(Old Invocation Rules)

## Known Powers

### Aspirant Powers

**Mark of the Underworld [5 points]-** *When activated the mere presence of the Aspirant and their unearthly nature becomes so radiant every sentient being in reach is able to sense it. This aura of terror causes both mortals and Afflicted to cower of flee in fright.*

Active: This requires two successful Evocation Rolls. All targets in reach must make a contested Composure + Willpower Roll against the Aspirant. Should they fail, they will flee for a number of rounds equal to the Aspirants margin successes. Should the difference be greater than 5, this might permantly alter (or expand) their mind.

**Shadow of Ahriman [5 points]-** Reee

Active: Whenever someone within range (roughly 200 meters) makes an Evocation Roll (or multiple at once), the Daeva can make a contested Composure + Wilpower Roll against their target. Should they win their target suffers a point of *Mental Damage* for every margin success.

**Transcended Flesh [10 points]-** *This allows the Aspirant to temporarily modify their earthly form to perform feats impossible to normal flesh.*

Active: Gain up to three points of Aberration. For every point gained the Aspirant increases their Initiative by 5 for the rest of the turn.

**Defiance [10 points]-** *Allows the Aspirant to twist the effects of gravity for themselves or remove themselves from them entirely.*

Active: Make an Evocation Roll. Allows the Aspirant to reverse the effects of gravity on themselves, allowing them to walk onceilings or float for a couple of seconds. They will no longer suffer damage from falling.

**Umbral Form [10 points] -** *Reee*

Active: Allows the Aspirant to assume the form of a two-dimensional shadow that is immune against anything but fire and necromantic powers. This requires a Full Round of *Absolute Focus* and requires a succesful Evocation Roll. In this form they may only move across solid surfaces. They may leave this form in an instant.

**Necrotic Venom [15 points]-** *Flavour*

Active: After making a successful Evocation Roll and spending three points of Essence the Aspirant may conjure *Necrotic Poison* in their fangs. When injecting it into a supernatural target it will be unable to use its powers and heal for the rest of the scene.

**The Rift [15 points]-**

Active: After a Full Round of *Absolute Focus* the Aspirant may create a visual portal into the Underworld. Anyone gazing inside gains D6 points of Aberration.

## Master Powers

**Amass Mass Mastery [10 points]-** *Allows the Seraph to alter their effective mass to become lighter or heavier after a few seconds of preperation.*

Active: Gain up to three points of Aberration. For every point gained the Seraph may in- or decrease their weight fivefold.

**Touch of the Deep [15 point]**- *Reee*

Active: After making two Evocation Rolls the Seraph may create a gravitational force between them and an object within line of sight. Objects with lower mass are pulled towards them and vise versa.

**Venom of Ahriman [15 points]-** *Allows the Seraph to create a necrotic poison that must be injected through ones fangs. When making its way into an Undead it reverts their Affliction, letting them age to their true age. Old Afflicted will turn to ash. All others may heal this as damage over time.*

Active: After making a successful Evocation Roll and spending three points of Essence the Seraph may conjure *the Venom of Ahriman* in their fangs. When injecting it into an Undead target it will turn back into a mortal and age appropriately.

**Rot away Time [20 points]-** *Allows the Seraph to turn back time, reversing undesirable events. This may only be done once however.*

Active: The Seraph may gain any amount of Aberration. For every point spend they may reverse a minute. They may make a contested Intellect + Willpower Roll against anyone that witnessed them during the chosen amount of time, in an attempt to erase their memories.

**Arafel Gate [25 points]-** *Reee*

Active: After three Rounds of Absolute Focus and three successful Evocation Rolls the Seraph may open a gate to Arafel. A supernatural animated darkness will stream out; capturing, dissolving and crushing anything in its path.