Sorcery Spell List (GM Eyes-Only)

The Path of the Summoner

Adherents of the Path of the Summoner focus on creating more and more powerful demons. While any Sorcerer can summon an Imp, Summoners focus on calling beings of greater potency and terror from the depths of the Infernal Realm.

Summoning powerful demons without an appropriately strongly-warded Circle is rank folly, and the horror stories of unwary Summoners who attempted to raise devils beyond their control are numerous.

Summon the Imp

Summons an Imp from Hell. Imps sour milk, colic babies, frighten cats and steal trinkets.

Imps traditionally appear as short humanoid figures with bright red skin and deformed chancres which might manifest as spikes or horns; however, Imps are as varied as any demon, and many have powers to change their apparent shape.

Cost: 2AP

Ritual: After ritual preparation, the Sorcerer walks the outside of his circle three times widdershins. He then breaks the necks of each dove, recites the Infernal Formulae and - should it be known - the name and nature of the Demon he wishes to summon. Once the blood of the doves lands inside the circle, the Demon should begin to manifest.

Token: A pair of pure white doves.

Summon the Knight

Summons a Knight of Hell. Knights maim, madden, burn and blaspheme.

Cost: 2AP

Ritual: As Summon the Imp, but instead of the blood of doves, the cerecloth is dipped in spiritous liquors and then set alight at the centre of the circle.

Token: The cerecloth of a plague victim.

Summon the Duke

Summons a Duke of Hell. Dukes sink ships, destroy houses, alter the weather and reveal the most hidden of secrets. Dukes rarely care to converse in any tongue but the Daemonic.

Cost: 2AP

Ritual: The Sorcerer draws the Seven Infernal Seals within his circle, and stands athwart the central cross-piece, chanting the Daemonic Names and invoking the Gates of Pandaemonium one after the other. Once appropriate wards have been placed and the summoner's mind is protected from the awful horror of the sight of a Duke of Hell manifesting, the eyes of the hanged man are thrown to the centre of the circle, where they will remain, suspended, while the Duke slowly grows a body to support them. The Duke will see through the eyes until such a time as he is abjured or finds more appropriate instruments to view the mortal realm.

Token: The eyes of a hanged man.

Summon the Archduke

Summons an Archduke of Hell. Archdukes start plagues, destroy cities, drown fleets and damn bishops.

Cost: 2AP

Ritual :After drawing an appropriate Circle and preparing the space appropriately, the Sorcerer chants the Eight Terrible Names, draws the sigils of Pandaemonium in blood upon his naked breast, and casts into the centre of the circle the still-beating heart of a nun. The Sorcerer then fires the sacred oils which adorn the outside of the circle, and the Archduke will rise from the smoke. Sorcerers are warned to be particularly wary of communicating with Archdukes without appropriate mental wards and steadfastness, as they are slippery creatures and quick to wrath.

Token: The still-beating heart of a nun.

The Path of the Circle

Adherents of the Path of the Circle focus on creating stronger and stronger Circles to bind their demonic minions. Although Circles generally have no great use when cast alone, when combined with a Summoning they can greatly effect the course of the ritual.

Knowledge of the various Circles also tends to include knowledge of how to return a demon to the Infernal Realms after it has been summoned. While in some cases, with powerful Circles and weak Demons, this may be as simple as crying “Avaunt!” or “I abjure thee!”, some circumstances require lengthier and more complex rituals.

A note on Tokens and AP: Circles do not require AP, since they are effectively useless without a Summon (which does require AP). They do, however, require Tokens.

A note on Oaths and Circles: A Demon may not leave the Circle, under normal circumstances, without the Summoner's permission. Outside the circle, demons are effectively free to do what they will; however, if they have left the circle under a condition or oath, then breaking that oath will return them instantly to the circle, and may send them straight back to the Infernal Realms.

