TEXT: 1
  The Sacvral and the Lost
  A Supplement for the Danse Macarbe
  Dean Suter   �   Chris Johnstone
  
  2
  The Content
  Introduction
  3
  Pacts with Angels
  3
  Sanctimony
  4
  White Goetry
  7
  Copyright: Danse Macarbe is copyright 2004 Dean Suter and Christopher Johnstone. Written, designed and illustrated
  by Dean Sutter and Christopher Johnstone, unless otherwise stated. Permission is given for this version, “Danse
  Marcarbe (core rules) (PDF),” to be copied, printed and distributed freely on the condition that no version of this
  PDF (whether electronic, print or other) is sold. Cover art ‘Winterreise’ by Caspar David Friedrich (September 5,
  1774 – May 7, 1840). A 19th century German Romantic painter. ‘Leaf and Garland Border’ (on cover) and ‘Ivy Border’
  on contents page sourced from www.webclipart.com
  
  3
  �
  Part One
  The following is a short optional supplement detailing some of the little that is known about ‘white magic’ such as it
  is. The spells and charms contained herewith are now extremely rare in Benighted Europe and it is exceedingly unlikely
  that a Player Character would have access to any of these magics, at least during the process of Character Creation.
  Possibly, later, such magics may come to attention of the Players, but there should be considerable forethought as to
  how and when such arts should be introduced to the game. They are potentially very powerful, and could possibly
  unbalance the horror theme of the game.
  Pacts with Angels
  �
  Part Two
  Although exceedingly uncommon, Angels have been
  known to make Pacts with mortals, much as demons will.
  The Background Pact is needed to make a Pact with an
  Angel. The powers that Angels are capable of gifting to
  mortals are similar to those that Demons can give, but the
  Vows demanded by an Angel will be quite different.
  Hallowed Vows
  The agents of the Hallowed Beyond, angels, Angels,
  the souls of saints returned to earth, will enter into bargains
  with mortals and gift such powers that men call miracles or
  thaumaturgy in return for service and oaths. In truth the
  devout priest or farm girl who can call upon the miraculous
  is a white sorcerer whose powers come from the angelic
  kingdom.
  Hallowed beings never ask for a piece of the mortal’s
  soul in return, they take only vows. Treat the following
  vows as a list of suggestions only.
  An Open Door
  You will never turn away a person in need, be they sick
  or poor, if they arrive at your door seeking help.
  Beggar’s Friend
  You will spend one hour a week distributing money to
  the poor.
  Chivalry
  You will always act with kindness towards the innocent
  and the weak: mothers, children and elderly.
  Confessor
  You will always be ready to listen to and advise anyone
  who comes to you seeking to lighten a guilty conscience,
  or simply in need of talk.
  Gentle of Charms
  You will neither learn nor use harmful magics, curses or
  hexes.
  Giver of Aid
  You will go to the aid of any person who sends you or
  presents to you a plea for help.
  Mercy
  You will always show mercy to defeated enemies.
  
  4
  Poverty
  You swear to never own more than what you need to live
  a simple, untroubled life. You will never amass gold or
  riches.
  Restraint
  You will never raise you voice in anger, demonstrate
  fury or wrath or strike a physical blow against a defenceless
  person.
  Verity
  You will never tell a knowing lie.
  Sanctimony
  �
  Part Three
  Sanctimony
  The second living Tradition is Sanctimony, the last
  vestige of the once great and expansive trove of magic
  devised by Solomon the Great. Sanctimony is a closely
  held secret of the Church, its practitioners of watched and
  guarded by superiors, and with every passing generation
  fewer and fewer are taught this art. Sanctimony is, if not all
  but dead, at the very least a moribund Tradition.
  Sanctimony, the hallowed magic of the priesthood, is a
  dying and disused tradition. Priests who decide to take up
  its study are viewed by their peers with suspicion and
  seen as needing special attention from their superiors
  because of the increased chance of falling to temptation
  and shadow. The common folk view the Priest who works
  Sanctimony as a safe but frightening worker of miracles or
  channelling of the power of Heaven rather than a sorcerer,
  per say.
