Open/Close Portals •
Touch. Doors & windows can be made to lock or unlock with a touch. (Even if electronically sealed.) Complexity determines the number of successes needed (e.g. basic lock = 1. bank vault = 5).
Dice: Manipulation + Larceny
Duration: Instant
Action: Instant Cost: None
Torment: Instead, portals are broken open, or forced shut. Torment and extra successes equal the relative strength of how badly they are broken or jammed.
Create Ward ••
Seal off portals in a room sized structure or smaller that the Fiend is in (the doors/windows shut). Even open archways create a thin layer of fog to cover it that feels solid. Nothing but air can enter the area no matter the brute strength (but exiting is still an option, and doors and windows are only locked from outsiders trying to get in). Lore of Portals, Paths, Realms or Teleporting magic may contest for entry.
Dice: Resolve + Occult Vs. Lore + Paragon
Duration: Lasts for a number of minutes equal to Paragon multiplied by successes. Or it lasts a whole hour at the expenditure of a Faith point.
Action: Instant Cost: None
Torment: Instead, this works the opposite. It functions the same, but instead, nothing can get out.
Portal •••
Fiend uses an existing manmade structural portal (door/window) to transport herself to a loosely similar type of portal at another location. Fiend may only teleport to a place she has been before. Familiarity determines the successes needed. Familiar = 1. Acquainted = 2. Visited once = 3.
Distance is equal to Paragon x 100 miles.
Dice: Intelligence + Composure
Duration: Instant
Action: Instant Cost: None
Torment: Instead, within range, the Fiend teleports to a random and unfamiliar portal of a similar type.
Merged Locations ••••
This functions the same as Portal but now others may pass through as well (and the Action is quicker).
Dice: Intelligence + Composure
Duration: Successes + 3 turns
Action: Reflexive Cost: 1 Faith
Torment: Instead, all who use this portal are transported to a random & unfamiliar portal. (Not necessarily to the same one as each other.)
Doorway Into Darkness •••••
Touch a portal. Create a doorway into an empty place similar to (and close to) The Pitt. This evocation requires a portal (door/window/arch) to form the threshold between realms. This place has a floor (it is translucent and impenetrable but feels like smooth hollow stone) and nothing else. It is utterly black except that occupants can still see themselves and others as if lit with ambient light that has no source. Being near The Pitt, howling winds rip away the essence of living beings. Mortals take a bashing damage each minute they are there, (this damage never kills them) but when they run out of health they don’t go unconscious or take lethal damage they instead simply suffer and gain a major derangement each day, maximum equals 3 (each derangement takes a month to disappear, if they escape). Mortals can never die in this place, even from hunger, disease or being eviscerated. If injured, their bodies slowly heal back to normal. One exception is that they will instantly die after 7 years. Demon’s gain a Torment point for every uninterrupted hour spent in this realm.
Dice: Intelligence + Occult
Duration: Portal is open for turns equal to successes.
Action: Instant Cost: 1 Faith
Torment: Also, the howling winds pass into the Mortal realm. Mortal’s within range of the doorway (yards equal to Fiend’s Torment) suffer a bashing damage each minute. Demons are immune. Mortals also roll Willpower or flee the area and onlyremember the event in their nightmares.