various arcane sigils. The talisman must be worn hanging from the neck by a chain of gold
or silver, and is activated while touching the talisman with the left hand and invoking Latin
formulae while raising the right. The magician, or more specifically the one who's blood was
used in the talisman's making, can halt the advance of a fire or, if they wish, influence or coerce
it in another direction, but they can't use it to create a fire or extinguish one, or separate it
from a consumable source to latch onto. The magician may influence flames up to the size of a
conventional bonfire - including facets of larger flames.
Sorcerer's Mirror
Take a sizeable, gold-framed mirror, polish it with a gold cloth and wax taken from an active
bee hive. Set the mirror upon a wall, draw small sigils and pentacles about it (either on the wall
surrounding the mirror or on its frame) with red chalk and set five red candles under or in front
of the mirror. Repeat a short, bastardized prayer of Islamic origin and leave the mirror thus for
twelve nights in a completely darkened room with nothing but the candles lit. No one can enter
the room during this period or else the magic will cease and the magic must begin anew. At the
close of this time the magic seeps permanently into the mirror. Anyone who looks into the
mirror will see themselves as they wish they were, more beautiful, richer and happier, and
more. As such, every person who looks into the enchanted mirror for longer than
approximately a minute must try their very best to look away, lest they become ensorcelled by
their own pride and desires - even the strongest of wills have succumbed to such devilish
illusions. Snapping someone out of this enchantment, such as shaking them violently or
physically assaulting them, will immediately cease the mirror's entrapping hold on its victim,
setting its victim free. The sorcerer too must be cautious, for they are no less susceptible when
facing the mirror.
Omen
Immersing yourself in the world of the occult and the dark powers, you become sensitive and
intuitive to omens in the flight of birds, in the flash of lightning or even in the casual remarks
made by everyday people.
At any time you may be struck by insight into an omen. Obvious omens, such as two-headed
lambs being born, or lightning destroying a church are more easily noticed and interpreted.
Finer, more exact and specific omens are much harder to interpret. You can also go out
searching for omens, although this is usually a fruitless endeavor to perform correctly. Each
omen will always provide you with a sometimes vague, sometimes clear warning about the
future. You might recognise a choking dog in a lord's manor as an omen that the prince is about
to be poisoned. You might notice a cloud in the sky in the shape of a dragon and realise that
some evil is coming from the south. Omens are seeming random in their warning, but always
important.
نعنة ارسب
Crush basil, drops of your blood, fat from an eagle, a matured scorpion (the species doesn't
matter) and the hair, skin or nails of the victim in a bronze mortar on a moonless night under
the sign of Mars, then bury the resulting paste in a location where it receives the full influence
of the stars, reciting the arcane litanies all throughout. A lithe black scorpion of unidentifiable
species rises from this ground after six days, whose sole mission in life is to find the victim of
the spell in order to strike them with its stinger, poisoning them. It is surprisingly fast and
furtive, able to crawl on walls and ceilings, and, once it succeeds, the scorpion dies - crumbling
to a fine black ash that quickly dissipates from existence.
The scorpion's venom is unnatural and demonic in origin, untraceable, and the victim, if left
untreated, will quickly and quietly perish within the hour. The scorpion is no more durable than
any other scorpion, and will not sting anyone but its desired target. If it is crushed, burned,
killed, or is unable to reach its target within the span of sixteen days, it dies and disintegrates as
usual and the spell immediately ceases.
The circle lasts for a year and ninety-two days (come this time the line will have evaporated
from existence altogether), or until the magician, or another who knows of this magic, utters an
arcane phrase within. Multiple circles may be enacted, but the lengthy preparation process
deters some. Other opposing magics and extrasensory abilities may also notice or subdue this
warning line.
جفأ ح شوب
A spell belonging to a truly ancient breed of death magic - some claim it an old deviation rooted
in the Near East, to others a precursor to the arts of classical necromancy (a grim offense to the
more learned). A magic that can scar the very soul itself if done improperly. Most traditional
necromancers deride such primitive and dangerous workings, to say nothing of its linkage to
the dark powers.
You learn how to cover a person in archaic glyphs, symbols and ancient writings so that deathly
and demonic spirits find the subject painful and unbearable to approach. Any spirit of demonic
entity that attempts to approach closer than a few paces to a person who has been painted
with skin-written glyphs will suffer terrible spiritual spasms. If painted onto the skin of a person
who is currently possessed then the possessing spirit or entity must make an excruciating test
of spiritual endurance and willpower to withstand the magic or be driven from the body. To
successfully use this magic you must cover a person nearly entirely in symbols and will need to
work on the unclothed subject for at least an hour. The effects last until too many of the glyphs
fade or are smeared, usually a few hours at the very least.
Attempts have been made among sorcerers, in particular those belonging to the hidden orders
of Egypt, to make the protection permanent through tattooing. The effect of tattooing such
writings, however, is too powerful and drives away not only the spirits of the dead and the
damned, but also the person's own spirit-stuff, causing soul loss over the span of a month's
time, at the end of which nothing but a hollow, unresponsive husk remains.
Necro Linguistika
To speak to a dead person is something that can be both very terrifying and very dangerous.
The dead, quite often, impart closure not meant for the living and great tragedies could come
from such interactions. Only those within the esoteric sphere of classical necromancy usually
make the attempt to speak with someone that has passed. This deathly ritual, one of
ancient-fringe, demonic origin, can only assess immediate knowledge of the hereafter.
For this rite, the dead one cannot have been dead for more than approximately five months for
the magic to be a possibility, and their remains must be present, in whatever condition - be it
their ashes or their festering carcass. Five lit candles made from the fat of a goat and nine unlit
lanterns must be placed in a circle around the remains, and at least a single tear of a lover
dripped within. If the rite is successfully enacted and the relevant passages recited, the
summoner can speak to the departed soul of the remains. The summoned spirit is forced into
brief visibility and will remain for around a third of an hour, after which it may return to the
hereafter or decide to remain until the hour has passed. They cannot leave the circle of lights -
if even a single one is put out or moved the soul immediately returns to the hereafter.
Furthermore, the dead are not obliged to speak with the summoner. Frequently the dead one
will not answer the summoner at all if they do manage to summon them. It is totally up to the
soul's judgement whether any information will be given or not. The nature of the dead
(whether the soul was favourable or inimical to the summoner in life, perhaps a friend or foe)
has a role in this but it is not guaranteed even then - the nature of the bodiless soul is an
obscured one. The use of incense in the presence of the deceased has been known to put at
ease their unrest, and perhaps tips the odds in the favour of the summoner.
Opus Magnum Mortuorum is the name of a tome that was written by a group of Gnostics
during the 16th century. It is said that a great amount of the writing in the book contained
Babylonian elements that were thousands-of-years old but the Gnostics managed to decipher
the combination of symbols and, by doing this, obtained a sliver of knowledge of a great
Babylonian secret: the ability of speaking with the dead. Opus Magnum Mortuorum exists in
three sets, of which two are adrift somewhere in Europe. The third book is guarded by the
monastic sisters in the Greek monastery of Roussanou. This book is considered to be the
original, the other two are considered to be copies. If one can acquire this written work, they
may attempt to learn this magic as though it were of first tier and without corruption.
ارمال المتحركة
The ancient Egyptians were among the earliest of civilizations known to venerate the first
incarnations of the dark powers, and it is from this dark wisdom they learned the art of creating
traps out of enchanted sand. In the tombs of the pyramids and other structures it was common
that the entrance was protected by such enchantments, but these magics later fell into disuse
during the later periods. Were it not for the secretive circles and cabals keeping these practices
and traditions alive throughout history, such magics would have been lost.
Enchanted quicksand is made when one creates a substance derived from quicksilver, oil, lime,
and glue created from the boiled bones of condemned criminals. Should the magician succeed
in creating the substance and pour it upon an open area of sand at least half a meter deep
while reciting the correct litanies, it creates a 2x2 meter large area of ensorcelled quicksand.
Those unlucky enough to entrap themselves in its magic will slowly and tauntingly sink to their
asphyxiating deaths, as though the ground itself developed a sadistic hunger for them. This
enchantment lasts, at most, a third of a decade - unless the magician supplants the condemned
bones of criminals with that of children, in which case the enchantment lasts half a century at
the very least. Such enchantments once lasted for centuries, even millennia, before the
worldwide decline in wonder.
It is also said that a potent variant of the substance exists that is so powerful that it is possible
to place it upon any flat stone surface, not just sand. The area where the substance is spread is
turned into "quicksand" but is not changed in appearance - and if the surface is thin enough,
the unassuming victim may even fall into a trap room below. Some texts speak of stone walls
covered in this enchantment, allowing cunning sorcerers to create hidden passages to travel
through - albeit with smothering difficulty. To uncover this variation the magician needs - apart
from a higher dedication and obsession to rival the likes of third tier acquisition - to have
learned and memorized an Egyptian prayer, or symphony, known only as the 'Feast of stones',
as well as pillage the last extant texts containing an additional two components - a boiled camel
fetus and the dried skin shavings of a royal.