  Sanctimony (Arcane)
  A form of Hedge Magic, somewhat evolved and reduced
  in scope, that is aligned with the Kingdom of Hallows and
  taught only by the Catholic Church. To have learnt
  Sanctimony as a skill you must be either a priest or nun of
  the church and also one of great respect and rank.
  Sanctimony, like all magic, is considered an unclean art by
  the Church and is only taught to those who are considered
  pious enough to resist its temptations.
  Sanctimony represents the last vestigial remnants of the
  magic of the holy church passed down through the ages
  from Solomon the Great. It is a much-mistrusted practise,
  both within the church and without, and exorcists and
  priests of the art are watched carefully by their superiors
  for any signs of having slipped into darkness.
  Sanctimony is only taught by the Catholic Church and
  is only available to Nuns, Monks or Priests of the faith
  who have sufficiently convinced the papacy that they are
  less likely to fall to temptation than their peers.
  Sanctimony spells are termed Rites. For each rank your
  take in Sanctimony you gain the knowledge and use of an
  additional Rite of Sanctimony.
  SanctimonyRites
  Rank One
  One
  Rank Two
  One
  Rank Three Two
  Rank Four Two
  Rank Five
  Three
  Rank Six
  Three
  Now a dwindling and much maligned caste of magic,
  Sanctimony encompasses a range of evolved, highly
  developed Hedge Magic spells that were traditionally kept
  secret and taught only within the confines of the church.
  Sanctimony has over the years been allowed to fall into
  further and further disuse. Those few practitioners left are
  kept under strict control by Popes and the council of
  Cardinals. Most Bishophorics retain one or two priests
  trained in Sanctimony to be called upon if needed. Even
  the discussion of this magic is, however, frowned upon
  and many in the ranks of the church believe that
  practitioners of Sanctimony risk purgatory merely through
  its use.
  Typically trained priests are taught only one, sometimes
  two Sanctimony Rituals. A priest is then called upon, from
  time to time, to perform a ritual when the need arises.
  Sanctimony is a very involved and protracted form of
  magic, involves a great deal of ritual and is best performed
  in silence and with a contemplative mind.
  Starting Out
  New Sanctimony Priest characters know a number of
  Rites based on their rank in the Sanctimony Skill.
  SanctimonyRites
  Rank One
  One
  Rank Two
  One
  Rank Three Two
  Rank Four Two
  Rank Five
  Three
  Rank Six
  Three
  Learning Rites
  You may spend five Fate Points to learn a new Hedge
  Magic Charm. The process of learning a new Rite will take
  about a month.
  Example of Sanctimony
  Bartholomeus has an Esotery Skill of Rank Three. He
  already knows Seven Wisdoms but has not yet chosen to
  study and learn the additional two Wisdoms that would
  take him to the maximum Nine that he is currently
  allowed.
  His skill now Advances to Rank Five and the maximum
  
  5
  number of Wisdoms he can learn increases to Twelve. He
  now has five spare slots into which he can fit new Wisdoms.
  Trauma
  Working magic of any sort is an unnatural experience
  and can cause the magician to suffer a little in the mind and
  soul. The more disturbing and unnatural Sanctimony Rites
  cause Trauma to the worker of the magic. If you are a
  practitioner of Sanctimony and have a Nature of 3 or less
  (i.e. 1, 2 or 3 ranks away from Hallowed) you may choose
  to suffer a Corruption (see below) instead of suffering a
  Delirium when you reach Ten Ranks of Trauma.
  Difficulty
  Different Sanctimony Rites have different Difficulties that
  need to be passed on a Test of Skill in order to properly
  summon up enough power and divine will. Make sure to
  take into account the Difficulty of the Rite you are trying
  to perform when using Sanctimony.
  Failed Magic
  Much as with Hedge Magic, a Failed attempt at a
  Sanctimony Rite indicates that the Priest has simply been
  unable to work enough power into the ritual. The rite fails,
  but the Priest will not know this until the magic is actually
  put to the test. As far as he is aware it has probably worked.
  Rites
  The following is a guide to the few Sacntimony Rites
  that have survived in a few rare and hidden collections of
  arcana.
