TEXT:  
  EXPERIENCE 
   
  Total XP 
  1 2 3 4 5 6 7 
   
  Advancements 
  You can take the same just once 
     +1 Edge 
     +1 Steel 
     +1 Charm 
     +1 Shadow 
     +1 Brains 
   
         A move of your playbook 
        A move of another playbook 
       Heal a debility 
       Erase your debts 
  Special 
  Advancements 
  You can take these after you took 
  at least 5 of the above 
   Change playbook 
   Return safely home 
   Make another 
       playbook 
   
   Special Advancement 
   Become a Magister 
   Compete to become 
       a Caesar 
   
  NOTES 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   TTThhheee   SSSooorrrccceeerrreeerrr   
   
  You are the Sorcerer: the one who can speak with 
  demons, who can gaze into their world, draw their 
  power, and bind them to his will. You know well the 
  power of a sword and the solidity of a shield: these are 
  as strong as the man who wields them. But with 
  sorcery, with your dark powers, you can be stronger 
  than the mightiest warrior, because your strength 
  comes from the ethereal force that feeds demons and 
  angels, gods and devils. You are drawn to power as 
  power is drawn to you, but you must be careful: your 
  books contain powerful spells and horrible tales of 
  sorcerers who lost their own souls, messing carelessly or 
  with too much greed with powers greater than them. 
   
  BROTHERS IN BLOOD 
   
  Name  
   
   
   xp 
   xp 
   
  Conflict 
  Help 
  Name  
   
   
   xp 
   xp 
   
  Conflict 
  Help 
  Name  
   
   
   xp 
   xp 
   
  Conflict 
  Help 
  Name  
   
   
   xp 
   xp 
   
  Conflict 
  Help 
   
   
   
   
   
   
  Player Name 
   
   
  Character Name 
   
   
  Looks 
   
   
   
   
   
   
  OTHER EQUIPMENT 
   
   
   
   
   
   
   
   
   
   
   
  BACKGROUND 
   
   
    
   xp 
   
   
   
    
   xp 
   
   
  
  STATISTICS 
   
  Mark available holds on the circles, erase when used 
  EDGE 
   
   xp  Face danger/Death 
   xp  Take ur shot/Defend 
   
   
   
  STEEL 
   
   xp  Face danger/Death 
   xp  Engage battle/Defend 
   
   
   
  CHARM 
   
   xp  Face danger/Death 
   xp  Manipulate: O O O 
   
   
   
  SHADOW 
   
   xp  Face danger/Death 
   xp  Lie & deceive: O O O 
   
   
   
  BRAINS 
   
   xp  Face danger/Death 
   xp  Perception: O O O 
   
   
  COUNTERS 
   
   
  HEALTH  +4 +3 +2 +1 0 -1 -2 -3 
       xp  Suffer harm 
  -1  Unstable 
   
  Debilities 
   □  Crippled, -1 Steel 
     □  Disfigured, -1 Charm 
   □  Shattered, -1 Edge 
     □  Damaged, -1 Shadow 
   □  Broken, -1 Brains 
   
  o       o 
   
  EQUIPMENT 
   +3 +2 +1 0 -1 -2 -3 
       xp  Gear and ammo  
              (holds to the side) 
  -1 
  -1 
  Unprepared 
  Debt 
   
  o       o 
   
  SPIRIT 
   +3 +2 +1 0 -1 -2 -3 
       xp  Test your spirit 
   
  -1 
  -1 
   Tainted 
   Infamous 
   
  Take -1 to 
  Spirit when: 
  Fail with 6- any roll with Brains 
  Reveal sorcery, except to Iron Fist 
    members, demons, or sorcerers 
   
   
  WEAPONS AND ARMORS 
   
  Weapons 
  + 
   
  ____ harm 
  tags [ 
  ] 
  + 
   
  ____ harm 
  tags [ 
  ] 
  + 
   
  ____ harm 
  tags [ 
  ] 
  + 
   
  ____ harm 
  tags [ 
  ] 
   
  Armors 
  + 
   
  ___ armor 
  tags [ 
  ] 
  + 
   
  ___ armor 
  tags [ 
  ] 
  + 
   
  ___ armor 
  tags [ 
  ] 
  + Armors penalties: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Holds 
  O O O 
   
   
   