Circles and Expiry: If the Circle into which a demon has been summoned expires before the Demon has been properly abjured, the effects can be highly unpredictable. Sometimes the Demon returns instantly to Hell; sometimes it takes with it small portions of the surrounding landscape. Sometimes the demon simply vanishes. Sometimes the Demon finds itself free of the Sorcerer's command and escapes. Sometimes there is an explosion. It is generally agreed that the careful Sorcerer keeps good track of time, and while the passage of the sun, marked candles, hourglasses and the like have traditionally been used as aides memoires, some young Sorcerers are turning to their Inventor friends to develop clever mechanisms of clockwork and mercury, sensitive not only to the passage of time but to the decay of the Infernal energies of the circle, which can cry a warning before it is too late.

(In game terms, one of these devices completely removes the risk that your character will accidentally allow a Circle to expire before properly abjuring a Demon summoned into it. Since the duration of a Circle is not consistent in time, without one of these devices there is a chance - especially if your character engages in long discourse with the Demon in question - that Plot and/or Consequences will occur.)

Rhombus Daemonicus

The Daemonic Circle will safely hold an Imp or Knight of Hell. It usually lasts less than an hour.

Ritual: The Sorcerer draws a simple circle, and marks it with black candles at the cardinal points. Once the circle has been appropriately prepared and the seals triple-reinforced with chanting and meditation, it is prepared for a Summoning.

Token: Approximately three pints of dried, powdered blood. (Animal blood will do.)

Rhombus Ferreus

The Iron Circle will safely hold even a Duke or Archduke of Hell. It usually lasts over an hour, and up to half a day with practice.

Ritual: The Sorcerer carefully lays out the chain in a complex pentagram in his ritually prepared space, and completes the circle with ash and black chalk. It is important to ensure that the chain has been properly quenched throughout its length, as even one link which has not come into contact with human blood could create a potentially fatal weak point in the circle.

Token: A length of iron chain forged by a smith and quenched in human blood.

Rhombus Adamanteus

The Adamant Circle not only holds a Duke or Archduke of Hell, but confers limited powers over any demon summoned within to the Sorcerer. A practitioner of the Path can use this Circle to cause the demon within pain, or to understand its speech if no common tongue is shared, and even - it is rumoured - to know the mind of the demon within, with sufficient practice. The Adamant Circle usually lasts up to a day, and more with practice.

Ritual: The sorcerer draws the Seal of Solomon in chalk and diamond dust upon the floor of his prepared chamber, chanting the Hymn to the Thief. At the completion of the ritual, the diamonds disappear in a flash of blinding light, to be replaced with a circle of black and red flame.

Token: A pouchful of diamonds, unlawfully taken from their rightful owner and crushed to powder.

Rhombus Infragilis

The Unbreakable Circle cannot be smudged, erased or broken by accident or malice. Once it has been cast, it remains permanent for its lifetime - usually a week, which can be extended by circumstance and assistance - and the physical disturbances which render the other circles subject to the vagaries of the world will not affect its outline. There are even stories of such Circles surviving earthquakes and cannon fire unharmed. This circle can, with practice, be made to last for several weeks.

Ritual: The Sorcerer draws the Seven Inverse Seals and the One Sacred Seal (which was, and is not, and will be again) in chalk and incense. After weeks of careful meditation and preparation, the golden chain is laid out in a complex pattern, and sprinkled with the Sorcerer's own blood (usually from the wrist, though any shallow cut will do). As the Sorcerer summons up the Diabolic energies required to fix and forge the Circle, the chain melts in a flash of blinding darkness and fixes itself into the very pattern and substance of the floor it is drawn upon, irremovable by normal means.

Token: A chain of pure gold, forged by a master smith and quenched in the lifeblood of a virgin.

The Holy Path

The Holy Path is commonly, though not exclusively, followed by Sorcerers who are also priests. Through a series of cantrips and rituals, followers of the Holy Path focus their minds in order to resist the temptations of Hell. Those on the Holy Path are less likely to fall prey to possession, mutilation and the myriad other risks which attend the Sorcerer's art.


