THE HERALD OF THE RED KING

You conjure forth a door to the King of Want, and his approach is terrible. You can only cast this spell once, but you do so automatically without needing to roll. The Red King appears, a writhing town-sized knot of jealousy and fire and ironhard scales, and breathes flame so hot that it can destroy anyone and anything it touches. You can direct his attack. When you cast the spell, roll Endure+Occult. On a success, you become the new Red King, a furious engine of desire, and can be summoned by other Junk Mages. On a failure, you are added to his hoard. Either way, there’s no coming back.

THE HERALD OF THE DROWNED QUEEN

You give the Queen what she wants most of all: subjects. You can only cast this spell once, but you do so automatically without needing to roll. The landmark you’re in is half-submerged in water, and from the depths in the centre a throne room rises, bearing the immortal majesty of the Drowned Queen. This is now her dominion, and you are her most trusted advisor; the remade landmark is utterly under your and the Queen’s control. You have a session or two to get what you need out of the situation before you are retired as a player character – driven mad from occult stress, assassinated by agents of a rival haven, or betrothed to the Queen to cement the new expansion.

THE HERALD OF THE STONE CHORUS

You throw open the door to the Chorus’ prison; while they look on in shock, you throw another captive into the cell. You can only cast this spell once, but you do so automatically without needing to roll. A creature or entity you are touching is sealed away in the Stone Chorus’ prison eternally; you become part of the mechanism that locks the door, and cease to exist in any meaningful sense. Nothing can free the target from its prison short of you, the door, agreeing to open.