   
   
   
   
   
   
   
   
  Holds 
  O O O 
   
   
   
  SORCERER MOVES 
   
  Ø  BOUND TO THE STARS 
   
  You are bound to the magical forces and powers in the 
  stars. At the beginning of every session, or when one 
  day passed in fiction, you must roll+Brains. 
  On a 10+ hold three and take +1 Spirit as the alignment 
  is favorable. On a 7-9 hold two. 
  On a 6- you still hold one but the stars are in 
  opposition; the GM holds a hard move against you, now 
  or later. If you’re Tainted, hold two on a 6-. 
  Spend your holds to perform spells or rituals with the 
  power of the sun, the moon and the stars. 
   
  Ø  SPELLS AND RITUALS 
   
  You have the Book Of Spells and rituals and arcane 
  knowledge (see next pages). At the start you know only 
  five spells, later you will unlock access to more. 
  Each spell or ritual requires the roll below to cast and 
  grants xp (mark it on the given spell). 
   
  Casting a Spell takes a relatively short amount of time, 
  like a minute or two. When you cast roll+Brains. 
  On a 10+ pay one; on a 7-9 pay two; still pay only one if 
  you’re Tainted. 
  You can pay one more to make casting undetected 
  except by another Sorcerer. Pay with: 
  › A favorable alignment: 1 hold of Bound To The Stars 
  › Connect directly with demons and take -1 Spirit 
  › Read aloud and destroy a page of a spell book or 
  scroll or ingredient; 1 hold of Gear&ammo 
  › A self inflicted wound: 1 harm ap 
  › A willing tribute in blood: 2 harm ap 
  › An unwilling tribute in blood and fear: 1 harm ap 
  › Cast in a pause, between sessions, or with no urgency 
  On a 6- you still pay two but the spell fails or works 
  wrong; the GM makes a move. If you refuse to pay, you 
  take 1 harm ap and -1 Spirit, as forced payment. 
   
  To perform a Ritual, you need few hours to prepare and 
  execute. When you cast roll+Brains. 
  On a 10+ pay two; on a 7-9 pay three, pay only two if 
  you’re Tainted. You cannot make a ritual undetected by 
  those who witness; you can try to mask it, though: 
  explain how, perhaps roll a social move. 
  Select the price to pay from the list of Spells, or also: 
  › Perform the ritual in a place of power, like a sacred 
  place, a place where magic energy is concentrated, 
  a place that you’ve properly setup 
  › Offer a large material sacrifice, like a human life, a 
  single precious animal, several other animals, 
  precious objects or gold 
  On a 6- you still pay three but the ritual fails or works 
  wrong; the GM makes a move. 
  If you refuse to pay, you take 1 harm ap and -1 Spirit, 
  plus one more decided arbitrarily by the GM (can be 
  again 1 harm ap or -1 Spirit, too). 
   
  Obtain access to additional lists of spells with the moves 
  below. You need Spells And Rituals as pre-requisite. 
   
  O  SOUL BINDER 
   
  O  ELEMENTAL MAGIC 
   
  O  DEMONOLOGY 
   
  O  DARK ARTS MASTER 
   
  O  ALCHEMIST 
   
  O  MASTER CASTER 
     (Special Advancement) 
   
   
   
   
   
  
  Spellbook 
  SORCERY 
  Spells and Rituals are the core move available to the Sorcerer: 
  › IMPORTANT: Whenever a spell or a ritual is cast on another 
  Character to his advantage, he takes -1 Spirit 
  › If the spell or ritual demands another roll for another move, 
  you need to roll separately and might mark XP 
  › A spell or a ritual lasts until the next sunrise or sunset, unless 
  otherwise specified, then the spell is dispersed 
  › A sorcerer can prepare a spell or ritual in advance and hold it 
  as ready to cast in an instant; say which one and roll only 
  when actually releasing it, and pay its price 
  › Sorcery should be about brain. If you find loopholes or smart 
  ways to combine multiple spells, or want to improvise, bend 
  the rules, go for it, unless you make it too powerful so that 
  it become boring 
   