While under the effects of this ritual, you are better able to resist Infernal blandishments and temptations. In general, you will be strong-minded in the face of adversity, particularly Demonic adversity, and will find it easier to throw off Possession. In addition, your strongmindedness makes it less likely you will become fatally distracted during Sorcerous rituals and other dangerous activities, or if you do will find it easier to recover before anything too terrible happens. This spell may have additional benefits depending on circumstances.

Cost: 2AP

Ritual: The Sorcerer meditates in complete silence upon the Token for one hour. Once suitably prepared, the Token must be kept on the Sorcerer at all times to keep the ritual in effect. Because of the nature of the Daemonic temptations against which the Sorcerer is guarding himself, any disturbance during the hour of meditation might have disastrous consequences.

Token: A dagger forged out of solid silver.


This Ritual is a rather more impressive and scientific version of the mundane exorcisms which priests are regularly called upon to perform. One of the few Sorcerous rituals which has a higher chance of working if the Sorcerer is working with a priest, or is Ordained themself, it focuses the power of the Sorcerer's will upon a holy piece of rowan wood.

Please note that this spell is designed to work on possessing Demons, but theoretically could work in the case of an Angel or Familiar Spirit.

Cost: 2AP

Ritual: Once the wood is sufficiently infused with protective spells, the object of the exorcism is placed inside a holy circle (restrained if necessary) and the rowan wood is walked about it, clockwise, several times while the sorcerer chants a series of holy cantrips. Once the Exorcism has been successfully performed, the possessing force will (theoretically) be sucked into the rowan wood, consuming it and banishing it back to Hell in a puff of smoke and brimstone.

Token: A piece of rowan wood from an ancient tree which has grown on holy ground.


Once you have prepared this ritual, you can, given some small warning, create a personal circle which will not only protect you from all Demonic influences but from most mundane harm as well. The circle can be as wide as you can make it within the time allotted (and bear in mind the more time you spend drawing, the more likely Things are to get in, especially during a crisis situation), and protects anything and everything inside from (almost) anything and everything outside. Bear in mind this is not the same as the “Cry God for Harry” ritual in effect at Court meetings - things inside the circle can still harm other things inside the circle.

Humans, animals and the vast majority of demons and familiar spirits cannot enter the circle. Occupants can leave the circle at any time, but should tread with caution, as scuffing a break in the sand will destroy the circle.

Cost: 2AP for each preparation.

Ritual: A circle is laid out upon the ground in salt and ground hens' teeth, while the Sorcerer chants the ancient Runes of Binding and Protection. At the conclusion, the sorcerer cuts both his palms and sprinkles the blood upon the circle's circumference, completing the ritual by clasping his hands firmly together. The amount of time which the circle will last is highly variable, and appears to be dependent on several factors, including the time which a Sorcerer takes to draw the thing, and physical and magical assaults on the outside of the circle.

Token: An admixture of alchemically purified salt and ground hens' teeth.

The Infernal Path

The Infernal Path is widely, if unjustly, considered the preserve of diabolists. Its detractors argue that its rituals bring one so close to the substance of the Inferno that it cannot but imperil one's soul; its defenders, that there is no greater weapon than knowledge of one's enemy. Followers of the Infernal path find themselves more and more familiar with the residents of Hell, able to negotiate with them on far more amicable terms, and even able to request the occasional free favour.

Infernal Bargains

Your knowledge of the language and manners of demons mean that you are far more likely to come out for the best - or at least, not for the worst - in dealings with them. This spell is considered to be generally in effect, and does not require AP or a ritual to cast.

Infernal Factotum

The Infernal adherent who achieves this degree of familiarity with Hell is well-regarded enough by at least one of the Circles that he has received his own daemonic assistant. This amanuensis is present with the Sorcerer at all times in spirit, and may be invoked with relative ease (not requiring the full ritual of a Circle and Summoning) to perform favours and errands. The Factotum is generally an Imp.

In game terms, the Factotum may be asked, during session or turnsheeting, for reasonable questions or advice which it will answer in an appropriate manner; and may be entreated to perform 2AP’s worth of favours or errands per turn. Be aware that the Factotum may choose to fulfil errands in a manner more pleasing to its own Infernal ends than the Sorcerer's; this is not a “free AP” spell.