  Abjurare
  Difficult (1 trau.)
  Abjurations take about half an hour of prayer and ritual
  to perform upon a person, animal, object or place. An
  Abjuration will annul any permanent Curses that may be
  upon the subject. During this time the person under the
  rite will speak in tongues and struggle and try to escape
  the power as the minor spirit that is in possession of the
  character tries to resist the magic.
  Benedictio
  Average (0 trau.)
  The Rite of Benediction takes a few minutes or ritual
  work, requires some recital of prayer, and an anointing
  with oils and performing of holy gestures.
  A Benediction when performed over a person, object or
  a place any and all Folk Magic cantrips that may be present
  are lifted and dispelled, be they good or evil.
  Convocatio
  Average (0 trau.)
  A simple rite that must be performed over an altar, shrine
  or on holy ground. A Convocation sends out a please for
  help through the ethereal plane and into the dreams of all
  those who are truly faithful within ten leagues or so of the
  magic.
  The faithful will be afflicted by dreams indicating
  sometimes in so many plain words sometimes in a more
  riddling way that they should converge towards the place
  in where the Convocation was performed.
  Only those with Purity of Three or more are affected.
  Refusing to answer the call drops your Purity by one rank.
  Eulogium
  Average (0 trau.)
  Said over a grave, be it recent or age old, an Eulogium
  puts to rest souls that are troubled. If the grave contains
  the body of a person whose soul has returned as a
  wandering shade then the shade must make a Test of
  Obsession (dif. Average) to remain upon the mortal earth.
  If the shade is able to resist the power of the Eulogium
  then a second attempt cannot be made to banish the ghost.
  Exaltatio
  Average  (3 trau.)
  An Exaltation is a powerful, but tiring religious chant
  that appeals directly to the wrath of the Kingdom of Hallows
  and opens the priests own body to the power of the divine.
  But the price of the attention of the princes of heaven is
  pain. Performing an Exaltation causes a Priest’s eyes and
  nose to bleed, stigmata may appear on the flesh of the
  Priest, and injuries so severe they can cause death may
  result.
  For each level of success the Priest scores he also takes
  one wound. One success causes one level of injury. Two
  causes two levels and so on.
  An Exaltation causes all permanent or semi-permanent
  magic within sight of the Priest to be dispelled. Demons
  and Faerie that are present must make a Test of Willpower
  versus the Priest’s successes or fly from the mortal world.
  Wild or Dark Incarnate must make a Test of Willpower
  versus the Priest’s successes or flee in terror.
  Exorcizare
  Opposed  (3 trau.)
  A long and protracted ritual that is used to cast out
  demons or shades that have possessed a person, animal,
  thing or place. Performing an Exorcism requires that the
  Priest enter into a prolonged Contest of Exorcism opposed
  either by the Demon’s Manifestation or the Shade’s
  Obsession.
  But performing an Exorcism makes soft and defenceless
  the priest to the invisible claws of the possessing spirit.
  Each round the Priest loses; he suffers one level of injury
  as the raking red marks of unseen claws appear on his
  flesh.
  Favere
  Difficult  (0 trau.)
  A prayer intended to ask for a specific favour from the
  divine in the hopes of achieving a safe and successful
  outcome to some dangerous or perilous time. A Favour
  may be asked to make a deathly ill child well again, help a
  woman through child birth, deliver a ship through a storm,
  make safe a man who has marched to battle.
  
  6
  If successful the subject of the Favour is allowed one
  extra die in their relevant skill pools during the perilous
  time. A woman granted Favour to help her through
  childbirth would gain an extra die when Testing her
  Fortitude, but not for skills unrelated to the birthing. Note
  that favours asking for protection over periods longer than
  a few hours are never granted.
  Oculus Veritas
  Difficult (1 trau.)
  A rite of Sanctimony that can be invoked in order to find
  out secrets and truths.
  A sorcerer-priest who works the Veritatas rite will, for
  about an hour or so, be able to tell immediately if those
  spoken to during this time are speaking truth or lies.