If a holy prayer of Islamic faith is said aloud near the enchantment, there is a three in five
chance it will cease and extinguish its magic for a short while, but will otherwise return within
the hour.
Levitation
The invisible, binding forces of the world can be felt and nudged, and with that insight the
magician has gained the capability to levitate, using nothing but the power of their faith in the
dark powers.
By speaking Latin formulae and invoking six names of the Adversary, the witch or sorcerer
causes their form to levitate above the ground at a rate of one inch per minute, or every ten
seconds if the blood of a child or black goat is smeared on the forehead. The maximum height
may not exceed ten or so meters, strangely, as though the earth itself tugs at the lower
extremities of the person, but the levitator may levitate in any direction at the same described
rates. Meditating for approximately an hour's length to concentrate and unite with these
unseen forces, an anointed magician can apply its presence around themselves or another (who
must also be anointed in the blood) to procure a similar, more potent variant. This must,
however, be enacted within the hour proceeding the meditation. By invoking infernal titles, the
chosen body moves in the direction that the mystic chooses with a speed of one meter per
minute, without the usual earthly restriction. The magician may levitate up to four people in
their immediate vicinity this way - or around twelve meters in any direction from their point.
Should a levitating person (magician included) be touched by another human being during this
time, or should they exit the magician's vicinity, the levitating force will disappear and the
subject will fall abruptly.
Hell's Insight
By the silent reciting of a short unholy prayer, a dark, divinatory magic may be invoked in order
to find out secrets, lies and truths.
A sorcerer who works this black invocation will be able to tell immediately if those spoken to
during this time are speaking truth or lies. Whenever a lie is spoken, small hissing voices
whisper accusingly in the sorcerer's ear, informing them of the untruth and other deceptions.
The experience is, to say the least, unsettling, and causes no small amount of strain to the mind
of the sorcerer. The hissing informants may be dismissed at any time by the will of the invoker
who beckoned them.
In addition, if under the power of this magic you can see through possession and other similar
phenomena. You are able to see the demon or spirit as it would normally manifest instead of
the possessed person. You are also able to see normally invisible spirits and shades, although
only as phantom shapes - ghostly but certainly very real. In both cases the whisper, hellish
voices turn crazed and louder; ranting, laughing or snarling as if the presence causes them
some offense or amusement, depending on the presence itself.
Mαύρη φωvή
This extremely aggressive magical alteration allows the sorcerer to concentrate on a nearby
object or living creature to distort or break its form through a projection of dark, visualized will -
simply by speaking a foul black utterance, unintelligible to all others. Material objects up to the
size of a chest or door and the material strength of wood can be affected quite profusely, and
the black will of the sorcerer will distort or rend the thinnest or weakest point of an object first,
such as locks and buckles, a rapier blade, or the cracks in glass or a softened wall. Casting this
spell on living creatures is a horrifying, truly vulgar spectacle to behold, as skin tears and bones
begin to pop and crack, eyes burst and the chest contorts and caves in. Most honorable and
'goodly' magicians will use such sorcery in offense only to strike the weapons or armor of
opponents, or limbs they can survive without, but this is unfortunately not always so, and the
aftereffects (most often lethal) of those who suffered through such a devilish assault on their
bodies are grim indeed.
To comprehend the incomprehensible is a burden. Even a single use of speaking this sorcery is
unnaturally taxing on the sentient mind, and overuse can - and will - threaten to throw its user
into momentary or extended lapses of unconsciousness.
Wash the flesh of a stillborn fetus repeatedly in a mixture made from the black spit of a toad
and the blood and intestinal contents of a torture victim, and leave it to dry long enough to
acquire a leathery texture. The skin, when dried, is then branded with unholy seals and symbols
and worn secure against the chest, either in a front pocket or as a foul talisman. The spell is
activated by touching the dried flesh with the left hand and uttering bygone profanities not
meant for the ears of mortal men. All those within ten or so meters of the sorcerer immediately
and painfully collapse, suffering the effects of a concussion - unconscious for as long as the
chanting continues and taking around a minute's time to recollect their thoughts and bearings.
Those outside of this range, assuming they are within hearing distance, will only be afflicted
with minor to mild head pains depending on their proximity.
The black speech spares none, even those whom the speaker considers friends or allies. The
magician will suffer terrible migraines (and horrible, horrible thoughts) for the duration of the
day, possibly up to a week or longer if used too frequently.
Master's Ring
Worn in the past by powerful witches and sorcerers devoted to the dark powers as a symbol of
status and authority. Preparation of this magic is suspiciously similar to that of the Ring of False
Necromancy, which makes one wonder if it is perhaps related to the magic of the mysterious
uncredited benefactor of its design.
Constellate a gold ring - one mounted with bloodstone and forged according to precise esoteric
design - each night by making a groove in specific ridges with a ceremonial dagger used to kill at
least thirteen innocents (slain by your own hand) and wetting it with a mixture of their tears
and ashes from the cremation of an unbaptized child. Once the ring has been created, place it
on the heart finger (left ring finger) and consecrate the ring-bearing hand in profaned baptismal
water. If the ritual is deemed a success, the desecrated water will his and steam sickeningly.
Once worn, as long as it is not removed, the ring projects its power onto its maker, protecting
them from undesired magics associated with the internal hells and the dark powers, specifically
magics that would affect their person intrinsically. For instance, the witch employing Larvae Boil
against the bearer of such a ring will quickly discover their magic to be baseless and void. Even
sorcerous effigies such as Waxen Spasm will bear no power against its wearer. Additionally,
there is a fair chance that such sorcerous offenses will be given back to the one who sent them,
depending on the magic enacted. In which case, the hag who employed Larvae Boil may soon
discover their unfortunate self to be infested by their own foul sorcery, or the brujo employing
Waxen Spasm wallowing in their own terrible agony.
Tier Three
Devil's Fire
To make things burst into fire without physically applying fire to them is something that is often
connected with witches, sorcery, demons, and the Devil himself, and, rather interestingly, one
of the more recent of unholy secrets to be given to mankind. Some few resourceful infernalists
have, however, not allowed the Church to scare off such knowledge and have instead
continued to protect information of this satanic miracle. The ones who master this ability can
make things ignite at a distance by speaking a Latin formula that is both very powerful and very
vulgar.
A most-spoken of and sought-after book is Mutus Liver which holds within it a collection of
rebuses, secrets and occult truths in the form of fifteen images. The first version was printed in
1677 in La Rochelle. Most sought after are the few copies that still exist from the first,
incorrectly printed version, since later versions do not include the famous Oculatus abis ignis,
the picture and key code that is the source of knowledge concerning the creating fire out of
nothing. The Church was able to stop this revision and instead a few modified variants made
their way onto the market. Only a few copies of the original remain, of which, of course, the
Church owns most. Finding this book will be an excruciating endeavor. Although, this book,
even if one can properly understand its satanic symbolism, does not immediately give one the
means to use this power, which first requires years of extensive experience of different occult
experiments coupled with many hours of unholy exaltation and prayer spread over many more
months before the dark powers take notice.
To make something ignite the sorcerer needs, along with the above-described book, a fistful of
ashes from the cremation of an unbaptized child. When the ashes are thrown into the air at the
same time as the sorcerer reads the key code from the book in fluent, unbroken Latin, they
summon the devil's fire upon an object, person or creature no larger than a small school bus or
a large elephant, which they have nigh-complete influence over - not unlike Ignis Regula - up to
its described proportions. The conjured fire carries a sickening, indescribable colour tone, and is
fiendish in nature; angrily consuming more mundane flames as any fire would consume wood
or tallow. The unholy fire is otherwise indistinguishable from mundane flames.
Craft Gargouille
An enchanted construct made of flesh of clay and ash mixed with stonedust, the blood of
children (around a litre), and the ground bones of dog and man - brought to life with the
reciting of dark exhortations. Sufficient expertise in the relevant craftsmanship will be required
to successfully enact this magic, as well as the patronage of the dark powers.
Gargouille are heavy, completely mute, lumbering creatures relatively lacking in both wits and
intelligence, and it is questionable if they are even conscious or aware of their own existences.
Their only significant use is as watchful sentries or lumbering bodyguards. Gargouille will only
obey their creators and can understand enough in the way of basic words to be set as useful
guards, but struggle heavily to complete more complex tasks. Gargouille may not exceed a mass
proportional to three or four normal sized humans or a mass smaller than a child, but there is
otherwise no limit to the amount made. Gargouille are strong and very, very formidable,
around three to five times that of the common man no matter their mass, and are as tough and
durable as granite. When at rest or unneeded Gargouille stiffen and become stonelike to touch.
They are "aware" in this state but take a few seconds to rouse. When awakened (usually when
trespassers enter their presence) or commanded to move their skin cracks and splinters and
becomes more pliant. Once awake a Gargouille can move relatively fast, just under the speed of
the average human. Although often carved with wings Gargouille are far too heavy to fly or
even glide. Most, however, can climb vertical walls and ceilings with strange, preternatural
ease, often to the horror of those present, and their eyes carry a pale, sinister glow at night.