  Sorcery is a complex matter: there is no such a thing as an instant 
  spell or a fireball. Instead, every spell is composed by a very 
  specific ritual, very much like a sort of science. Below are some 
  guidelines. 
  There are two sources of power: one is in the heavens, power 
  descends from the Sun, the Moon and the Stars - while the other 
  is in hell, or wherever demons and devils and monsters come 
  from. Most people imagine hell being under the surface of the 
  earth - so this magic energy rises to earth, while the one from the 
  celestial bodies descends. 
  At the end though, it's all the same. Behind the curtain of our 
  world, is a magical one populated by supernatural entities, 
  granting sorcerers access to power, in exchange for something. 
  There's always a price. 
  Astrology has a strong influence: the Sun, the Moon and the Stars 
  in the skies are the gates for ethereal forces to descend on earth, 
  and mimic the spheres of power in hell. A sorcerer is one who 
  can see these lines of forces, from above and below, and channel 
  them according to their inclination, and sometimes bend them to 
  his will. 
  A very rare and positive alignment can improve a spell's 
  magnitude by a hundred; a negative one can reduce the sorcerer 
  powers to basically none. 
  Rituals are a fundamental component, and spoken words, or 
  carefully written ones, are absolutely necessary. Think of the 
  words like the needle used by sorcerers to channel the magic 
  energy strings into the fabric of reality. Think of a ritual as a 
  pattern, a design to follow with that needle, so that the spell will 
  compose the desired image on the fabric of reality.  
  A long chant is more powerful than a short formula; a scroll 
  inscribed in golden ink and decorated by tiny and meticulous 
  scripts will overpower a note scribbled in the sand. When a ritual 
  is attended by more people, the spell potential will be increased. 
  Participants can be either one or more fellow sorcerers (usually a 
  few), or a large number of regular people focusing their will or 
  hopes or emotions or religious faith into the spell, without proper 
  training but guided by at least one sorcerer. 
  Materials are another key component of any sorcery; they 
  represent the payment, the tradeoff with the ethereal world and 
  are always destroyed or rendered useless by the casting, 
  regardless of the success of the spell.  
  Sometimes the payment to the ethereal world can be done in 
  advance: charging an item, and use that charge later on within a 
  ritual (a small firestone for example can be charged with the 
  power of a fire burning for the entire night). The number of the 
  objects involved, and their power and pureness, clearly influences 
  the scope and power of the spell. 
  Discipline and focus count more than pure will or emotions, with 
  the latter being actually more of an obstacle, for most sorcerers. A 
  spell is like a complex web of erratic strings of magical power, 
  which the sorcerer will tie together and merge into the fabric of 
  the real world.  
  It takes discipline and focus to learn a spell and to use its words 
  correctly, so that the ethereal power is channeled into the worldly 
  materials used by the sorcerer, and then its power is properly 
  directed to the desired result. 
   
   
   
    BOOK OF SPELLS 
  At the start of the game, select five spells. Add one more when 
  you take an Advancement with xp, and have time to study. 
  Note that when you take an Advancement, you can add a spell on 
  every list that you’ve unlocked. If you have three lists unlocked, a 
  single Advancement grants you three new spells, each one in a 
  different list. 
   
  O  LIGHT SPELL 
   xp 
  Make an item to glow, like a torch with the color you want. It can 
  be your own hand. It makes no heat; you can dim the light but if 
  you extinguish it, the spell is dispersed. If the light is ready, you 
  can make it flash to confuse an adversary for a moment but then 
  the spell is dispersed. 
   
  O  MINOR TRICKS SPELL 
   xp 
  You can perform a minor magic trick: clean something, make a 
  small object move without touching it, light a small fire, create a 
  simple illusion, disappear from sight for a few moments, hide 
  something, see something hidden. Few small tricks of different 
  nature can be combined, for a short duration, or a single one can 
  last longer, before it's dispersed. 
   
  O  DETECT MAGIC SPELL 
   xp 
  You can analyze a place, a person or an object and obtain 
  information about its magic power, a spell that was used here, 
  and so on. Alternatively you can leave the spell hanging around 
  you and be alerted when magic is used in proximity. 
   