  Whenever a lie is spoken small, hissing voices whisper
  accusingly in the priest’s ear, informing him of the untruth.
  The experience is, to say the least, unsettling, and causes
  no small about of strain to the mind of the priest.
  In addition, if under the power of Veritatas you can see
  through possession. You are able to see the demon or
  spirit as it would normal manifest instead of the possessed
  person. You are also able to see normally invisible spirits
  and shades, although only as phantom shapes – ghostly
  but certainly very real. In both cases the small whispering
  voices turn crazed and louder, ranting and snarling s if the
  presence of a spirit causes whatever the voices are pain.
  Perditio
  Extremely Difficult (3 trau.)
  A very powerful but difficult and tiring work of magic
  that will utterly destroy Dark Incarnate and minor Demons.
  For the charm to work on a Demon the entity must be no
  greater than of Ascendancy Rank One.
  To begin the charm you must draw a clean line in chalk
  that has been caked with gold and the blood of a mortal of
  Purity of Four or greater. The line does not have to make a
  circle, but a circle is generally considered the proper form.
  Once the line is drawn and the chant is begun the Dark
  Incarnate or minor Demon is no longer able to leave cross
  the line.
  Or every half hour that you remain in the chant the entity
  looses a rank of Health. The flesh withers, blackens and
  flakes away as oily ashes. If you remain at the chant long
  enough the creature will eventually disintegrate, the flesh
  turns to rotten, filthy ash and falls away. When the spell is
  done nothing but a smoking pile of dust and bone is left.
  The spell however leaves the sorcerer very vulnerable.
  While working the chant you cannot take your eyes off
  the target, and sounds become very faint and vague. A
  simple blow to the back of the head will bring you low. If
  the chant is disturbed in any way before the creature is
  destroyed then the magic is broken. The incarnate or demon
  remains injured and weak until it is able to recover, but it
  will be able to flee the circle and if not too severely injured
  it is likely to turn on the chanter with immediate and
  vengeful abandon.
  Sacrare
  Varies (0 trau.)
  The Rite of Sacrare takes about an hour to perform and
  requires prolonged reciting of prayers and psalms as well
  as sprinkling of holy water and the burning of censures.
  The Rite makes an area of ground no larger than a small
  chapel hallowed. Hallowed ground cannot be entered by
  either Wild or Dark Incarnate, nor can it be entered by
  Faerie or Demons. An extra hour can be spent to make an
  area the size of a church Hallowed. Five hours can be spent
  in order to make Hallowed an area of ground equal to the
  size of a cathedral.
  The Hallowing endures for a week and then fades. It can
  be made to endure as long as someone, not necessarily
  the original priest, says a prayer over the ground each
  evening, or by interning in the ground a relic that has
  acquired some hallowed touch of magic of its own.
  The Difficulty of this Tire varies depending on the size
  of the area to be made sacred. A chapel is Average, a large
  church is Difficult and a cathedral or basilica would be
  Very Difficult.
  Hallowed Corruptions
  Roll 2d6 on the following chart to determine the
  Hallowed Corruption acquired.
  2
  Cold Darkness: You find darkness and shadow,
  even shade on a hot summer’s day, as chill and cold as ice.
  3
  Tongues: Occasionally you are overcome by a
  trance and start speaking in tongues. What you say is a
  mystery to anyone who doesn’t speak ancient Hebrew or
  Hittite.
  4
  Peaceful Walls: You find the interior of churches,
  cathedrals and monasteries extremely restful. If idle in
  thought or prayer you regain Effort as if sleeping.
  5
  Tears of Blood: If you see someone wrongly or
  unjustly executed (even if you are unaware that the person
  is innocent) you begin bleeding from the eyes.
  6
  Visions: You are occasionally transfixed by a vision
  of Heaven. During these episodes you stare unblinking
  and find it increasingly difficult to breath. The visions come
  without warning and leave you wracked and exhausted.
  Nothing transpires except the relentless vision itself.
  7
  Voices Above: Occasionally you catch songs
  drifting into your mind from another world. They are songs
  of angelic voices and choirs of heavenly creatures.