Gargouille are sluggish during the day and have no choice but to petrify themselves in the
presence of direct sunlight, and only the breaking or shattering of at least half the construct's
total mass will render its animating magics void. Repairing Gargouille with the same mixture
used in its creation is possible. Gargouille last seemingly indefinitely; the last known specimen
documented in Paris, 1976 - itself having been fashioned by an unnamed Freemason in the
winter of 1831. No known specimens have been documented since. Other non-demonic
variants exist, but these have largely been rendered an extinct affair.
The humour of the age often sees Gargouille (or gargoyles) carved in hunched, vaguely demonic
shapes whose forms vary from hideous to frightening to comical, depending upon the whim of
their creator. More human looking Gargouille have been known, but because the heaviness of
these creatures limits their proportions and their ensorcelled stone-clay flesh renders their
appearance rough and clumsy, hominiform Gargouille appear more like a goblin of a fairytale
than a real person.
Tier One
De la pereza
Mix treacle and tar together and paint this over a small wooden or wax manikin representing
the subject of the spell, containing either the hair, nails, or teeth of the victim. As long as the
manikin remains intact and within a mile's distance from the subject, the target of the spell
becomes overcome with lethargy and sleepiness. The malaise will descend unnaturally quick,
will defy all normal treatments and will cause even vibrant people to become sluggish and
slothful.
Samaritan's Folly
Make a small manikin made of wood or wax representing a specific person and put it in a bed of
rose petals, pouring over it honey. Finally, lay a silver coin and a single strand of the subject's
hair on its forehead. Leave the charm thus and the next time the person meets you he or she
will feel an overwhelming compulsion to do you a good favour. The person may enquire what
he or she can do to help, or simply take a self-chosen task on without a second thought.
Whatever one task you suggest, as long as it at least appears to be innocent, such as painting a
house, mowing a lawn, milking a cow, etc, will be done merrily for you. The charm works only
once, only for a single deed, and the old doll must be burned and buried before a new doll can
be made for the same person.
Alternatively, lay a gold coin on its forehead and the subject will be compelled to do you a
single favour every day for six days, at the cost of never being able to employ this same magic
on the same individual again.
Blessing of Pepin
Crush three grains of wheat, a lodestone and a child's tooth within a small yellow silk purse,
which must always be carried hung around the neck or hidden within the user's clothing. To use
it, the person touches it with their hand before rolling dice, any dice. The wearer (either
yourself or another) of the talisman, when rolling a die or dice, will usually roll a favourable
outcome, winning most games of chance they participate in that rely on such dice without
resorting to traditional cheating.
Such tokens, strangely and annoying, have no effects on their givers - you cannot give yourself a
token. The magic itself lasts indefinitely, and loved ones may benefit from this magic even after
the death of its gifter.
Prank
A minor, amusive magic, but one much beloved by more benign and jocular witches and
magicians.
Take a live flying insect with the right hand and, without killing it, raise your first to your
mouth and whisper the correct words of the spell as well as the name of the target. On freeing
the insect, it flies to the subject of the spell knowing the entire time where to find them,
although it can't take more than a day's length to reach the target or the spell expires. After it
reaches the target, the insect waits for the most propitious moment to resolve the spell: it
enters their mouth, ear or eye, stings them, or inconveniences them in some way, causing him
or her to commit some funny gaffe (knocking over a pitcher of milk, falling down the stairs,
choke on the insect, blurt out a loud blasphemy in front of witnesses, etc).
Glamour
Make a cord at least two feet long using hair belonging to a maiden and a crone, along with
polvo de hada (also known as pixie or fairy dust - the powdered toadstool from a natural fairy
ring) and butterfly wings, the more colourful the better. To use it, tie a complicated knot
around the neck with the cord, including a personal object, hair, or fingernail of the person you
wish to imitate (who must be alive), and pronounce the words of the spell. The witch, or
another subject, takes on the appearance of the person: height, weight, face, gender, clothing,
etc. All those who encounter the witch see and hear them as if they were the actual being they
are imitating. But it must be remembered that the subject simply takes the appearance of the
individual and, as such, doesn't have their characteristics, skills, etc, nor are they physically the
same as the subject, it is but a glamourous illusion consisting of nothing, and the illusion can be
broken if someone performs an action that ruins the facade. For example, if a witch takes on
the appearance of a small child, and someone attempts to pick them up, they will instead find
themselves grabbing at the lower extremities of a much taller person (in such a way, even
grasping a physical object may undo the facade if approximate proportions are not met),
immediately ceasing the illusory curtain. Otherwise, one can end the spell simply by removing
the cord, and repeat the magic by having the witch who made it tie the same complex knot
around the neck again.
Peering Stone
A Peering Stone is made by enchanting a holed stone found by chance, usually in a river bed or
some other water source. This bauble is enchanted by the reciting of curious litanies during
dusk or twilight at some liminal place such as a lake shore or inside a door mantle. Thereafter
one, anyone, may use it to spot certain obscured entities if there are any present, such as
ghosts, fairies (if any still remain, demons, and other invisibles. The Peering Stone by no means
offers any protection from being seen by invisible creatures, who usually leave or flee if they
detect themselves being looked upon, or may take an unhealthy, even dangerous, interest in
the spectator.
Whistling Stone
This magic uses a holed stone carved so that it makes a simple note when blown through. This
stone is scribed with arcane symbols of melody by an iron nail, and sometimes one or more of
these are deepened in the form of an amulet, so as to wear. When one, anyone, blows through
the inscribed stone, the unnatural whistling sound made is very unpleasant and loud to fey
creatures and other invisible and incorporeal entities of all sorts; shades, ghosts, nature spirits,
even demons, acting as a compulsive charm which usually forces them out of hiding, making
themselves known, even crying out. Weaker spirits and beings, if there are any present, may be
overcome by the sound and will flee, or do drastic things to allay it if this is not possible.
Stronger, more physically capable entities might even attempt to attack whoever makes the
terrible pealing sound afflicting them. Great caution is advised. In most cases, one need not fear
lesser presences so long as they continue blowing the whistling stone, and a bargain might be
struck through this compulsion.
Goblin Effigy
The witch creates three - no more no less - human-sized wicker figures during the night of
Beltane or Samhain, clothed in garments that they themselves might wear. Upon the faces of
each wicker figure is placed a clay likeness of his or her face. Once the rite is completed - after
the appropriate litanies are recited - the wicker figures will arise in a slow, awkward, shuffling
gait. Eventually, they shed their straw, revealing a being which looks just like the witch who
conducted the rite, clothes and all. The three 'copies' do not last long, only until dawn, and they
do not speak or show any emotion, listening only to the witch's orders. Their strength and
durability is practically non-existent, being made of straw in truth. Come the dawn, or if the
witch speaks the litanies backwards, the effigies crumble back into straw, often to the shock of
those present. They are incredibly flammable; a single spark is enough to conflagrate these
duplicates into ash. Harming a single effigy, even a playful push, will cause it to crumble - such
magic was often used only for display for this reason.
Alternatively, by dousing the clay masks in their blood as well as that of a child, the effigies may
take on the physical properties of the witch, and are otherwise indistinguishable from their
maker beyond their apparent inability to speak or feel. These copies do not crumble back into
straw upon being harmed, and do not bleed - instead shedding the straw they were seemingly
born from, and thus retain their extreme flammability.
Autumn's Sigh
Combine crushed seeds from a rotten pumpkin, common red table wine, and a teardrop -
anyone's will do. Those who drink Autumn's Sigh will sleep soundly for the night, untroubled by
nightmares, natural or otherwise. They will awaken as normal due to outside stimulus (such as
being woken up abruptly, loud noises, etc.), but they fall asleep easily, their mind soothed and
clear, their sleep idyllic and restful, and come their awakening they shall be completely rested,
reinvigorated both physically and mentally. During this enchanted rest, the subject of the magic
will experience dreams of a positive, lucid variety.
Spring's Whisper
This magic may only be enacted during rainfall amidst the season of spring. Prepare three clay
jars: fill the first one with water and deposit the skull of a magpie inside; fill the second one
half-way with water and deposit a mercury rock at the bottom; leave the third one empty,
placing white lilies inside. Next, recite an incantation to activate the spell, saying in a loud voice
the message to send, as well as the full name of the subject, over each of the vessels. If
successful the target will dream the message, in some way, during the first night he or she
sleeps, no matter the distance separating them. Naturally, the quality of the sleep can detract
slightly from the message the magician sends, although their main sense of it remains
unalterable.
Tier Two
Sunday's Secrets
Ritually treat a steel plate with perfume of frankincense, frame it with laurel vines and polish it
frequently with white canvas until it gains a mirror-like surface. By reciting a hallowed verse
while looking deeply into the mirror during midnight amidst the first hour of a Sunday, the
magician may - as long as it is within approximately a month's span - view whatever they wish
of the immediate past, the present, or possible futures. As the future is created by the present
and isn't at all immutable, the mirror offers the most probable future among all those possible.
