
Common Lores
Manipulate Gravity:
The demon can alter the way gravity affects her body, allowing her to leap enormous distances, hang suspended in the air or plunge at her foes like a meteorite.
Manipulate Adhesion:
The demon can affect her body's adhesion to physical objects. She can run up walls, hang from a ceiling or cling to the side of a moving car like a spider.
Manipulate Inertia:
The demon can affect the inertia of anything she touches, stopping it dead or granting it irresistible force. She can snatch projectiles out of the air (providing she can see them), or throw an object farther than any human could imagine.
Manipulate Acceleration:
The demon can affect the acceleration of her own body, granting her supernatural speed and force.
Manipulate Cohesion:
The demon can manipulate the state of any inanimate matter she touches. She can walk on water or air or break down solid objects into their component particles.
Translate:
The demon can understand (and be understood by) mortals, regardless of what language they speak.
Insinuate:
This evocation causes mortals to instinctively regard the demon as a potential friend, allaying any initial feelings of distrust or suspicion and engaging their interest in her. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation as well.
Fade:
Demons using this evocation literally fade into the background. Mortal eyes simply pass over them unless the demons choose to call attention to themselves. Demons (and thralls who have been gifted with the demon's resistance to illusion) are immune to the effects of this evocation.
Confess:
Mortals engaged in conversation with the demon respond to his questions with complete candor. Unless made aware of it later with direct questions about events, the mortal affected by this evocation does not remember the details of the conversation. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation as well.
Alter Memory:
The demon is able to manipulate a mortal's memory, changing or removing any recollection of his dealings, or planting memories where none were before. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation.
Lamp of the Faith:
This evocation allows a demon to detect the presence of mortals or other demons in her vicinity by causing their store of Faith to flare like a beacon that only she can see. Individuals glow with a pale blue light, varying in intensity depending on the strength of their Faith, while non-living objects lose color, fading into dark silhouettes.
Send Vision:
In their former role as the Creator's divine Heralds, the Namaru were often called upon to convey God's messages across the length and breadth of the cosmos, delivering Heaven's commands as potent visions that filled a Celestial's mind with images of majesty and wonder. After the Fall, the Demons still made extensive use of this lore, communicating detailed orders to their subordinates in the rebel host or smiting their foes with frightening visions of infernal wrath.
Pillar of Faith:
Throughout the birth of the cosmos and the early days of Paradise, the Heralds were at the forefront of every major effort mandated by Heaven, bolstering the energies of other Celestials wherever necessary.
The Fire of Heaven:
This evocation allows the Demon to channel her Faith as a withering blast of pure white fire, smiting her target with the wrath of a fallen angel.
Hand of Faith:
The mandate of the first Celestial House was to act as the voice of the Creator and to ensure that His Grand Design was fulfilled within the bounds of angelic free will. If one of the Celestials deviated too far from the Creator's design in the process of Creation, the Heralds were able to manipulate the evocation as it happened, modifying the outcome to within acceptable limits. Although this mandate was only rarely enforced, this evocation more than any other spawned the tendency of the other Houses to jealously guard their prerogatives and regard the Heralds with no small amount of resentment.
Fuel:
The Devil's command of flames allows her to fuel existing fires with the power of her Faith, turning a simple source of heat into a raging inferno with a thought.
Ignite:
A Devil's mastery of fire as a fundamental force of Creation allows him to inspire its existance at will.
Command of the Flame:
The Devil's mastery of flame allows her to direct a fire by the force of her will -- the blaze swells, shrinks, moves, and consumes all that she commands.
Holocaust:
This evocation is the ultimate expression of the power of fire. It consumes in order to make way for new life by transforming divine energy into cleansing flames.
Ride the Flames:
By performing this potent evocation, a Devil does not merely command the fire, she is the fire, transforming her physical body into flame and directing it by the power of her will.
Voice of Heaven:
This evocation allows a demon to speak with a voice like thunder or with the clear, perfect tones of a crystal bell. The clarity and power of the demon's words command instant, forcing even the most frenzied mind to pause and consider what the ancient spirit has to say.
Exalt:
The power of the demon's commanding voice is enough to instill hope in the weakest of hearts, spurring mortals to put aside their fears and steal triumph from the jaws of defeat.
Aura of Legend:
This evocation awakens atavistic memories buried deep in the human subconscious, renewing the ancient bonds of fealty that once bound humanity and the fallen in the face of Heaven's tyranny. The ties run so deep that when they arise, it can sometimes drive all other thoughts from a mortal's mind, leaving only the urge to fulfill the ancient duty once more.