  8
  Alms and Aid: You feel physically ill and begin to
  be overcome with trembling and pain if you ignore a
  genuine plea for help.
  9
  Life in the Paint: Occasionally while looking at a
  religious carving, painting or tapestry the object comes to
  life and looks at you in an intense and knowing way. Saints,
  martyrs, angels and demons all watch as you pass. No one
  else can see this vision.
  10
  Fire of Flesh: You feel a painful burning sensation
  if you come within a dozen paces of Dark or Wild Ground.
  11
  Hear no Evil: If you hear a gross and malicious lie,
  one intended to do terrible harm, you begin bleeding from
  the ears and nose.
  12
  Linger-of-Roses: The smell of flowers subtly wafts
  into a room after you leave. People may or may no notice
  
  7
  the scent and are unlikely to think much of it. It never
  arises when you are present, only in the moments after
  you depart.
  White
  Goetry
  �
  Part Three
  There were once many orders of magician who dealt
  only with the summoning of Angels and the enquiry
  therewith. Following the purges and witchcraft trials of
  recent centuries most, if not all, of these orders have been
  decimated or destroyed utterly, and their knowledge has
  been largely lost. The following  Grimoires are exceedingly
  rare and treasured, and the arts they detail: the summoning
  of Angelic powers, is all but gone from the world.
  Be warned, of course, that summoning Angels is not in
  any particular way safer than summoning Demons. The
  Host do not take kindly to their shimmering kin being
  dragged out of the Land of Hallows by the uncouth arts of
  some petty mortal magus. Be wary… Angels can be just as
  deadly as demons, and more cruel.
  White Magic Grimoires
  The Key of Solomon
  Rank 6
  Hermetic Arcorum
  Rank 4
  Sworn Book of Honorius
  Rank 3
  The Lemegeton Codex
  Rank 3
  Claviculae
  Rank 1
  Noven Candariis Solomonus
  Rank 1
  Sigil of Abdiel
  One of the lesser of the Angels of Light. Abdiel appears
  in the form of a youth with gold and tawny hair and
  glimmering bronze eyes. His wings are also of a gilded hue
  with touches of red running through them.
  Abdiel has the power to put fine protections on a person,
  shields from harm and injury for a time. Treat a Shield of
  Abdiel as an extra layer of armour with three die. Scores of
  Five and Six count as successful blocks of an attack.
  Abdiel’s unseen armour lasts for an hour after the Angel
  leaves your presence.
  Ascendancy: 3
  Manifestation: 3
  Aspect: Prudence 4, Diligence 3, Compassion 2
  Skills:
  Supernatural
  Attack:
  Rank = Manifes3t
  Armour:
  3
  Substance (Health): 15
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  5
  Deft:
  5
  Wits:
  5
  Will:
  5
  Sigil of Ariael
  Ariael appears as a terrifying angel with silver-grey wings
  and eyes alight with lightning. All about her a storm wind
  roars catching up her hair and robes alike in a constant
  tempest. Ariael can calm and raise storms, summon bolts
  of lightning from the blue sky and effect wondrous and
  miraculous changes in the weather over the course of a
  few minutes.
  Ascendancy: 5
  Manifestation: 5
  Aspect: Diligence 6, Devotion 5, Charity 4
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  7
  Will:
  7
  Sigil of Azaziel
  Appears as a beautiful young woman with wings of rose
  and dusk, and kind, knowing eyes. Azaziel has a particular
  kindness towards lovers and will often help those in love
  without promise of oaths or fealties.
  Azaziel can tell you immediately where your love is now,
  and how best to reach him or her. She can also conjure for
  you a pair of gold and red rings that when worn by two
  lovers will always allow the one to know in what direction
  the other lies. If one of the lovers dies then both rings turn
  black for seven days. The rings have no powers if not
  worn by lovers. They, however, can be given by one couple
  to another.