Such visions may only be viewed by the magician.
Scry
Peering into a clear, undisturbed body of water, such as a filled cauldron, bowl, or pond, and
dripping in drops of their blood, the witch is able to see a faraway place. How far the witch can
scry depends on their familiarity with the subject. If the subject is unknown, scrying is not
possible. If the subject is incidental, having met or seen the person, place, or item once before,
they may use this rite to view such a subject up to three miles away. Be they casual, having
seen the person, place or item several times, the witch may use this rite to view such a subject
up to twelve miles away. If the subject is known; extensive conversation held with the
individual, an acquaintance, or has spent several days at the location or working with the item,
they may view such a subject up to ninety miles away. If a person is intimate, a lover, sibling,
dear friend, or hated enemy; if a place, it is a home, place of work, or favorite retreat; if an
item, it is a keepsake, a family heirloom, or a preferred weapon or tool; the witch may use this
rite to view such a subject anywhere in the world.
Capture Curse
Draw a circle with a piece of bloodied charcoal on the floor of a build or establishment. It must
be a place bounded by walls of some sort, though need not have a roof. Place twelve candles -
six white and six black - in the center of the circle along with a lit brazier, throwing in oak
leaves, saffron, mugwort, wolfsbane, juniper, and sacred religious herbs desecrated by the
urine of one of devout faith - Christians use rue, Muslims aloe, and Jews myrtle. After carrying
out a series of verbal rituals, place the ashes from the brazier and more sacred herbs into a jar
or jug and immediately throw or submerge it into a running river. The spell cancels any curse
which has been cast on the residence, building or establishment.
If one ever opens or breaks the vessel containing the ashes and desecrated herbs, they will
suffer mild to terrible misfortunes proportional to how potent and powerful the curse was,
lasting anywhere from a day to a year, depending.
Amandis Powder
It is said that an unnamed chemist, in his unholy desperation to find a cure for his wife's
blindness, discovered this green powder of truth. In the hands of an experienced occultist the
powder reveals certain truths that are hidden to all others.
To make this curious substance, one will require snake venom, human bone meal, lotus flowers
and opium powder that have been distilled together, and a green agate stone that has been
grounded down and mixed together with the other ingredients and left to dry. Usually it is
poured or blown over a deceased individual and the observer will then know how that person
came to die; or in a particular location to learn what events have transpired there recently. The
truth becomes manifested as a faint green curtain of smoke, appearing as obscure images and
indistinct visages. The vision can be vague, and oftentimes is only partially revealing, but is
clearer and more vivid the more recent the death of the person or event that took place. Within
a decade of the death, or event, the vision will be mostly clear and decipherable. Beyond four
or five decades such visions are barely discernible beyond erratic tapestries of imperceptible
green smoke. These visions rarely last longer than a minute, and must be interpreted by those
present rather hastily. The visions are always relevant and vital to what those present wish to
know most.
Additionally, objects or beings struck by the dust manifest their "essential" form, which is to
say, their true form. For example, if thrown over beings or things that are invisible, they
become visible; if over the possessed, or disguised or metamorphosed entities, they display
their true form; if used over a transformed lutín it reveals their true diabolic nature, etc.
Furthermore, if used over very good or very bad people, they become more beautiful or more
horrible, according to their nature - though it is necessary to remember that the powder shows
only the essential form of the object, they do not revert or modify its current physical form; for
example, if we use the powder on the same lutín currently in the shape of a black cat, we'll see
its true form - a lutín - but it still has the physical properties of a cat. Such revealings are even
more fleeting, and only last a few prolonged moments at most.
Travel Powder
Boil a handful of snow, olive oil, blood of a swan and the bile of a cobra until obtaining an oily
liquid and pour it into a sack made from a black sheep's bladder. After carrying out a series of
queer incants, toss the bag into hot coals from a fire of oak, until only ashes remain, then
pulverize them on an alabaster plate etched with arcane symbols while intoning vulgarities. The
resulting transmuted unguent has the appearance of a greenish-black powder, and to use it, it
must be cast over your own head while pronouncing the proper magical words. The magician
will teleport, in a very faint green shimmer of a flash, immediately to the location he or she
wishes to within sixty miles, before the powder even settles to the ground. The magic only
acknowledges the flesh however, and the magician will arrive bare and exposed. This quirk of
the spell may be dismissed by the donning of a cloak black as sin, and applying the blood of a
bat or a child to the forehead.
The destination must be known to the magician - it is impossible, therefore, to teleport into the
interior a fortification which they have never been - and in the event that this location is
occupied, the magician appears in the closest empty space nearby, but always within the area.
If there is no empty spot - for example, if teleporting into a cavern that has collapsed from an
earthquake - the magic will not function and the magician will remain in place, cloak
smoldering.
ظل لظل
They say that this enchantment was used by Boabdil (Muhammad XI) and his army after the
capture of Granada, to make the Christians believe that they were leaving the city when they
were really hiding in a cave protected by magic, hoping to reconquer their old territory.
To create this enchantment, burn grains of jasmine and opium poppy in a small bronze brazier
etched with arcane symbols to produce a thick smoke, while fashioning figures with clay and
powdered rock; as many figures as the shadows you wish to create. Once the figures are made,
activate the spell. Upon activation the shadows of the clay figures transfigure into ghostly,
shadowless shadow-men that imitate living humans and can pass for them, although they never
speak and are not solid; if someone touches them, they'll feel nothing, since the shadows lack
physical form. In the same way, the shadows do not leave footprints, and can neither grasp nor
move material objects. The shadows follow the wishes of the magician to a point. To make the
shadows disappear one must either put out the fire and disperse the smoke or disassemble the
clay figurines, thus rendering the shadows baseless.
Cloak of Shadows
Mix wax with frog's blood and generous amounts of hair belonging to a subject. Mold the result
into a human form cloaked with the same frog's skin and perfume it with incense of benzoin.
Activate the talisman by taking the figurine with the right hand and bringing it to the chest
while silently singing an arcane poem. The person whose hair was used in fashioning the
talisman (normally the magician, but that isn't a requirement) becomes completely invisible,
along with the clothes and equipment they carry at the moment. There is no way to locate
them visually while the dark hymn is chanted, although they are not completely undetectable:
they still produce sounds, leave footprints, emit scents that animals and some creatures can
detect, etc. The wax figurine must be well protected when it is not being used, since if it breaks
- at any time, whether the spell is active or not - the mind of the person whose hair was used to
fashion it is scoured with the shadows; dreaming beneath a blanket of unconsciousness for
approximately a fortnight. It is possible, however, to remove the spell from the figure by means
of dousing it in blessed liquids, such as holy water, or removing the frog's skin, in which case it
ceases being a talisman, losing its powers and allowing it to be destroyed without any harm to
the magician or subject.
Jar of Truths
Take the remains of a dead person - it's all the same whatever state they're in, even ashes or a
pair of bones are fine - and place them in a large jar of bronze with a tight lid. Fill to the brim
with white wine, powder of iron sulfate, sulfur, saltpeter, smoky quartz, mistletoe, rosemary,
and serpentaria, dissolving them all in it. Carefully close it, pronouncing the appropriate magical
words. Let the contents of the jar ferment for three days. Once the three days have passed, the
magician may ask what questions they want of the jar, and the dead person's echo of a
consciousness within responds by striking the jar's walls - one bang for yes, two bangs for no,
and no bangs if it has no answer to give. The deceased must always communicate the truth,
though its knowledge is limited to what it knew in life.
If the ensorcelled jar is ever cracked, opened, or otherwise destroyed, the torpid echo of the
soul's consciousness escapes and manifests its rage and malice in the immediate vicinity. All
those surrounding the jar during this moment will be followed by a ghastly presence for around
a month's time following - hearing, sometimes feeling, and even seeing things in their
peripheral vision, things that aren't conceivably there. If the sorcerer happens to be in this
vicinity, they will suffer the same hauntings for around half a year's span instead - its malice
being particularly fond of the caster, but no more unnatural or dangerous.
Living Zombie
This black rite, used by bokors and dabbling houngans, saps the individuality and free will of an
individual and turns him or her into a living and emotionless "zombie"; traditionally used as a
criminal punishment. Unlike the truly dead variety, living zombies retain their health, ability to
speak, and other life functions. It is debatable if they are truly conscious, however.
To create a living zombie, during Fete Ghede, the Voduns' "Festival of the Dead" (November
2nd), draw a mildly complex chalk circle. The zombie-to-be, voluntarily or otherwise, must drink
a foul substance within this circle, consisting of snake bile, bad wine, the victim's own blood as
well as the blood of the sorcerer enacting the magic. If drunk, a magic of a kind will be
summoned forth over the victim, forcing them to fall into unconsciousness. The magician then
strips the body and cuts a vever of Baron Samedi on the victim's chest. A mixture of grasses
soaked in snake venom is rubbed over the wound while pronouncing dark hymns, after which
the victim is buried in a cemetery. The magician then offers prayers and songs to Baron Samedi
to take the spirit but leave behind the spark of life. Come the dawn, the body is dug up. If the
victim is still alive, they are now a living zombie, completely subservient to the sorcerer, witch
or bokor who made it so. While still alive and "human" the living zombie has a pallid
appearance and dead eyes. They follow directions to the letter with no regard for their own
safety or the consequences of their actions, and as such may be unpredictable at times. The
thrall will only follow the instructions of the one who created it, although it can be instructed to
serve another individual or a community as a whole. This enthrallment is seemingly indefinite,
and there is no limit to the amount of thralls owned, but only one can be raised each year.