The Mark of the Celestials:
During the War of Wrath, both angels and demons found ways to signify their friends and enemies, subtly altering auras to make subjects easier to find or as marks of anger and shame so that anyone who encountered subjects would know their crimes and treat them accordingly.
Revelation:
Although mortals and demons alike use artifice to conceal their true natures, this evocation allows a Devil to strip away a mortal's layers of deception and reveal them for who they really are. It's a moment of truth that many do not have the heart to endure.
Find the Faithful:
This evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith.
Cleanse:
Scourges use this evocation to purify a living being, be it plant, animal, or human. By focusing their Faith on a target, any poisons, infections, or diseased tissue are literally expelled from the body, emerging as a black, fiscous fluid.
Heal:
This evocation allows the Scourge to heal even the worst injuries of demon and mortal alike.
Animate:
This powerful evocation allows a Scourge to infuse non-living objects with the breath of God, giving them a form of rudimentary life.
Restore Life:
This potent evocation allows a Scourge to breathe life into the bodies of the dead, restoring their vitality if not their souls. Unless a soul is available to be connected to the body, the result is a mindless zombie under the demon's complete control.
Remote Viewing:
This evocation allows a Scourge to see through the eyes of one of her thralls. This form of viewing is strictly passive; the demon is merely a spectator along for the ride.
Scry:
The Scourge must know one of the names of her intended subject or be able to hold one of the subject's possessions: car keys, an article of clothing. The demon can observe the subject and her surroundings, no matter how far away.
Mouth of the Damned:
This evocation allows the Scourge to speak and act through the body of one of her thralls. This is more like a form of remote control than outright posession, though. The demon remains firmly ensconced in her host body and simply directs her will through the bond between herself and her thrall, and he may do so at any distance.
Touch From Afar:
Scourges can use this evocation to direct their powers at a target outside their line of sight, as long as they know one of the target's names or possess an article of great personal attachment to the target, such as a treasured possession or a lock of hair.
Many Places at Once:
This evocation is similar to Mouth of the Damned, except that the Scourge is capable of speaking and acting through multiple thralls at the same time.
Summon Wind:
This evocation allows the demon to call up a wind seemingly from nowhere. The Scourge can control the wind's general direction and use it to gain increased distance on a leap or hamper the effectiveness of ranged weapons.
Fist of Air:
This evocation allows a demon to manipulate air pressure, allowing her to crush objects, stun living beings or cause them to burst apart from within.
Comand the Wind:
When a Scourge uses this evocation, he is surrounded by swirling winds that become extensions of his will. He can use these gusts of air to manipulate objects.
Wall of Air:
While Scourges can stir air into an angry gale with but a word, they can also condense it into an impenetrable barrier, stopping solid objects as though they'd struck a stone wall. When this evocation is performed, the air visibility distorts, like old, wavy glass. The stronger the barrier is, the more opaque it becomes.
Cyclone:
This potent evocation allows the Scourge to infuse the air with the power of his Faith, stirring up a raging whirlwind in the time of a heartbeat. This furious storm affects everything it touches, but the demon can focus it against a specific target if desired.
Earth Meld:
This evocation allows the demon to bond her physical body with the earth beneath her feet. As long as the evocation is in effect, she cannot be moved or picked up or knocked down unless she wishes it.
Roil the Earth:
This evocation allows a Malefactor to cause the earth to give up its buried secrets. By concentrating on a particular kind of object (e.g., gold, iron, corpses), the demon causes the earth around her to roil and churn forcing the objects of her desire to the surface.
Mold Earth:
This potent evocation allows the Malefactor to cause the earth to move and mold itself according to her whim. With a sweep of a hand, a wall of earth or stone can leap from the ground to shelter her, or a building's walls could flow like melted wax, creating a doorway that wasn't there before.
Earth Storm:
This evocation causes clods of earth and shards of stone or concrete to tear free of the ground and form a whirling storm of deadly projectiles surrounding the Malefactor, providing protection from attacks and supplying the demon with missiles to hurl at foes.
Earthquake:
By focusing the power of her will, the Malefactor can stir the pent-up energies deep below the earth's surface and create a brief but powerful tremor that can reverberate across an entire city.
Find Path:
This evocation permits the Malefactor to determine if a path exists between herself and a destination that fits the criteria she requires. The path is visible to only the demon and anyone she touches, revealing itself as a faint, silver-blue line, like a ray of moonlight.