Infernal Reputation

He who has the advantages of Infernal Reputation is well-known ('beloved' is the wrong term to use…) among the denizens of Hell, and even, in some quarters, feared. He will find it trivial to bend Imps to his will and threaten even some Knights into obeying him, and many will do favours for free in eagerness to serve their Masters. Dukes and Archdukes will parlay with him, and some may even speak in the tongues of men should he so require.

One with Infernal Reputation will also find it easier to calculate and guess the names of particular denizens of the Infernal Realms; his familiarity with the nature of the Daemonic lands is such that he might even, if pressed, be able to draw a rough map of the outer Circles by instinct alone.

Cross-Path Spells

Summon the Archduke + Rhombus Infragilis = Vinculum
Summon the Archduke + Castellum = Gehenna's Map
Summon the Archduke + Infernal Reputation = Summon the Prince
Rhombus Infragilis + Castellum = Cry Havoc
Rhombus Infragilis + Infernal Reputation = The Magician's House
Castellum + Infernal Reputation = The Topless Tower

Vinculum (Summon the Archduke + Rhombus Infragilis)

Binds a demon into something or someone, permanently, without requiring the demon's consent. Example uses: Power source for Invention, possession of particularly strong-minded individual, corruption of a church. Attempting to separate a demon and its host after this ritual has been used will almost certainly result in the destruction of both.



Token: A jar of Hellfire.

Gehenna's Map (Summon the Archduke + Castellum)

Lets you wander around Hell freely, using it as a shortcut, source of arcane information, or - in most cases - method of swift and painful suicide.



Token: The skin flayed from the face of an Archduke of Hell.

Summon the Prince (Summon the Archduke + Infernal Reputation)

This ritual has, according to legend, only been attempted once. It is said that in the early 1400s, at the renowned Zaubererakademie at Wittenburg, a Sorcerer of great power performed unspeakable acts in order to summon a very Prince of Hell - perhaps even Lucifer himself. What all records agree on is that the Zaubererakademie, along with all its students, simply disappeared. Alumni of the college, even those travelling in distant lands, vanished instantly, never to be seen again. The site of the old Zaubererakademie has an evil reputation, and that section of Wittenburg is generally considered to be haunted; not even grass will grow on the spot. Some say that on moonless nights, you can still hear the screams of the unlucky Professor who performed this ritual.

PCs with the quirk “Stay thy Hand, Father” may not perform this ritual.

Cost: 2AP

Ritual: For such a dreadfully powerful spell, the ritual to Summon the Prince is hideously simple. The Sorcerer needs to cast no circle; the fact is that it is generally accepted that no circle would be strong enough to contain such a powerful entity for more than a few minutes. Instead, after many months of rigid preparation to make his own body a vessel for the Daemonic energies which will course through his veins at the moment of Summoning, the Sorcerer simply chants out the names “LUCIFER, HEOSPHOROS, HELEL, DIABOLOS, BAAL DAVAR” over and over again, raising the Diabolic energies by strength of will alone. At the culmination of the ritual the Sorcerer places his heads on either side of the head of the Bishop, and allows all the Diabolic channels that have accrued within his own body to flood the possessed man with Pandaemonic energy. Many Sorcerers choose to slit the throat of the Bishop at the ritual's culmination, but this is not considered totally necessary. Once the ritual has been completed, it is impossible to say what happens next.

Token: An ordained bishop possessed by an Archduke of Hell.

Cry Havoc (Rhombus Infragilis + Castellum)

The theoretical “inverse” of Cry God for Harry.



Token: Earth from the hill of Golgotha, steeped in human blood (approx. 10 pints) for forty days and nights.

The Magician's House (Rhombus Infragilis + Infernal Reputation)

The Magician's House has several metaphysical effects upon the area on which it is cast. It is worth noting, however, that the effect is permanent. There is no known way to remove the Magician's House effects from a place upon which it has been cast.