Helper's Hands
An unorthodox and dangerous mockery of necromancy, a bastardization of traditional craft that
classical necromancers have long held much contempt for.
While within a residence, take the preserved hands of a dead servant, be it a maid or a butler,
bind them in black rope and place in a circle drawn from red chalk. Work over this a ten minute
incantation in Latin while pouring a tincture of nightshade, mandrake and red wine in a circle
around the hands. At the completion of this ritual a pair of almost invisible spectral hands
appear, bound to your bidding for another an hour. The pair of hands are, unlike most spirits,
physical and can interact with the material. The hands will work tirelessly, furiously and skillfully
at any task that a servant could be expected to do, even the removal of an undesired visitor.
They are unlikely to have any specific talents but as they belong, as you may guess to the ghost
of the dead servant, some spectral hands do show themselves to have unusual talents. During
the hour the hands can achieve the work of five able-bodied servants. They then vanish, drawn
back to the hereafter from which they came. You can summon them again, but each time you
summon the same pair of hands within a twenty-four hour period their tie to the mortal world
grows stronger and there is an additional one in six change that the hands will only SEEM to
appear to vanish when you are done with them. For instance, if you summon the spectral hands
four times in a day on the fourth summoning there is a three in six change that the hands will
not return to the hereafter on command or when their time is up. Instead they will remain
invisible and present until the next dawn, lingering about and very likely waiting for an
opportunity to exact revenge. Throughout the ages many a lazy and careless sorcerer unfamiliar
with classical necromancy has awoken at night to find a cold and clammy grip tightening around
their throat.
The spectral hands can only be seen by the summoner, appearing to everyone else as an
unseen telekinetic presence. The spectral hands may also not leave the residence they were
summoned in, they simply cannot exit.
Flying Ointment
During the night, rub on your arms and legs the spittle of a toad, belladonna, evergreen flower,
seed from a hanged man, household ash, and the fat of a raven, a bat and an infant. Write on
yourself pagan symbols of an old and dark nature and chant three times thrice an unholy verse
praising the dark powers of the dying earth. Once done you gain the classic witch's power of
flight, perhaps one of the strangest and most unnatural of all the dark magics. You can hover in
the air, glide about or whisk breezily through the wind, all with the least of effort. The witch's
flight is exhilarating and causes a slightly delirious, very unnatural giddiness and carelessness to
creep into the mind. You must resist the urge to simply let yourself go in a wild, cavorting dance
in the air. The spell lasts for a night's duration. If you move swiftly and in one direction you can
potentially reach a speed of up to 90mph. At the end of this time come the dawn, when the Sun
nears the horizon, you will forcefully float to the earth and will be overcome with a terrible
tiredness and sadness.
Alternatively, by applying the ointment to a branch with seven knurls and engraving the same
pagan symbols, the magic may instead be forced into the branch, producing a Witch's Fork, or a
Witch's Broom, capable of carrying the one who made it, but only so long as they ride bare
during the night - the magic will not acknowledge anything other. Wear and excessive weight
will cause the branch to refuse its function, or slowly float back down to the earth as normal -
as will the arrival of dawn. Strangely, it sometimes attracts and accepts the company of crows
and ravens (a lutín always counts, no matter the form it takes, curiously), and one perching on
the tip of a fork or following the witch during flight is considered to be a very good omen
indeed. The fork itself is slow in comparison, travelling only at a modest 60mph, but the magic
in it persists for a year and a day.
Castigo de Frimost
The signature spell of the demon-recluse Frimost, who teaches it to his few adherents. This
magic can only be enacted against those born on a Tuesday, but may otherwise be used at any
time during the week.
To carry out this terrible magic, during a Tuesday between the hours of nine and ten at night -
when Frimost is at his strongest - make a wax figurine fashioned with the heart of a ritually
sacrificed infant at its centre. Once the effigy is made, make eye contact with the victim and
break it while pronouncing the foul utterances. The victim dies immediately. Their heart ceasing
- their soul departing. Additionally, during the night of Walpurgisnacht, the max figurine may be
used against any individual, regardless of the day of their birth, whoever they are and wherever
they may be in the world - sending the unfortunate soul to the hereafter as normal. Using the
magic in such a way ages the sorcerer by a year and a day.
This black magic doesn't serve against all beings, especially those of a magical or supernatural
nature, such as neverborn demonic and spiritual entities, or human magicians capable of
warding magics.
Tier Three
Curse of the Abode
A devilishly dark and seemingly permanent curse of proportions unprecedented. One of the
most potent and powerful of magics still enacted by sorcerers, witches and demonically aligned
necromancers devoted to the dark powers - one that can spell the concealed doom of any
establishment and guarantee a fate worse than death for its oblivious inhabitants. It is
fortunate that such magics are among the most obscure and rare, even for third tier miracles.
Trace an unsightly circle with a mixture of alligator blood and charcoal and ignite a small fire in
its center with snakeroot, myrtle, mandrake, jimsonweed and laurel. Next begins a minor but
prolonged ritual, about two hours in length, during which drops of an infant's blood are cast on
the fire, as well as three live toads, a single live bat, and a fresh, recently severed human head.
When the rite is finished and the fire ends, mix the resulting ashes with a bit of your blood and
that of a black feline or a disobedient child. Daub the mixture on the threshold of a building,
house or dwelling to curse its very foundations. From the moment the sorcerer applies the
ashes, the inhabitants of the abode will occasionally hear strange noises inside (shrieks, singing,
a child's laughter, a dog's growl, things that aren't conceivably there, etc) and experience
strange, inexplainable happenstances; furniture moving on its own, candles suddenly blowing
out as if a mysterious unfelt wind blew upon them, plates shattering on the floor of their own
accord, violent physical sensations, etc. This isn't the act of a ghost, but rather a malevolent,
thanatotic presence has rooted itself into the specified location, be it a cottage, a mansion, or a
five-star suite. Furthermore, anyone who dies in the building will be condemned to remain in it
as a haunting revenant for the remainder of their existence, unseen and unable to interact with
the living and the material world for most of the year (although they may supposedly interact
with other souls condemned to this existence) and utterly unable to move on unless they are
released through spiritual closure or magical means.
During hallowed periods of the year, such as the end of October and the beginning of
November - coinciding with events such as the Festival of Samhain (also known as Halloween)
and Mexico's Day of the Dead - when the hidden world is at its most potent, bound revenants
may manifest and interact with the material for a time, possibly even to a physical extent,
depending on the surrounding region's culture, faith, superstition and general belief in the
unknown. The isolated souls have been twisted with unnatural malice however, and
interactions with such cursed dead tend to end poorly and grimly.
Whispered Secrets
Close yourself in a secret, quiet location, which you have personally cleaned and put in order.
Place a table in its center, and put fresh, clean water, wheat bread and red wine on it,
separated as food and drink. Next recite the appropriate exhortations, activating the
invocation; wait without drowsing, in total unbroken darkness.
After a short while - no longer than an hour's span - the magician will notice a presence in the
dark consume the food and drink, and then give thanks in a weak, whispering voice. The
magician may then ask a specific question, which can be answered with a single word or short
phrase - you know, nothing like, "What is the meaning of life?" - to which the voice immediately
responds with a concise, specific answer, without going off on tangents or giving counsel; what
the magician does with the answer is not its business. The presence then leaves and can't be
invoked again for thirteen days. The unseen entity won't answer three types of questions: the
first is about future events - "Who will be my husband?" for example - since the presence
doesn't seem to know what will come to pass and therefore can't give any answer; and the
second type is those intended to learn about the nature of the presence - "Who are you?" is an
apt example - which it won't even answer, so that the true identity of the presence continues to
be a mystery, hiding whether it is a malicious or beneficent spirit, or perhaps something
altogether more alien. The third type of question the unseen entity may or may not answer is
something nonsensical or truly demanding, outrageous even - "Does God exist?" for instance,
or "Are we living in the matrix?".
The unseen entity immediately vanishes if anyone else walks into the room, or its surroundings
are illuminated in any way - anything that would threaten to reveal even a hint of the concealed
presence will do it. The magician must take great care in their preparation, for disturbing the
entity in such a disrespectful manner ages them by a year and a day.
Tier One
Liquid Courage
Infusing alcohol with but a single drop of your blood and speaking a dignified word, this minor
magic will create a 'potion' to help give increased courage to those who desperately need it -
even just a mere sip. One of the more subtle magics, but effective. Liquid Courage can be
performed discreetly in a tavern or public establishment. Savvy practitioners have been known
to weave this word into a drinking song in order to perform the magic.