Lay Path:
At this level, a Malefactor doesn't have to look for a useful path. She can lay one to suit her needs, though it's not something that can be done on the spur of the moment.
Conceal Path:
Paths, once formed, can be found and followed by any demon who has the eyes to look for them -- unless they are camouflaged by the demon that made them.
Close Path:
This evocation allows a Malefactor to seal both ends of a path: denying its use to both friend and foe until it is opened again. Paths closed in this way are often "locked" using special words that can then be used as a kind of key to allow specific individuals access to the path while restricting others.
Warp Path:
This evocation allows a Malefactor to warp the nature of an existing pathway, altering one or many of its parameters. The path can be traveled in a shorter or longer period of time, it can lead travelers back to their point of origin, it can lead to a different destination entirely, or it can simply loop back on itself without end.
Enhance Object:
This evocation allows a Malefactor to gain an innate understanding of an object and its intended function, simply by running her hands over it or working its moving parts. What's more, she can repair damaged objects or make adjustments that cause them to work better than before.
Activate Object:
With this evocation, the demon can cause mechanical objects to operate by simple force of will.
Shape Object:
This evocation allows a Malefactor to take matter and work it with ease. A wooden board can be worked into a model ship, a plate glass window can be worked into a delicate glass grown or a steel pipe can be shaped by the Malefactor's hands into a razor-edged sword.
Enchant Object:
This powerful evocation is the one most often associated with the angels of the earth: the ability to infuse objects with supernatural qualities that can make ordinary mortals into heroes -- or monsters. Many such objects are specifically created for that purpose, but Malefactors are also adept at taking pre-existing items and infusing them with frightening new capabilities.
Imbue Object:
While the ability to enchant objects made the Annunaki much sought after among the fallen, this evocation made them equally feared as well, allowing a Malefactor to bind a soul -- mortal or demon -- into a specially prepared reliquary or object.
Sense Congruence:
This evocation allows a Fiend to sense localities or people that are at the heart of a convergence of consequential forces. By reading the forces at work in the great design, the Fiend can use this power to always be in the right place at the right time.
Trace Patterns:
This evocation allows the Fiend to view a particular event and analyze the various forces that caused it to occur. This insight comes in the form of vague impressions that sharpen into detailed images as the demon devotes her unblinking attention to them.
Forsee:
This potent evocation allows the Fiend to read the tides of fate in her immediate area and predict events and actions that are about to occur.
Causal Influence:
A Fiend can use this powerful evocation to gain insight into events up to several days into the future, and depending on her intentions, she can home in on which causal threads she must affect to achieve a desired result. It's worth noting that this power provides the demon with information only; it's up to her (or her pawns) to shift fate into her favor.
Twist Time:
This powerful evocation allows the Fiend to alter the flow of time within a small area, shifting it out of phase with the rest of the cosmos. The Fiend and anyone else within this buble of distorted time may act faster or slower than the normal flow of the universe.
Open/Close Portals:
This evocation gives a Fiend complete control of the portals she encounters. Doors and windows unlock, open, or close at her command.
Create Ward:
This evocation allows the Fiend to seal off the portals in an area, making it invoilable to outside forces.
Teleport:
This evocation allows a Fiend to use an existing portal to transport herself instantly to a similar portal at another location, potentially hundreds of miles away.
Co-Locate:
Akin to Teleport, this evocation allows a Fiend to use a doorway to tie two locations together for a short time, allowing others to pass through from one place to another.
Doorway Into Darkness:
This powerful evocation allows a demon to create a doorway into the shadowy space between the physical and spirit realms -- a dark, lifeless reflection of the world. Demons can cross over into this bleak realm for a short time or hide items from prying eyes and then retrieve them later.
Light:
This simple evocation allows a demon to fill an area with pale silvery light, akin to moonlight. The light seems to eminate from the area's surroundings, allowing individuals to move and act in the illuminated area without penalty. This evocation also has a more tactical application, permitting the demon to stun or disorient opponents with intense, blinding flashes.
Bend Light:
By exerting her will and manipulating the properties of light, the Fiend can bend waves around her body instead of reflecting them, giving her a powerful form of camouflage.
Phantasm:
This evocation allows a Fiend to create ghostly images that perform a rote set of actions as directed by the creator.
Illusion:
This evocation is a refinement of Phantasm, allowing the demon to create images that seem completely real until touched. What's more, the demon is capable of directing her illusions and altering their appearance on the fly.