  O  DISPERSE MAGIC SPELL 
   xp 
  You can disperse a spell cast by someone else and cancel its 
  effects. You cannot disperse a ritual. 
   
  O  SUPERNATURAL SENSES SPELL 
   xp 
  Improve one of your or someone else's senses, for a while. It 
  affects the fiction, and also give the subject one additional 
  question to ask for Perception (for a situation or a person), and +1 
  AD when using those moves, once. 
   
  O  CHARM SPELL 
   xp 
  The single target of the spell gains an extremely favorable attitude 
  towards you or whom you say. 
   
  O  LUCKY SPELL 
   xp 
  The single target of the spell gains +1 AD and can use the AD 
  once without resetting it to 1. 
   
  O  MESSAGE SPELL 
   xp 
  The single target of the spell receives a supernatural message 
  from you, in his mind, and can whisper a short response before 
  the spell is dispersed. 
   
  O  MAGIC WARD SPELL 
   xp 
  Place a magic rune on your target, person or thing, and describe 
  the conditions for the Ward to activate. When the condition 
  occurs, the Ward gives you an alarm and the target gets +1 AD (if 
  applicable) to react. It can be also a quite wide protection circle, 
  but only one target benefits from the +1 AD. 
   
  O  HEALING HANDS SPELL 
   xp 
  Same as the Barber Move, but this spell can be taken only if there 
  is no Barber in the group. 
   
  O  POTION MASTER SPELL 
   xp 
  Same as the Barber Move, but this spell can be taken only if there 
  is no Barber in the group. 
   
  O  TRACKING SPELL 
   xp 
  Same as the Hunter Move, but this spell can be taken only if 
  there is no Hunter in the group. 
   
  
  Spellbook 
  □  SOUL BINDER 
  When you unlock Soul Binder, select five. Add one more when 
  you take an Advancement with xp, and have time to study. 
  Each option of Soul Whispers, to become available, must be 
  acquired separately, as a different, specific spell. 
   
  O  SOUL BINDING RITUAL 
   xp 
  When you want to bind someone, you must swap blood: few 
  drops will be enough. For instance, blood can be drunk or 
  exchanged with ritual wounds. You can force the soul bind on 
  someone unaware of it, if you prepare in advance and then find a 
  way to exchange blood or get him to drink yours and manage to 
  obtain a few drops of his. 
  Soul-binding will last until released by the caster or otherwise 
  until the end of the entire adventure (a mission, a front, not just 
  a single session). 
  If you personally inflict harm against your target, once bound, 
  either with weapons or through a spell, the bond is broken and 
  the ritual dispersed. Your allies can harm the target though, and 
  the bond will remain. 
  When you're bound, you always know the general position of your 
  target. You can bind only one person at the same time. 
   
  O  SOUL WHISPERS SPELL 
   xp 
  You can reach into the soul of someone bound to you. You can do 
  this even when far from the target, but within a reasonable range, 
  i.e. in the same city, or just outside of it.  
  You can use the spell to do one of the below, if you unlocked the 
  option (for multiple effects, cast again a new spell). If your choice 
  contains a move or spell, roll it separately, with your own Stat 
  score, and mark xp if possible. 
   
  In his favor: 
  o You can roll Perception for him and he will know the answers, 
  or he will suffer your failure 
  o You can roll a social Move for him and he'll know the answers, 
  or he will suffer your failure 
  o Send him sweet or strengthening dreams or visions: give him +1 
  Spirit and take the shadow on yourself for -1 Spirit 
  o Open a channel to be able to have a magic conversation 
  through the ether with your target 
   
  Against him: 
  o You can roll Perception as if you were there, but at his 
  disadvantage, finding his vulnerabilities 
  o You can roll a social Move against him, to gather information 
  about him 
  o Send him nightmares or dark dreams or visions: give him -1 
  Spirit, and take -1 yourself 
   
  O  SOUL WHISPERS RITUAL 
   xp 
  You can reach into the soul of someone bound to you. With the 
  ritual, you can pick any option of the above spell, but across any 
  distance. 
  Also, you can unlock the following, additional options: 
  o Open a channel to cast a favorable spell or ritual at his 
  advantage: cast that spell regularly (roll and xp) and the 
  effects apply as if you were there 
  o Open a channel to cast an adverse spell or ritual against him: 
  cast that spell regularly (roll and xp) and the effects apply as 
  if you were there 
   
  O  SOUL PUPPETEER 
   
  You can cast the Soul Binding Ritual against a second person at 
  the same time. You can select this Ritual multiple times with your 
  Advancements, to have additional contemporary bound souls for 
  each selection: O 2 (default); O 4; O 8; O 16; O 32; got the idea? 
   