  Ascendancy: 4
  Manifestation: 4
  Aspect: Devotion 6, Compassion 3, Diligence 3
  Skills:
  Supernatural
  Attack:
  Rank 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  6
  Will:
  6
  
  8
  Sigil of Azreal
  Called by the common folk, the Angel of Death, Azreal
  appears always swathed in black. Her beautiful face is ivory
  white and her eyes are black as night. Azreal has the power
  to take into her arms any ghost or departed soul and bear
  it away to the Hallowed Otherworld where it may dwell in
  eternal light. She can cross into the Netherworld and has
  powers over all shades and ghosts. She can command a
  wandering ghost to depart the mortal world and flee to the
  Netherworld, and can fetch shades from the Netherworld
  and set them upon the mortal earth - although this runs
  against her nature and she will resent being commanded
  or tricked into this act.
  Ascendancy 5
  Manifestation: 4
  Aspect: Diligence 4, Prudence 4, Temperance 4,
  Humility 3
  Skills:
  Supernatural
  Attack:
  4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  7
  Will:
  7
  Sigil of Chamuel
  Chamuel appears as a youth wrapped in gold and silver
  robes and bearing wings that are full of glowing light. Her
  eyes are like shimmering sapphires and her hair is the colour
  of flowing amber.
  Chamuel has great power of regenerative and reviving
  magics. By her touch or breath a person will recover from
  all Fatigue and Doubt that haunts him in a matter of
  moments. Chamuel will also make a gift if so bargained or
  demanded of a charmed wine that when drunk removes
  one level of Fatigue and Doubt. The wine is provided in an
  ivory goblet that crumbles to dust once the wine is either
  drunk or poured into another container. Chamuel would
  have to be hard pressed or deeply moved to give over
  more than one goblet of wine to a mortal sorcerer for she
  guards her powers with judicious care.
  Ascendancy: 5
  Manifestation: 4
  Aspect: Prudence 5, Temperance 5, Compassion 3,
  Charity 2
  Skills:
  Supernatural
  Attack:
  4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  7
  Will:
  7
  Sigil of Gabriel
  Gabriel appears as a tall youth with wings as pale and
  silvery as benighted clouds and an aura of moonlight
  forever bathing her. She has the power to command mercy
  from even the most hardened warrior or king, working a
  charm that subverts the mind to thoughts of clemency and
  pardoning.
  She is also the herald of heaven and can by a simple
  charm make her voice resound anywhere, by which means
  without travel Gabriel may deliver messages to all and
  sundry.
  Ascendancy: 5
  Manifestation: 5
  Aspect: Compassion 6, Temperance 4, Charity 3,
  Humility 2
  Skills:
  Supernatural
  Attack:
  5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  7
  Will:
  7
  Sigil of Israfel
  Israfel appears a young woman in the robes of a harpist
  and surrounded by a constant, subtle sound of wandering
  music. Israfel has to power to grant for a time Uncanny
  skills in the musical arts, and so it is said can conjure up
  instruments that will play grand and sorrowful and joyous
  music at the command of their master and of their own
  accord.
  She has also fine healing and protective powers and is
  said to be able to cure any disease by the touch of her
  hand and ward away all evil from a place or person. The
  ancients worshipped Israfel as the Goddess Isis.
  Ascendancy: 4
  Manifestation: 6
  Aspect: Devotion 4, Diligence 3, Charity 2
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  6
  Will:
  6
  Sigil of Ithuriel
  Ithuriel appears as an angel wrapped in silver armour
  with an expression most stern and a great spear in her
  hand, aflame and glowing. Her wings are set with a pattern
  much like those of a peacock’s tail except that Ithuriel’s
  eyes blink now and again. In the presence of Ithuriel all
  mortals must make a Difficulty Four Test of Willpower to
  lie. On failure a mortal simply blurts out the truth, despite
  
  9
  what they wished to say.
  Ithuriel can also aware of all persons who have used
  disguises, trickery, deceit or the similar within a day’s travel
  at all times. She is aware of who has tricked who, how,
  when and to a limited extent why.
  Ascendancy: 4
  Manifestation: 5
  Aspect: Prudence 5, Diligence 4, Humility 3
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  6
  Will:
  6
  Sigil of Jerahmeel
  Appears as a great shimmering angel with eyes that shift
  colour like a living rainbow, wings like feathers of paradise
  and skin that holds the hue of bronze, silver and other fine
  and unearthly tints.