Coherent Light:
The pinnacle of this lore path allows a Fiend to compress light to the degree that it assumes a degree of almost physical solidity, allowing her constructs to interact almost seemlessly with the physical world. Like Illusion, the images created by this evocation can be controlled directly by the demon, and its appearance can be altered from moment to moment.
Read Emotions:
This evocation allows the Defiler to draw a person's deep-seated emotions to the surface, allowing the demon to gain greater insight into the subject's thoughts and desires by studying her body language and expressions. The victim is completely unaware that she is being "studied" in this way. To her, it is as if the Defiler is reading her mind.
Empathetic Response:
This evocation permits the demon to read a subject's emotions and desires and react to them without thinking, molding her behavior to conform perfectly to the subject's expectations. The subject thinks the demon is everything she expected or dreamed of, banishing any suspicion, hesitation, or fear.
Manipulate Senses:
With a touch, a Defiler can manipulate a person's nerves, enhancing perceptions and heightening sensation. The effect can be as broad or as subtle as the demon wishes, and the effects are often addictive unless the victim possesses a will of iron.
Obsession:
This evocation allows a demon to take one of a subject's interests or desires and heighten its allure to the point that the victim can think of nothing else. This obsession can be about a person, an idea, or a project. During the War of Wrath, many Devilers used their wiles to become objects of desire to mortals, and then used this evocation to create legions of fanatically loyal followers.
Inspire:
This potent evocation literally expands a subject's consciousness, permitting him to achieve heights of insight and awareness that border on the inhuman. The subject is able to draw upon the fullness of his mental potential, but when the power fades, the return to reality can be a blow for the person's sense of self-worth.
Summon Water:
The demon can summon water from any nearby source, causing anything from a sudden, concealing fog to a torrential flash flood.
Water Form:
This evocation allows the Defiler to transform her physical body into water, either as a liquid or a mist.
Manipulate Weather:
This evocation allows the Defiler to nudge existing weather patterns, pushing away storms fronts or drawing them to her with surprising speed, and altering the local temperatures.
Command the Storms:
A Defiler can use this evocation to create weather patterns at will, conjuring a storm out of thin air or banishing a hurricane with a wave of her hand.
Invoke the Storm:
The Defiler can surround herself with a raging storm at will, creating wind, water, and lightning in an area as small as a room or as large as a city block. The heart of the storm is centered on the demon, and it moves as she moves. It causes her no harm, though.
Mimic:
This evocation allows the Defiler to assume the exact mannerisms and vocal patterns of a subject, allowing her to disguise herself enough to fool a distant observer.
Alter Appearance:
The Defiler can use this evocation to alter cosmetic features of herself or others. She can change eye color, hair color, skin color, and remove scars.
Alter Shape:
The Defiler can alter his own physical shape and dimensions, increasing or decreasing height, weight, shoulder width, and girth.
Doppelganger:
This evocation allows the Defiler to alter her appearance completely, based on the expectations of her victim. She assumes the form of the person that the victim expects or wants to see.
Shapechange:
This evocation gives the Defiler complete mastry over the physical features of herself or others. She can transform herself or someone else into the apex of human beauty. She can condemn those who displease her to a nightmare of twisted flesh.
Summon Animals:
This evocation allows the Devourer to detect the presence of animal life in the surrounding area and to summon those creatures to his side. These animals instinctively protect the demon.
Command Animals:
This evocation extends the Devourer's influence over the beast of the earth, allowing her to command one or more animals to do her bidding.
Possess Animals:
The demon is capable of possessing one or more animals and acting through them as an extension of her will. During the War of Wrath, many Devourers went to war possessing entire packs of terrible beasts that wrought havoc among the Host's human allies.
Animal Form:
The Devourer can take the form of any animal whose blood or flesh she has tasted. Conservation of mass does not apply, so a 95-pound woman can become an 800-pound tiger if the demon desires.
Create Chimera:
The Devourer is capable of manipulating an animal's physical body, enhancing its capabilities or mutating it into a hideous, fantastic creature that combines characteristics of numerous different animals.
Wilderness Sense:
The Devourer gains an immediate sense of the surrounding area, building a map in her mind of the region's natural features, the plants and animals that inhabit the place, as well as the location of any interlopers that the local fauna consider a threat.
Quicken Growth:
The Devourer can fuel rapid and unchecked growth in the local plant life. Trees shoot skyward, vines swell, fissures spread through any object to which they are rooted and briars envelop their surroundings.