   
   
   
  □  DARK ARTS 
  When you become a Dark Arts Master, select five. Add one 
  more when you take an Advancement with xp, and have time 
  to study. 
  All the dark arts spells, require the target to be within sight of 
  the caster. Making the casting undetected, therefore, is often 
  critical. 
   
  O  DISPERSE LIGHT SPELL 
   xp 
  Make a room or a place go dark, by killing all torches, fires, 
  candles, etc. If there are windows or other light sources, they 
  close shut, or appear as shut. The spell always works, even 
  outdoor, including at sunrise or sunset, but not in the open 
  and in broad daylight. 
  In the darkness you are blinded as others, but since you're the 
  one casting the spell, you can use the confusion it generates to 
  make a reasonable move as with a 10+ (i.e. attack someone) or 
  to successfully escape, steal something, etc. 
   
  O  CURSE SPELL 
   xp 
  When a character is cursed, his Advantage Die is reset to 1 
  with no benefit. If you curse an NPC, the curse acts when you 
  say so, and whoever is acting against the NPC can treat his 
  own AD as showing a 6, use it and reset it to 1. 
   
  O  HATE SPELL 
   xp 
  The target of the spell becomes extremely unfavorable towards 
  you or whom you say, ranging from simple dislike to clear 
  suspicion, from contempt to hatred. If the target is a PC, every 
  time he acts accordingly, he takes 1 XP. 
   
  O  SOUL POISON SPELL 
   xp 
  You can inflict a strong, negative emotion on a single target, 
  like fear, desperation, pointless rage, and so on. You can then 
  exploit these feelings, for example to roll+Brains in a social 
  Move against the target. If the target is a PC, every time he 
  acts accordingly, he takes 1 XP. 
   
  O  SOUL SUCKER SPELL 
   xp 
  You can swap the Advantage Die with the target of this spell, 
  after you cast or at any time later on, whenever you're in his 
  presence. 
   
  O  SOUL SCRUTINY SPELL 
   xp 
  The target of the spell must respond to your questions of 
  Perception for a person, as if you rolled 10+. You don’t need to 
  speak with the target, but he must be within sight. 
   
  O  VULNERABILITY SPELL 
   xp 
  The target of the spell takes -1 armor, to subtract to whatever 
  he has already, unless it’s already 0. Lasts for the current fight, 
  or for the next fight if cast in a quiet time. 
   
  O  CONFUSION SPELL 
   xp 
  The target is affected by serious troubles to one of his senses, 
  up to the point of losing it completely after an hour or so. It 
  can affect for example hearing or sight. If relevant in fiction 
  (i.e. sight in a fight) the adversaries of the target take +1 AD, 
  when acting against him, for each type of action. Once the 
  sense is fully lost (i.e. the target becomes blind), some actions 
  like fighting back are unavailable to the target. 
   
  O  DARK TOUCH SPELL 
   xp 
  You can target anyone in sight, and inflict 1 harm ap, and take 
  -1 Spirit for this. If you rolled 10+ you can take another -1 to 
  Spirit and inflict another 1 harm ap. 
   
  O  POISON MASTER SPELL 
   xp 
  Same as the Barber Move, but this spell can be taken only if 
  there is no Barber in the group. 
   
  
  Spellbook 
  □  ELEMENTALIST 
  When you unlock Elementalist, select five. Add one more when 
  you take an Advancement with xp, and have time to study. 
   
  O  FLAME SPELL 
   xp 
  Set an object on fire, even if it is not flammable, like a weapon's 
  blade. A blade in flames inflicts +1 harm, but it is really burning: it 
  cannot be sheeted, it is highly visible. The flames on the other 
  hand will not ruin the object, unless it is flammable: if it is, it 
  burns brighter and faster until consumed. 
   