The Sorcerer's Place of Power is very internally malleable. That is to say, that the nature of the space within the House has as much to do with its owner's will as with the normal laws of physics and magic. The Sorcerer can, with sufficient mental control, completely change the internal geography. In addition, study and magic within the House become far easier than normal; Cross-Path Spells can be studied at 3AP each, and there may be AP bonuses for lower Spells, depending on how inventive the Sorcerer is with internal manipulation. Furthermore, while researching within the Magician's House, the Sorcerer's mind is so utterly in tune with its surroundings that it is possible to break the “one spell per turn” research barrier.

Cost: 2AP

Ritual: The area upon which the Magician's House is to be cast must be completely within the Sorcerer's control - physically and metaphysically. The Sorcerer must spend time knowing every aspect of the location, until he can walk every step of the place blindfolded and locate every object within it, instantly, by touch alone. No others must be present when the ritual is cast.

First, every flat surface in the location has painted upon it, in blood, one of the Ancient Runes of Binding and Fixing. The location is then filled with incense mixed with ashes, until the smoke is so thick that the Sorcerer can barely breathe. Finally, the Sorcerer casts about the entire location a great Circle, binding his very self and will into the substance of the place; until the Sorcerer is as integral to his House as the House is to himself.

Token: The ashes of an orphanage which has perished in fire.

The Topless Tower (Castellum + Infernal Reputation)

This spell opens a portal to Hell, and causes the Tower (which can be an 'enclosed area' rather than an actual tower) upon which it is cast to coexist in the Infernal and Mortal Realms. This will have certain interesting effects upon the properties of the room within, and Infernal spells cast therein will have… well… interesting qualities.

Bear in mind that while Infernal and Mortal visitors can happily enter the Tower, passage between realms might be tricky, particularly with regards to safe navigation through the Realms Infernal.

Cost: 2AP

Ritual: This must be performed upon a location which has already had Castellum cast upon it at least once. The artefact from the Siege is placed at the geometric centre of the tower, and the Sorcerer paces about the artefact widdershins for three sleepless days and nights, chanting the Infernal Formulae and interspersing their chants with exhortations to the denizens of Hell. If all has gone well, then their most favoured allies in the Realms Infernal will be similarly preparing a spot in the Sorcerer's chosen Circle, and at the culmination of the ritual, the Tower will become an outpost of Hell itself in the mortal realms; or an outpost of the mortal realms in Hell - depending on which texts you read.

Token: An artefact from the Siege of Troy.

Alternate Spells: Aztec Sorcery

Path of the Summoner

Summon the Dancing Pulque-God

Cost: 2AP

Ritual: “The Teopixqui casts his circle and lays out patterns in salt, grain and red ochre. He then pierces his tongue with an obsidian needle, and smears a little blood on his ritual dagger. Cutting the heart from a young nobleman and lifting the sacrifice to the sky, the priest cries out the Chants of the Third Hour and calls the name of the Dancing God he wishes to bind.”

Your researches have ascertained that the sacrifice is not actually necessary at the time of the ritual; a pre-prepared heart can be substituted.

Token: The heart of a young nobleman.

Path of the Circle

Yahualli Coloti

The Scorpion Circle is designed to hold greater Teotl than ordinary circles, and can indeed somewhat restrict their movement and freedoms. A God called into the Scorpion Circle must dance quickly lest the scorpions sting his feet and cause him to sink into the ground, becoming powerless until the next cycle of the Tonalpohualli.

Ritual: The Sorcerer lays out the Scorpions end-to-end around the boundaries of a circle, without - and this is critically important to the ritual - being stung. This is more difficult than it appears. There is then a certain quantity of ritual chanting and a fire of sagebrush and driftwood is lit in the centre of the circle, over which the magician leaps several times. Assuming the scorpions have not broken the circle too badly in the interim, at the conclusion of the ritual they will be frozen in place and the circle will be ready to use.

Token: Ten live scorpions.

bonus.sorcery_spells.txt · Last modified: 2008/03/06 11:34 by helen