ASCENDANCY
You know the secret of singing the City Beneath into different shapes. Roll Compel+Occult to cast this spell and draw the Heart Itself into the area around you. The area you’re in gains the Occult domain, and reacts appropriately: magic circles blossom on the floor and thrum with dark power, mist floods the air and so on. This lasts until the end of your current situation.
MINOR: BYPASS
The first time you cast this spell on a delve, it functions as a D6 Boon.
MINOR: BLOOD CALLS FOR BLOOD
All weapons used in the area increase their stress dice by 1 step for both adversaries and player characters.
MINOR: REFUGE
Clear D6 Fortune stress on you or an ally each time you cast this spell.
CRIMSON MIRROR
You bleed onto an upturned mirror, and omens swim within the crimson. Roll Discern+Occult to cast this spell before you embark on a delve. On a success, you see three omens; describe them. You don’t have to be too specific – in fact, the more vague you are, the better. These are fated to come up on the delve. The first time you interact with whatever you find that relates to each omen, you roll with mastery.
MINOR: SHARED VISIONS
Your allies can also roll with mastery when they interact with the portentous items.
MINOR: SCARLET INSIGHT
Once per session, when you cast this spell, clear D8 stress from Mind or Fortune.
MINOR: DIRE PORTENTS
Once per session, re-roll any dice that you or anyone else rolled; the original roll is a vision you received, and you shout a warning (or act differently this time around).
EXSANGUINATE
You pluck a target’s blood out of its mouth and nose, choking it on its own viscera. This spell functions as a weapon with the following tags: (Kill D6, RANGED tag). You can mark stress accrued as a result of using this spell to Echo.
MINOR:RETCH
The stress dice increases to D8.
MINOR: MAESTRO
The weapon gains the PIERCING tag.
MINOR: AS ABOVE, SO BELOW
You do not need line of sight to use EXSANGUINATE as long as you have a sympathetic token connected to your target (their hair, a figurine in their shape, a favoured item of theirs, etc.), but you are still limited to making an attack within the usual distance of the RANGED tag.
FAMILIAR
You have developed a special relationship with a creature; you feed it your blood, and in return it accepts the monstrous changes of your magic. You are accompanied by a small creature – no bigger than a dog – that is cowardly and strange to look at. Describe it. When you take stress from magical sources (including your own), you may assign that stress to your familiar instead of your own resistances. When you mark 4 total stress to your familiar, it is unavailable until the start of the next session. It returns changed; describe what aspect of it has been transformed by the magical energy coursing through it. At the start of each session, remove all stress marked against your familiar.
MINOR: RESILIENT
You can mark 6 total stress, instead of 4, before you lose access to your familiar for the remainder of the session.
MINOR: HUNGRY
Your familiar functions as a (D8 Kill, Ranged, Unreliable) item.
MINOR: CURIOUS
Your familiar functions as a (D8 Delve, Unreliable) item.
GREAT AND TERRIBLE
You unlock the power of your true form – an awe-inspiring union of magic and flesh. You are no longer forced to assume your true form (see TRUE FORM) when you take Major fallout. When you choose to enter your true form, all adversaries who can see you take D4 stress.
MINOR: ENTHRALL
When you enter your true form, you may mark D4 stress to Echo; all who see you transform are stunned into inaction, and you have enough time to make a single action entirely unopposed.
MINOR: SACRED OBJECT
Once per session, when you assume your true form, downgrade one Blood fallout result you are suffering from by one step.
MINOR: UNION
Once per situation, when you are in your true form and an action you perform would be considered Risky, treat it as Standard difficulty instead.
LAIR
You adopt or create a predatory building and claim it as your own; it still eats people, but it doesn’t eat you. The building in question is no larger than a small shop or study. Inside, the shadows crawl and scurry, the walls creak and whisper and a maddening heartbeat thuds at the back of your consciousness – perfect for you, but unsettling for anyone else. Any non-witch who enters your lair must roll Resist+ Occult and mark D6 stress to Echo on a failure or D4 stress to Echo on a partial success. When you are in a landmark, roll Mend+Occult to summon your lair. On a success, it’s always been here, as far as anyone knows. Your lair acts as a bond – if it suffers fallout, it’s either eaten someone who’ll be missed or been damaged by suspicious locals.
MINOR: CALM
Your lair no longer inflicts stress on non-witches when they enter, unless you wish it to. You can’t pick specific targets – it’s either active or inactive.
MINOR: RULE
While in your lair, you roll with mastery on all actions.
MINOR: FEED
Once per session, you may feed a helpless or dead person or animal to your lair to remove stress from your bond. The larger the creature, the more stress you remove from the bond – a cat is D4, a person is D6, and if you can haul or lure a bear in there it’s D12.