  O  CONTROL FIRE SPELL 
   xp 
  Gives you complete control of an existing fire, even large ones 
  (like a burning house). You can make it burn much faster, spread 
  it, wave it around like a weapon or control it or extinguish it. You 
  can use it as a weapon if it's big enough (like a campfire, the one 
  in a fireplace, not the one of a simple torch), starting as 2 harm 
  ap and at throw distance. 
   
  O  WIND SPELL 
   xp 
  Generates a strong, supernatural wind that will appear as exhaling 
  from you. The wind is strong enough to confuse or hold a strong 
  man for a few seconds, enough to place an attack or run away for 
  example. 
   
  O  CONTROL WIND SPELL 
   xp 
  Gives you complete control of the existing winds around you. You 
  can make them stronger, enough to block a group of man for a 
  bit, or calm winds in a storm, for example, to give your group 
  easier weather conditions. You cannot use them to seriously 
  change the weather in a large area, though, and not for flying or 
  such. 
   
  O  STONE SPELL 
   xp 
  Generates a strong, magic stone protection of a medium size, that 
  can appear of any desired shape (like a shield, a wall, an 
  obstruction in a door frame). If used as protection, it gives +1 
  armor to the character or the small gang behind it. The 
  protection cannot be moved: it is as heavy as real stone. 
   
  O  CONTROL STONE SPELL 
   xp 
  Gives you complete control of an existing piece of ground or 
  stone or metal or another material, solid and inanimate. You can 
  change its shape, make it a wall or a small rough bridge, break it 
  to pieces, make it crumble, reinforce it up to the point of giving 
  +2 armor to a medium gang, and so on. 
   
  O  WATER SPELL 
   xp 
  Generates a small amount of water, extracting liquid from air and 
  plants and natural materials. It is enough, in case of emergency, to 
  provide for a small gang necessity of water for a day. But for 
  more than a few days, people will get sick. 
   
  O  CONTROL WATER SPELL 
   xp 
  Gives you complete control of an existing quantity of water, like 
  from the sea, a river, a lake. It can stop a man from drowning, or 
  drag someone down (5 harm ap), or be used to slow down 
  someone hitting him with a wave. 
   
  O  ELEMENTAL RITUALS 
   xp 
  Execute any of the above as a ritual, to increase its power, reach 
  or duration, like start a fire big enough to quickly burn a house, 
  control or extinguish a very large fire, control winds and weather 
  of a few days, crumble a piece of a city wall, and such. 
   
   
   
   
  □  ALCHEMIST 
  When you become an Alchemist, select five. Add one more 
  when you take an Advancement with xp, and have time to 
  study. 
  All the alchemist rituals last until the end of the adventure or 
  mission, unless stated otherwise. 
   
  O  A PLACE OF POWER 
   xp 
  With this ritual and enough preparation, the sorcerer can 
  transform a place into his own place of power to facilitate 
  other rituals. Once transformed, the place has a clear magical 
  connotation and cannot be disguised as something else. The 
  ritual always costs 1 more hold of Gear&ammo to setup. 
   
  O  A PLACE OF RETURN 
   xp 
  With this ritual and a Place Of Power, the sorcerer can create 
  a bind with the place itself. Whenever he wants he can use the 
  Spell Of Return to come back to the place. When bound to a 
  place, regardless of the distance from it, the Sorcerer is 
  vaguely aware of possible danger or peculiar situations in the 
  place itself, but knows no details. 
   
  O  SPELL OF RETURN 
   xp 
  When the sorcerer casts this spell, he is instantaneously 
  teleported back to the Place Of Return. The sorcerer can 
  teleport other willing subjects and their animals: for each 
  subject (person or animal) there is the need to pay -1 Spirit 
  and +1 harm ap more than the basic cost of the ritual. The 
  sorcerer decides how to distribute the payment for the spell. 
  It is possible to transport only a single unwilling subject, at 
  the price of -1 Spirit and +1 harm ap to the sorcerer. 
   