Command the Wild:
The Devourer can direct the rapid growth of local plants by force of will, affecting the environment in specific ways according to the demon's plan.
Possess Plant:
The demon can take over the living essence of one or more plants, making them extensions of his will. The plants move with supernatural speed and strength, performing any action the Devourer desires.
Mutate Plant:
The Devourer can manipulate a plant's composition and form at will, creating new, specialized breeds according to her desires.
Body Control:
This evocation allows the Devourer to alter the body chemistry of her host body and others. She can purge poisons (both natural and manmade) and increase or reduce metabolism.
Manipulate Nerves:
Like Body Control, this evocation allows the demon to manipulate a subject's nervous system. Strength and reflexes can be enhanced, senses can be dulled or sharpened, or the person can be subjected to waves of intense pleasure or pain.
Manipulate Flesh:
This evocation allows the demon to manipulate a subject's physical form (be it her own or another's), adding muscle mass, increasing bone density or expanding mental faculties.
Restore Flesh:
The demon is capable of restoring an animal or person's body to its original form, no matter how torn or mutilated it has become.
Shape Flesh:
The demon is capable of transforming human flesh into any shape desired. Mortals or fallen can become monstrous creatures straight out of legend.
Read Fate:
This evocation allows the demon to look into the eyes of a dead body and see the manner in which he or she died.
Decay:
One of the Reaper's primary powers, this evocation accelerates the process of decay, reducing living and non-living matter to its component particles.
Vision of Mortality:
This evocation saw frequent use in the War of Wrath, permitting Slayers to fill the minds of their foes with visions of impending death. Even battle-hardened angels found their mettle sorely tested by these bone-chilling sights, throwing down their arms and fleeing before the Halaku's remorseless advance.
Extinguish Life:
The Reaper's touch means death. By placing a hand on a living body and exerting her will, a demon can sever a victim's soul from his body, killing him instantly. This capability can be used on the fallen as well, but rather than cause instant death, the evocation produces an icy chill that saps the vitality from a demon's body.
Unlife:
This powerful evocation allows a living body to function without the resence of a soul or vital spirit, creating an unliving creature completely under the Slayer's control.
Speak With the Dead:
This evocation allows the Slayer to communicate with spirits roaming the physical or spirit world. Spirits addressed in this way are compelled to respond, and they must answer the demon's questions to the best of their ability.
Summon the Dead:
Slayers can use this evocation to summon spirits to their presence, their influence reaching across entire city blocks. Spirits summoned in this fashion must come to the demon whether they wish to or not, and they remain until dismissed.
Command the Dead:
A Slayer may command a spirit of the dead to do her bidding, forcing the ghost to perform any actions that the demon desires if her will proves greater than its.
Anchor the Soul:
This powerful evocation allows a Slayer to anchor a disinterred mortal soul (or a demon's spirit) to a physical object, creating a haunted artifact that traps the spirit in the physical world. In the darker days of the War of Wrath, Slayers used this evocation to bind the souls of mortals and angels to fuel powerful weapons and tools crafted by the annunaki.
Restore the Dead:
This evocation allows a Slayer to anchor a spirit into any soulless physical body. This effort returns the ghost to the land of the living, at least for a short time.
Sense the Barrier:
The Slayer is able to sense the relative strength of the barrier between the physical and the spirit realms in an area as large as a city block allowing the demon to home in on regions where the boundary is exceptionally thich or thin.
Step Beyond the Veil:
This evocation allows the Slayer to physically cross the barrier into the shadow world, a lifeless mirror image of the mortal world. Doing so allows the demon to travel vast distances in the shadow realm at the speed of thought and return to the physical world at a corresponding location.
Crossing over also allows a demon to interact with the spirits of the dead that linger on the other side.
Ghostwalk:
This evocation allows the demon to exist simultaneously in both the physical and spirit realms. She can interact with both mortals and spirits, and pass through objects in both places.
Reach Across the Barrier:
The Slayer can peer into and reach across into the spirit realm the same way a mortal retrieves something from a cupboard, placing or retrieving items between the realms at will. During the War of Wrath, this evocation was used extensively to place powerful weapons or other items beyond the reach of the Slayers' enemies. Many still remain there to this day, waiting to be found.
Pierce the Barrier:
This evocation enables the Slayer to create a temporary doorway between teh living and dead realms, allowing other demons to cross into the shadow lands if the portal's creator wishes.