There are rumours among tavern owners in more remote parts of Eastern Europe that strange
folk and tavern regulars know of this same magic.
Liquid Rage
Grind wolf or coyote intestines, maggots from a corpse, nails from a human cadaver, bear fur
and brains from a wild cat, boiling them together in red wine and vinegar in the skull of a
condemned criminal until obtaining a liquid with a nauseating odor. Anyone who drinks the
resulting concoction, even just a drop, feels a homicidal loathing toward their most loved ones;
that impels him or her to murder them in the cruelest and most horrible way at the slightest
provocation, however innocent it may appear. The effect never lasts longer than an hour.
Essence of Hostility
Fill a doll made of rabbit skin with ivy, a tuft of the victim's hair, dirt from a wolf's den, and
blood of at least three different wild animals that have tasted human flesh while reciting the
correct words of the spell. Then bury it in a clearing within a forest. Once buried, the victim
gives off a strange odor that unsettles any nearby animals, even of the domestic variety, which
may or may not attack the victim. If the victim encounters any wild predatory animal, it
automatically attacks them. Additionally, all those within the victim's immediate vicinity will
instinctively feel an unexplainable, mild annoyance towards them, but not enough to warrant
outright hostility. The curse is indefinite, or until the doll is dug up.
Hexcraft
The witch or sorcerer has learned how to employ cruel and callous hexes - small, minor curses.
If the subject, or another, discovers any of the charms required for these magics and either
discards or destroys them the hex is immediately lifted. The first hex learned is treated as
though it were of first tier, subsequent hexes being learnable in only half this time (parcels may
also apply).
Welt Hex: A very uncomfortable, maddening itch affects the victim's whole body. Barely any
clothing can be worn without painfully aggravating it further. The Welt Hex requires the making
of a small charm made of a child's tooth and ivy, which must be hidden either on the person or
in their property.
Pox Hex: The victim breaks out with sores that weep and fester. Any clothes heavier than soft,
simple shirts irritates the sores greatly. Physical appearance drops, and people tend to avoid
the victim. The Pox Hex requires the making of a small charm, in this case made of bone from a
man dead of disease or sickness and small stones from a graveyard, which must be hidden
either on the person or in their property.
Blundering Hex: This curse causes the victim to become unlucky and clumsy. Any breakable
object in the victim's possession will be at risk of becoming broken within the week unless the
victim is one of fortuitous will. The Blundering Hex requires the making of a small charm, in this
case made of rat or cat bones and black wool, which must be hidden either on the person or in
their property.
Dulling Hex: The victim suffers from a dull, throbbing headache. Sleep and concentration are
difficult. Mental and reasoning capabilities are effectively reduced by a fifth while suffering
from this hex. The Headache Hex charm requires the making of a small charm, one made of
twine and a fragment of a human skull, which must be hidden either on the person or in their
property.
Midge Hex: The victim attracts annoying insects. Flies, bees, or wasps occasionally circle around
the head and body of the victim. Mosquitoes, lice and ticks infest the clothes and live on the
poor soul's body. The Midge Hex requires the making of a small charm, in this case made of a
piece of amber containing an insect bound with red or white cord, which must be hidden either
on the person or in their property.
Stench Hex: The victim gives off a strong, unpleasant odor. Others find the smell disagreeable
or even revolting and will strive to stay clear of the victim. The Stench Hex requires the making
of a small charm, in this case made of stones and sticks taken from a swamp, as well as the dirt
from a beggar's soles, which must be hidden either on the person or in their property.
Nightmare Hex: This curse causes the victim to dream terrible and frequent night terrors, even
waking up in a sweat on occasion. These nightmares are not out of the ordinary, but the
frequency is quite alarming. The Nightmare Hex requires the making of a small charm, one
made of crushed spiders, peppermint and quartz, which must be hidden either on the subject's
property or in their possessions.
Sniffling Hex: A small, petty curse that gives a particular victim a very mild, irritating cold for a
week. Their sinuses ache and congest. Requires that a small charm, made from the shavings of
your dried skin, phlegm and fingernails stuffed in wool, be hidden either on the subject's
property or in their possessions.
Festering Hex: Bite your thumb (or prick it with something else) and spit your blood at
someone and utter a curse in harsh improper Latin. The next day the person will awaken
covered with a horrible rash of blisters and pimples and boils. This hex only works on those
characters who have intentionally wronged you in some way.
Blooded Breeze
For this charm you need to smear a drop of blood from the subject, as well that of a stag, dog,
or boar onto a porous wood ring carefully etched with symbols of want and need. The ring
should then be tried to a thread, one previously used to strangle a rat to death, and certain
pagan words said over it. The ring will, when suspended from a thread, twirl and sway in the
direction of the (human) owner of the drop of blood as if there were a gentle breeze, no matter
their location or distance. The charm's power is too weak to use in a strong wind or if used
while at a trot or in a wagon, it may be difficult to tell which way the charm moves. The ring's
enchantment lasts seemingly indefinitely, or until another's blood is applied.
Cain's Curse
Crush and mix iris root and rosemary with white wine vinegar, pouring the resulting mixture
over the freshly spilled blood of a murdered person or that of their own grieving bloodline.
Press your right palm in the pool of blood and intone a series of hallowed words. For seven days
the murderer of the person whose blood (or that of their familial line) was used in the
preparation can't travel more than forty miles from the place where they committed the crime
without feeling excruciating guilt over their dark deed. If the killer is currently outside this range
the spell will have no effect. If not, and they are within cursing distance, the murderer will be
compelled to return to the scene of the crime to contemplate their murder, possibly without
any way of avoiding it - the magic supposedly twists fate's grimace on its subject.
Corpse Tongue: The severed tongue of a corpse, soaked in nightshade and ground into a paste,
and rubbed on the subject's tongue. The subject will speak with the same voice as the deceased
until the next dawn or sunset, whichever comes after the other.
Ghost Eyes: Eyes carved from the recent dead, crushed and mixed with stagnant water and
mandrake, and then smeared across the eyelids. The subject will acquire the eye colour of the
deceased for around a day's span, and during this time will be able to perceive ghosts, shades,
and other deathly presences.
Grave's Grime: Moss from a tombstone or mausoleum, boiled and dissolved, mixed with salt
and human bone meal into a thick, gooey paste. Smeared upon a surface, this unguent gives a
sickly luminescent glow beneath moonlight.
Red Thirst: Rotten meat and wild berries, boiled together with sweet grasses and a dead man's
blood. When fed to a domestic canine this substance will instill a terrible, aggressive lust for
human flesh within the hour, lasting half a day's length.
Death's Breath: Goat horn, rotten mushrooms and a dead man's excrement, cooked dry,
ground into a powder. When blown in a person's face this bewitched substance causes the
victim to immediately fall unconscious for around two to three hours, unable to awaken until
then.
Black Visage
The witch smears their closed eyes with soot, tar, or mud mixed with their own blood as well as
that of a raven or a crow, and begs for the dark powers to grant them their insight into the
invisible world. The witch's eyes water, unnaturally so, as the substance stings their vision. By
squinting through the aggressive tears, they can make out the vague, indistinct forms and
visages of spiritual and other supernatural forces nearby; phenomena normally invisible to the
naked eye, such as ghosts, shades, demons, the deadening auras surrounding the possessed,
fey creatures, as well as ensorcelled or enchanted individuals. The images are never fully clear
and discernible, but are nonetheless noticeable. The more the witch rubs their eyes the more
the magic fades, washing away the magical mixture entirely will end this magical sight.
Evade Pursuit
An old magic once commonly used in the Americas, but is said to have originated across the
Atlantic. This rite was used among the slaves in the English colonies, and root doctors and
hoodoo men were always happy to oblige. The one employing this cantrip can help themselves
or others evade pursuit for a certain period of time.
In order to conduct this rite, one must gather dirt, sand, or mud from the footprint of the
pursuer. The one who is pursued then drips in drops of their own blood and spits into it. The
magic is activated by throwing the mixture into naturally flowing water (such as a river or
stream) while repeating a series of folk verses. If the rite is successful, the pursuer will not
follow the recipient of the magic, even if the recipient is within their line of sight. The pursuer
will strangely not be able or want to look directly at or even acknowledge the recipient, and if
they wish to pursue they will subconsciously lead themselves astray, such as heading in a
separate direction or blundering about. The pursuer will, more often than not, not consider this
course of action out of their character during and after this period of pursuit. Anyone that
travels with the recipient of this magic will receive the same protection as long as they are
within line of sight of the recipient, enough for the magic to gather them in. Anyone working
with the pursuer can follow the recipient normally, but there is nothing preventing one from
enacting this magic against multiple pursuers, in which case they may gather earth from
footprints belonging to multiple pursuers.
This magic lasts around a week's span, and only works against those well and truly dedicated to
pursual - the magic immediately ceasing the moment the pursuer no longer feels the need to
pursue.