  O  AN OBJECT OF POWER 
   xp 
  With this ritual and a valid object (a book, a scroll, a ring, a 
  wand, etc…) the sorcerer can infuse the power of the stars into 
  that object. At the beginning of every session roll Bound To 
  The Stars and the object shares the result with the sorcerer, 
  offering additional holds: O O O on a 10+, O O on a 7-9 or O 
  on a 6-, to spend for magic. 
  No other effects of the move apply to the object. If the object 
  goes to zero holds, it is destroyed. You do not carry unused 
  holds to the next session. 
   
  O  PROTECTION RITUAL 
   xp 
  The object target of this ritual must be something to wear like 
  clothes or armor. Once enchanted by the ritual, the object 
  provides +1 armor more, to add to any other protection. If 
  multiple enchanted objects are worn, only a +1 applies. 
  As an alternative the object has the power to negate entirely 
  one full harm (the result of a hit), but only once; or again the 
  object can turn the X harm suffered in a round in +X to the 
  Advantage Die, but only once. 
   
  O  ENCHANTED WEAPON 
   xp 
  The weapon target of this ritual, once enchanted inflicts +1 
  harm. As an alternative the weapon can grant +1 AD every 
  time the bearer enters a fight with it, or be blessed so that it 
  can harm monsters and creatures invulnerable to regular 
  weapons. Another alternative is to make the weapon very 
  precise: 1 of its regular harm becomes ap. If the weapon is 
  ranged, as the last alternative the ritual can increase its range. 
   
  O  AN OBJECT OF MAGIC 
   xp 
  The object target of this ritual, once enchanted, will contain 
  the power of a spell known by the sorcerer or to another 
  sorcerer participating in the ritual. 
  The spell can be triggered instantly, and only once, by anyone 
  holding the object, at the cost of -1 Spirit. 
   
   
   
   
  
  Spellbook 
  □  DEMONOLOGY 
  When you unlock Demonology, select five. Add one more when 
  you take an Advancement with xp, and have time to study. 
  Each option of the Command  Spells, to become available, must 
  be acquired separately, as a different, specific, spell. 
  All demons are incorporeal and invisible, after the evocation; you 
  need the specific commands to make them tangible. All evoked 
  demons cannot harm the sorcerer, as long as they are under his 
  spells, nor lie to him, refuse to answer and so on. 
   
  O  SOUL TRAP RITUAL 
   xp 
  You can extract the soul from the corpse of a recently dead 
  character or NPC. Take -1 Spirit or pay one price more for each 
  sunrise since the time of death. The soul is bound as a minor 
  demon to an object or a weapon; the demon is immortal as long 
  as the object is not destroyed. The demon of a character is 
  controlled by the original Player, by the GM for an NPC. You can 
  interact with it as with any other minor demon, but you need to 
  evoke it after the soul trap. 
   
  O  MINOR EVOCATION RITUAL 
   xp 
  You can evoke and take control of a minor demon. Once in your 
  control, you can always communicate with him in your mind and 
  you can use the Minor Command Spell to issue commands. You 
  can take -1 Spirit more or pay a higher price for the ritual for 
  each day you wish to extend the duration. If the demon is already 
  present in the story, as long as you know his name, you can use 
  this to take control. 
   
  O  MAJOR EVOCATION RITUAL 
   xp 
  You can evoke and take control of a major demon. Works as for 
  minor demons, but for more powerful ones. Evoking and 
  controlling a major demon always costs -1 Spirit more than a 
  minor one. You can still take -1 Spirit more or pay a higher price 
  if you wish the evocation to last longer than a day. 
   
  O  MINOR COMMAND SPELL 
   xp 
  You can issue a command to a minor demon under your control. 
  You can use these minor commands also for a major demon. Use 
  the spell to issue one command: 
  o Send the demon instantly anywhere to spy for you: you can 
  roll+Brains for Perception, or a social Move that lets you ask 
  questions as if you were there 
  o Send the demon with a small item to deliver (like a message or 
  a small weapon) that becomes incorporeal and is transferred 
  immediately 
  o Send the demon and use him to channel an attack: roll any spell 
  at your advantage as if you were there 
  o Make the demon visible and tangible for a while (3 harm, 2 
  armor) to fight for you or serve you until sunrise 
  o Upgrade him to Major for the duration of the entire adventure: 
  you will need Major Evocation to call upon him again 
  o Banish him, for a very, very long time (like, 77 years?) 
  In any case of any failure, you can have the demon take the fall 
  and be dispersed (perhaps to be evoked again later). 
   