  Jerahmeel can conjure up a swarm of minor servant
  Hallowed sprites that take the form of supernatural
  gleaming butterflies. These are physically harmless, but
  when swarming together they are capable of ensnaring,
  entrapping and captivating a small crowd of people.
  Anyone caught in a swarm of Jerahmeel’s sprites must
  make a Test of Willpower or remain gaping and captivated
  until the sprites vanish. The sprites remain only so long as
  Jerahmeel wishes them too.
  Jerahmeel can also provide for you a glass bottle full of
  swirling shapes and dazzling colours. If uncorked or
  shattered a swarm of illusory birds, butterflies and other
  weirder and more wonderful creatures burst forth. The
  swarm of colours is very confusing for all caught in it but
  lasts on a few minutes before the half-real visions flit back
  to the Kingdom of Hallows.
  Ascendancy: 4
  Manifestation: 6
  Aspects: Charity 5, Compassion 3, Devotion 2,
  Prudence 2
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  6
  Will:
  6
  Sigil of Jophiel
  A grand angel with fine powers. Jophiel appears most
  commonly as a young princess dressed in the harness of
  war and having wings of scarlet and silver. She is capable
  of blessing weapons so that they grow warm to touch
  when evil draws near and will tell you if any evil things
  may be lurking within a days walk and what their stations
  and powers are in the dark hierarchy.
  Jophiel is also able to restore a person’s Effort to its full
  rank by gentle touching him or her. She may, if so pressed
  or bargain with, provide a single drop of her blood. If mixed
  with wine such a potion temporarily adds an additional
  great vigour and life to a person, adding to their pool of
  Effort by fifteen points. If at the end of half an hour the
  drinker’s Effort has not dropped below their normal natural
  limit, then it returns to that mundane level.
  Ascendancy: 5
  Manifestation: 6
  Aspects: Compassion 6, Charity 5, Diligence 4
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  7
  Will:
  7
  Sigil of Kafziel
  Appears as a youth with a dark and swarthy appearance.
  Her wings are the colour of lead and silver, and her eyes
  have a dark and eerie glow to them.
  Kafziel has fine powers over all the things that make a
  mortal’s life easier. He can repair and make as good as new
  tools, clothing and weapons by simply glancing upon them.
  His touch will make a weapon or tool unbreakable and
  untarnished throughout all time and will add a rank to
  armour.
  If you are so fortuneate as to be given a tool or weapon
  crafted by Kafziel as a gift, you shall find it almost willing
  to do the work on its own. Add a rank to your appropriate
  skill while using a tool made by Kafziel.
  Ascendancy: 4
  Manifestation: 5
  Aspects: Diligence 5, Charity 5, Humility 2
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  6
  Will:
  6
  Sigil of Methaton
  So called the Mouthpiece of God, Methaton appears as
  a blinding angel full of light and fury but having little detail
  or form. His voice rings clear as a thousand bells and is
  thought to be the most pure distillation of the desires and
  plans of the Kingdom of Hallows.
  Any who hear Methaton speak, including a sorcerer who
  
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  summons this Angel, must make a Difficult Test of Fortitude
  or begin bleeding from the ears and eyes. Methaton can
  gift a person the power of authority for a time making all
  believe the charmed mortals words - although typically
  Methaton will refuse to perform such a deed unless the
  mortal vows to say only what Methaton whispers in the
  ear.
  Ascendancy: 8
  Manifestation: 1
  Aspect: Diligence 6, Devotion 6, Prudence 6
  Skills:
  Supernatural
  Attack:
  Rank 1
  Armour:
  1
  Substance (Health): 13
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  3
  Deft:
  3
  Wits:
  10
  Will:
  10
  Sigil of Mirael
  Appears as a youth dressed in gold armour and bearing
  both shield and sword. Mirael is the lord of the warrior
  ranks of the Angels of Light and his sword is both sharp
  and powerful.