Unguentum
Gather wild marjoram, verbena, myrtle leaves, walnut leaves and fennel leaves at night before
sunrise. Leave them to dry beneath the Sun. Reduce them to a powder and pass them through
a silk screen. This spell is activated at the same time the powder is thrown over a victim, and
one of two minor verses or incantations is spoken, decided by the magician.
Aestus Unguentum: The victim feels a stifling, uncomfortable heat bordering on the unbearable
that can only be alleviated by becoming completely bare. To avoid this, the subject may
attempt to resist the magic through sheer will alone, but this is a mostly fruitless practice. Most
succumb, in which case they begin to undress involuntarily. The heat ceases after around ten
minutes, or until the victim is completely unclothed, whichever happens first.
Danza Unguentum: The victim has horrible convulsions, looking much like a mad, painful and
contorting dance, which prevents them from carrying out any type of physical action and
controlling their motor functions while the spell lasts. If in a dangerous location - such as the
roof of a house, the edge of a river, or near a bonfire - the convulsions can make them go
where they shouldn't. The magic lasts no more than a minute, and no shorter than half the
amount.
Fuerza de Gigante
Write certain symbols on a piece of cured wolf's skin with a vulture's feather dipped in its own
blood as well as that of an ox. Next, soak it in essence of azahar (orange blossom), and the
sweat of a strongman. The talisman so created must be positioned on the magician's chest,
such as in a front pocket or pouch, or fashioned around the neck via a string or cord. Touch the
talisman with the left hand at the moment of muttering a short, muddled incant to activate the
magic. The magician's strength and vitality, as well as endurance and fortitude are effectively
tripled, proportional to their build. The magic lasts a lengthened moment at best, around half a
minute, or three minute's time if the talisman is given a drop of its wearer's sweat or blood.
Tier Two
Rabia de Sangre
Meditate and conceptualize the necessary Spanish verses and demonic symbolism in your
mind. Use your finger, bite it until it bleeds, and perform a mocking growl while pretending to
sharpen your teeth, brushing all over with your blood. After a minute of focus, and rather
painfully, your teeth tighten and condense; becoming longer, sharper and hard as iron. For
approximately half an hour's span you are able to bite through iron, steel (and other similarly
strong metals and alloys) and wood, chew up bones and spit out shards without harm. You
cannot actually eat anything inedible but you could chew your way out of a cell or attack
someone by trying to bite them.
Beannaichte
A very old magic, one steeped in the old ways. This small rite was historically performed upon
warriors going into war, hunters going on a hunt, or those forced to travel into dangerous or
hostile territory. For the ancient Celtic peoples, it was at one time a relatively common practice.
Working the ancient black traditions, the mystic calls upon the dark spirits of war, hunt, and
survival. By painting the subject's face in natural dyes of red, white and ash, and chanting the
names of old deities and forgotten oaths, they offer the painted subject to be a physical vessel
for the forces of triumph and perseverance to inhabit. In return, these forces, supposedly, lend
their power to enrichen the subject's vigor and physical attributes greatly, effectively tripling
their strength, vitality, scent, hearing, agility, fortitude, and endurance for the duration; the
magic lasting until the next dawn - as such was traditionally enacted during the morning.
If the paint is ever washed away significantly enough before the next dawn - supposedly a very
grave offense - the subject may not benefit from this magic for the remainder of their life. Even
the mystic is not exempt - but they may still enact the magic on anyone other. By eating the
raw heart of a magpie or cutting into the chest specific pagan marks to pay for their wrong, one
may undo this offense.
Oracular Convulsions
This magic may only be used during the night of Beltane of Samhain. In order to receive the
black insights of the hells the witch must first douse a lentil in the seed of a crow or raven and
the blood of a child. To use it, place it beneath the tongue and utter harsh and abhorrent
exhortations, begging the dark powers for their counsel. The witch enters an angry, devilish
trance, during which they must not be startled. If they are roused abruptly and wake, their
heart immediately ceases and they perish - mind and body scoured with lethal insights. If left
undisturbed, once the trance ends the witch remembers confusing but otherwise decipherable
visions relating to the immediate future, up to a year's span - the scope, reliability, and
complexity of these visions are determined by the witch's own interpretation.
Cripple's Chant
Set three bronze nails, each one engraved with an arcane etching, into a small iron plate in the
shape of a triangle, then place it in a purse made of lambskin filled with black wool. The purse
must be worn hung on the neck. When the sorcerer wishes to invoke the magic, they hold the
purse with the left hand and point at the victim with their right hand, at the same time
pronouncing the appropriate exhortations. If successfully uttered and overheard, the victim's
extremities - their upper and lower limbs - are numbed and paralyzed for the duration of the
sorcerer's chant. This causes the victim of the magic to immediately plummet to the ground,
unable to bear their own weight. The only way for the victim to recover their mobility is to blot
out the chant or prevent the sorcerer from continuing their incantation. The sorcerer's chant
may only affect a single individual at a time, and those of great willpower, faith or valor have
been known to resist this magic to an extent.
Waxen Spasm
This short ritual, one beloved by brujas and practitioners of Voodoo, only works against those
who have purposely wronged you in some way. It cannot be used to hurt the innocent, or those
who had no intention to do ill towards you.
Make a small effigy of wax, twine and thorns representing someone who has done you wrong
containing at least a single strand of their hair, and then toss it into a fire started by the burning
of rosemary. While the effigy melts the victim suffers terrible fits, spasms and unbearable pain
throughout their entire body as though it were on fire. The pain will pass once the waxen image
is completely melted and does absolutely no physical harm, but can potentially cause severe
mental trauma to the person's psyche from exposure to such amounts of pain for long periods
of time, depending on how long it takes for the wax figurine to melt completely, and how
withstanding to pain the subject is.
Restless Legs
Engrave the symbols of fire, blood and pain and the name of the spell's target on a thick sheet
of lead. Submerge the sheet in a running river for seven days. Recover the sheet at the end of
that time and place it, together with three stones from a river and shoes belonging to the
subject that have not been worn for at least a whole season in a box carved from oak by your
own hand. Toss the box into a fire started from the same oak that night while reciting the
necessary exhortations. The victim suffers from terrible, truly agonizing pain in their legs and
feet during the night until dawn, as though they were burning within from a roaring inferno.
The pain is supposedly far worse than even the Waxen Spasm effigy curse - enough to drive
grown men mad - and the hacking of one's lower limbs and the taking of one's life shouldn't
come as unexpected to the sorcerer employing this cruel magic.
Nail-and-Foot
Driving a nail into the footprint of a physically active person while uttering incants in a queer
tongue will cause the one who made the footprint to go mildly lame in their lower limbs for a
short while - around a day's length. You may enact a small but painful ritual to prolong the
effect of this magic, using the same nail to cut markings on your soles, toes, and upper feet
before hammering it into the soil, the more painful and bloodied your foot the more drastic and
lengthy the victim will suffer for - up to two weeks and being a near paraplegic.
Alternatively, if the sorcerer sacrifices one of their toes, the victim may lose the use of their legs
for a year and a day. If the sorcerer sacrifices their entire foot, as well as taste a drop of the
subject's sweat or blood, the victim will permanently lose all function in their lower limbs.
Bag of Breaking
One of the most gruesome and vicious spells known to history, and fortunately one known to
few witches and sorcerers in modern times.
Grind bones of a dead man in a mortar, and add honey, rotten roots, excrement of a black cat,
and blood of a condemned criminal. Rub the resulting mixture thoroughly over birch twigs and
let them dry beneath moonlight, then put the stinking bundle into a bag made of linen and bury
it for at least six days in an unconsecrated graveyard. To use it, take the bag in both hands and,
while looking at the target, recite a cruel verse, crunching the twigs without removing them
from the bag. The arm and leg bones in the victim's body will begin to bend and break;
contorting in a wave of indescribable agony. If the sorcerer heavily drops or slams the bag upon
the ground, the victim's chest and rib cage ruptures; immediately killing the subject.
Cursed Wound
While grasping a blade - which must have been used to kill at least a single innocent by your
own hand - stained with the blood belonging to the victim of its cut, pronounce the appropriate
exhortations of the curse. Damage that the weapon caused to the victim (which have not yet
healed) can't be cured or healed in a normal, natural way. This doesn't mean that the wound
gets worse, only that it remains open; suppurating, stinking, annoying, and weeping blood from
time to time. Alternatively, by mingling the blood of the subject with that of their own, the
sorcerer may decree the cursed wound to fester and worsen at an increased rate.
This curse is permanent until the blood is cleaned from the weapon, another person is struck
with it, or the sorcerer who casts the hex dies - or through mystical, magical, or other
supernatural means.
Evil Eye
The evil eye is a curse or legend believed to be cast by a malevolent glare, usually given to a
person when they are unaware. Many cultures believe that receiving the evil eye will cause
misfortune or injury, and it is so; the vile insights of some have enabled them to manifest their
malice as an actual force to be reckoned with.