  O  MAJOR COMMAND SPELL 
   xp 
  You can issue a command to a major demon under your control. 
  You cannot issue these commands to a minor demon. Use the 
  spell to issue one command (cast again for more): 
  o Make the demon visible and tangible for a while (4 harm, 3 
  armor) to fight for you or serve you until sunrise 
  o Make the demon stronger (take -1 Spirit or pay one more price 
  for each +1 harm and each +1 armor, and each +1 Ignore HS, 
  for a maximum of 3) 
  o Make it weaker, becoming a minor demon, so you can banish 
  him 
   
   
  □  MASTER CASTER 
  When you become a Master Caster, select five. Add one more 
  when you take an Advancement with xp, and have time to 
  study. 
   
  O  DISPERSE RITUAL 
   xp 
  You can disperse the effects of a ritual and stop its effects 
  from progressing or cancel them altogether. If the ritual 
  already had some effects, you need to disperse it twice: once 
  to stop it, and again to reverse its effects. 
   
  O  HOLD MAGIC RITUAL 
   xp 
  You can hold more than a spell or ritual at once, ready to cast 
  instantly. The first comes for free at the price for the ritual; 
  for each one in advance, pay 1 more from the list of payments, 
  but never the same payment twice. Pay for the spell(s) or the 
  ritual(s) that you memorized only when you cast them. 
   
  O  MESSAGE RUNE RITUAL 
   xp 
  A rune is inscribed on the surface you decide. The rune will 
  last until someone reads it; when someone does, he receives a 
  message from you in his mind, and can send a short response 
  back before the rune disappears. You can make the rune 
  destined to someone in particular, or to whoever will read it; 
  in this case you’ll know the reader identity if you know him. 
   
  O  RUNE OF PAIN RITUAL 
   xp 
  A rune is inscribed on the surface you decide. The rune will 
  last until someone reads it, and when someone does, he 
  receives immediately a magic blow that causes 3 harm ap. You 
  can place multiple runes, but only one at the time can be read, 
  so damage cumulates only if the victim keeps reading. 
   
  O  CHARM RITUAL 
   xp 
  The target of the ritual gains an extremely favorable attitude 
  towards you or whom you say. You can add more targets to 
  influence more people, and include your companions to 
  receive the favorable attitude, and extend it beyond the first 
  day. Count targets x subjects x days: a ritual provides you up 
  to a total of 20, up to 30 if you take -1 Spirit. 
   
  O  UNNATURAL HEALING RITUAL 
   xp 
  The target of the ritual is cured from a Debility, but he 
  receives an additional -1 Spirit and Tainted, as a consequence. 
   
  O  LUCKY RITUAL 
   xp 
  The target can be the entire group of the characters. Everyone, 
  including the sorcerer, gains a +1 to the AD, and only one of 
  them can use the AD once without resetting to 1. The first to 
  do it, cancels this option for the others. 
   
  O  VISIONS RITUAL 
   xp 
  The target of the ritual falls unconscious and will experience 
  short visions, about another time (past or possible future) 
  and/or another place (even unknown). The target must be 
  willing or if not, the sorcerer must still be able to touch him 
  to initiate the visions; the sorcerer can even delay the effect 
  for up to a few hours. 
   
  O  GRIMOIRE RITUAL 
   xp 
  When you manage to acquire a grimoire or a scroll or an 
  arcane knowledge source (buying or stealing from another 
  sorcerer, buying in an obscure market, discovering in your 
  adventures…), you can use the ritual to study it. 
  The study grants you the knowledge of a spell or ritual of 
  your choosing, from any list (even one you do not own). You 
  can use that spell or ritual once, when you want (for example, 
  to cast it, or to infuse it in an object with alchemy). 
  If you use the ritual to prepare in advance, you maintain this 
  knowledge for the entire adventure or until, of course, you 
  cast the spell; then you’ll need to study it again. 
   
  
SOURCE: textdata/thevault/City of Judas (PbtA)/Playbooks/The Sorcerer.pdf