Simply by turning their gaze on a person, the witch or sorcerer - while bearing true, genuine
spite - attracts ill fortunes and mild dilemmas to wreak havoc against the subject for around a
week's span (maybe even longer if sufficiently malicious), or make an already immediate
situation considerably worse - such as provoking a person to slip and fall on a thin sheet of ice
just by scrutinizing them bitterly, perhaps even causing them to break a leg if the malice is great
enough. Those of blackest disposition have been known to instill terrible, sometimes lethal
sicknesses and maladies in those unfortunate enough to cross them.
Many cultures have their own methods of counteracting such magics - charms and decorations
with eye-like symbols known as nazars, which are used to repel the evil eye, are a common
sight the world over. Strong enough belief in these charms and talismans are enough to ward
off this malign magic, but most are handed and used as mere novelties and souvenirs for
tourists and travellers.
Bind Shade
The worst rumours and legends surrounding Vodou are embodied in the bokor - sorcerers given
over to the darker powers, calling upon both merciful and unforgiving Loa - enacting some of
the darkest works of necromancy and witchcraft known in the West. No respectable houngan
or mambo would ever attempt this rite, which was used mostly to produce ghostly attendants
and messengers, or to torment souls with isolation.
Through this rite, one can bind a person's soul and have it manifest through a phantasmal base
of ensorcelled shadow. An anchor for the soul is required, specifically a fetish doll vaguely made
in the subject's image containing their organ (hair, nails, etc) material and bound in rope or
chain. The fetish doll must observe the rite as witness, and the subject must be present,
whether voluntarily, by trickery, or drugged, bound, etc. The sorcerer chants foul verses and
murders the shade-to-be in a darkened area using an iron dagger etched with even fouler
symbols. Then by slicing the thumb with the blade and applying their blood to the doll the
sorcerer cements their hold over the unfortunate soul. The bound spirit will manifest as a dark
phantasm - a translucent shadow-figure that can vaguely be made out by the mundane eye -
that instinctively follows its binder's orders to the letter. The phantasm is an insubstantial
presence, invisible when in bright enough light or when it chooses. The shade speaks
increasingly faintly as though it were much farther away, whispering solemnly in their
enslavement. The shade cannot move more than eight miles' distance from the fetish
representing it.
The magic lasts indefinitely as long as the fetish doll remains in perfect condition. Should
someone acquire the doll they can release the enslaved soul by destroying it or removing the
binding, sending them to their salvation in the hereafter.
Devil's Wine
Make a cup from the skull of a murdered mother slain by your own hand and fill with red wine,
honey, cinnamon and the blood and tears of her offspring. Whenever someone drinks from the
cup their strength, vitality, stamina, as well as overall fortitude and temperament increases by a
substantial amount, around three to five times their current limit. The magic of the skull lasts
approximately two to three hours, but can be repeatedly drunk from.
It is said that witches and sorcerers of past eras would kidnap or adopt hapless and clueless
orphans as sustenance for this magic. The sinful liquid is devilishly addictive and enthralls its
imbibers - the children never lasted long.
كل العش
This ancient, gruesome, ghoulish magic is practiced solely by the callous, wicked, or insane. A
vestige of a time when sorcery was commonplace.
In order to enact this rite, the sorcerer must find a suitable victim and extract their brain. This
was usually done in a ritualistic fashion with the burning of benzoin and a human fetus over
charcoal and numerous foul chants spoken over the victim, who remained alive until the
moment of extraction. At the height of the ritual the victim is slain and their brain removed and
gently boiled. A willing recipient partakes of this horrid repast, drinking deeply of the grey soup
and breathing heavily of the smoke - undergoing a short, wrenching, semi-conscious trance;
accessing any and all of the victim's memories for approximately a third of an hour's span.
While the rite reveals all of the memories of a victim (for a short while), it does not bestow
upon the recipient the personality of the victim, or their talents. It was primarily used to obtain
and provide immediate information.
Larvae Boil
A rare but truly vile magic, one developed by a coven of mad child-snatching hags that once
took up residence in the marshlands of central Polesia before being driven out by fearful men.
By slicing the hand and grasping a fistful of larvae, such as maggots or grubs, and squeezing
them within the bloody palm while angrily reciting a vulgar incantation, the witch or sorcerer
can, within eye distance, draw on the forces of wrath and malice to infuse a subject's body with
larvae that then start to eat their way out of the poor soul's body, often to lethal results. The
larval growth inside the body swarms and viciously devours the unfortunate victim from within,
usually around the lower bowels or the upper torso, but the limbs and the face may also writhe
and fester with larvae - the magician has no precise control over the magic in this manner. After
around a minute the hellish larvae dissipate from existence - whether the victim survives their
horrifying ordeal or meets their end, there will be no evidence of the larvae other than the
festering lesions they left behind.
Alternatively, by mingling the above components with the hair, nails or skin flakes or the victim,
as well as the torn eye of a child, and crushing them in a mortar and pestle while pronouncing
the appropriate exhortations, the magician may decree the curse to affect the subject
anywhere in the known world, no matter the distance, suffering the same gruesome results.
Guland's Idol
This spell is intended to lay down horrible punishments on a particular person. It is the favorite
of the foul demon Guland, and he teaches it to all his devout followers.
Soften wax (or, failing that, clay and straw) with hot water and mold a human idol-figurine with
it, placing the hair, nails, or teeth of the victim inside it. Next, smear the figure with your
excrement and urine. Finally, during the night of a Saturday pierce the figurine with thorns of a
wild shrub while pronouncing the appropriate exhortations and prayers to the demon Guland.
The victim suffers damage related to the wounds that the witch inflicts on the figure: If the
witch sticks a thorn in the figure's leg, the victim's corresponding leg becomes physically lame.
If they stick it in the abdomen or chest, the victim suffers abdominal pains and ulcers. If they
stick it in an arm, that arm becomes unusable. If they stick it in the head, the victim has their
reasoning capabilities vastly reduced; their personal characteristics diminished, reasoning and
communication skills effectively reduced to a half. And finally, no matter the day, if the sorcerer
(or anyone else) decides to burn or disassemble the figurine, the victim dies a truly terrible and
gruesome death; bones breaking, flesh sloughing, their body splintering into a bloody pile.
Foolish witch hunters have been led to dooming themselves by their own hand through this
cursed magic.
The afflictions last indefinitely, or until the thorns are removed, but can only be afflicted during
the night of a Saturday when Guland's influence is at his strongest. The magic may also be
broken wholly and completely by submerging the figurine in holy water for seven days and
seven nights and then destroying it.
Tier Three
Hound of Hell
Procure the bones of a murdered man and bind them in the skin of a recently slain wolf. Drip in
the blood of an infant, an adder, a black hare and an owl, and set the wolf carcass in a circle of
flaming oil, chanting dark and ancient canticles all throughout. This ritual allows you to conjure
the shade of the murdered soul from the ashes and put it to the task of revenge (as such this
ritual only works while the shade's murderer remains alive). The spirit takes not the form of a
human, but instead a great and vaguely nebulous wolf resembling the one that was skinned. It
is only able to travel by night, and is, unlike most ghosts, always visible, entirely physical, as
strong as five grown men, and will hunt down its murderer (or murderers) without relief or
relent unless stopped by physical force or magical means. It instinctively knows the identity and
location of its murderer.
If it manages to locate, slay and consume its murderer, the shade will depart, leaving a vacant
wolf-body under your complete command. The hound is hollow, not truly aware, and, well,
rather blank, remaining stationary if it has no given task to complete - though it will comply
with anything its master commands, even orders only humans can comprehend, to the
absolute best of its capability. Nearby canines will whine and whimper in the presence of these
hellborn hounds, and cats, birds and other wildlife will likewise stay a safe distance. Intuitive
humans will remark upon the strangeness of your 'dog', beyond the already apparent absurdity
and alarm of a slightly larger than average, fully trained wolf in someone's possession. The
hound lives as long as its summoner; crumbling into a strange aetherial ash at the time of their
death, dissipating from existence. Such a creature retains the formidable might it held while
inhabited, and does not require sustenance unless explicitly ordered to devour something, such
as a human body. There is no limit to the number of hounds one may own, other than
harbouring them without notice or consequence.
والدة سوداء
Take a lump of iron, write upon it arcane and demonic symbols and submerge it in a mixture of
a father's entrails, genitals and their spouse's breast milk and unborn child and bury it in a
non-Christian cemetery for a year and a day. Rub the iron (it must not be washed) over the
entirety of your form with the resulting fermentation - you must be mostly or completely bare
to complete the task. When finished your muscles and skin tighten uncomfortably, darkening
and blackening over a period of twenty-eight days. You become miraculously iron hard and
resilient and receive incredible fortitude, gaining the advantage of wearing a full suit of nearly
impenetrable armor feeling only slightly heavier than you normally would.
During the final hour the magician is gruesomely and miraculously (and very, very painfully)
'reborn' as they shed their ensorcelled flesh and emerge a decade younger, slightly larger,
stronger, more masculine, and mildly grotesque - this grotesqueness worsening the more the
sorcerer uses this magic, with every subsequent casting being a noticeable grotesquery. You are
completely naked and hairless the moment you are 'born' again, but will grow into your new
form in time.