  Mirael’s sword has the power to slice through any
  substance be it flesh or lead. He deals not one wound per
  success but three. He also has the power to grant mortals
  an Uncanny skill in any given warlike talent, be it Affray,
  Affray or others. He can grant courage too, and is able to
  work a charm that lifts all of a person’s fears for one hour.
  During this time the character automatically passes any
  fear checks, but will still take trauma outside of fear rolls.
  Ascendancy: 5
  Manifestation: 6
  Aspects: Prudence 6, Diligence 5, Devotion 4
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  7
  Will:
  7
  Sigil of Raphael
  Appears as a youth dressed in the grey and homespun
  garb of a pilgrim. He carries a pilgrims staff and wears worn
  and dusty sandals. Raphael’s wings are the colour of the
  polished oak run through with amber, his hair has to it a
  chestnut hue and his eyes glow like sunset.
  He has a love for pilgrims, all travellers and children and
  may help any of these without promise or fealty if feeling
  so inclined.
  Raphael can give clear directions and suggest safest
  road to take to get to any place known to men and Angels
  upon the earth. He has some limited knowledge of how to
  reach the Netherworld, the Kingdoms of Wilds and
  Darkness, too, but his directions are more likely to be
  vague.
  Raphael will if so asked put a protective charm on a child
  protecting him or her from evil. Dark Ones, Spirits of
  Shadow, Incarnate and creatures such as werewolves will
  no be able to approach such as blessed child for one week
  after the incantation is performed.
  Ascendancy: 4
  Manifestation: 4
  Aspects: Compassion 5, Charity 4, Diligence 3
  Skills:
  Supernatural
  Attack:
  Rank 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  6
  Will:
  6
  Sigil of Raguel
  Appears as a youth with emerald eyes, robes the hue of
  old willow leaves and hair that drifts like sunlit silk.
  Raguel has grand power over diseases and their
  prevention. He can place a charm on a person to protect
  him or her from disease for a year. Likewise he can protect
  a field or orchard from blights, pests and pestilence for a
  year.
  Raguel can lift a disease from a person already beset by
  sickness but needs to place a kiss to their person’s brow
  to work this power. Being kissed by an angelic being is not
  the most pleasant of things – it causes the ill person five
  Trauma.
  Ascendancy: 4
  Manifestation: 5
  Aspects: Prudence 5, Compassion 5, Charity 2
  Skills:
  Supernatural
  Attack:
  Rank 5
  Armour:
  5
  Substance (Health): 17
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  7
  Deft:
  7
  Wits:
  6
  Will:
  6
  Sigil of Samael
  Appears as a young woman with skin of a roan hue, hair
  that is a fiery red and wings as crimson as the brightest of
  cardinal’s robes.
  Samael can cure any person suffering from poison by
  touch and can produce for you a liquor in a pale blue flask
  that when drunk will save a poisoned person. She can also
  put a ward upon a mortal so that he cannot be poisoned
  for a year, although she must place a kiss upon the flesh to
  so do.
  Ascendancy: 4
  
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  Manifestation: 4
  Aspect: Compassion 5, Prudence 5, Devotion 2
  Skills:
  Supernatural
  Attack:
  Rank 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  6
  Will:
  6
  Sigil of Suriel
  Appears as a graceful, tender woman draped in robes of
  ivory and possessing always a gentle, loving gaze. Her
  wings are a pearly shimmer of white and other soft and
  subtle colours.
  Suriel can by touch heal any wound done to a mortal,
  though this power suffuses the mortal flesh with such a
  force and flood of power that the subject is driven into
  unconscious delirium for a full day afterwards. Her breath
  can cleanse a person of any disease, although again the
  subject succumbs to a long and unwaking sleep for a day.
  Suriel can also bless food so that it is cleansed both of
  disease and of poison and can conjure up an ivory cup
  that does the same for any liquid poured into it.
  A single drop of Suriel’s blood if mixed with wine is
  enough to make an old man shed all his years and return to
  full youth. Two drops will make an elderly man into a toddler.
  Three drops and the drinker vanishes into a newborn babe.
  More drops of blood have no further affects.
  Ascendancy: 5
  Manifestation: 4
  Aspects: Compassion 6, Temperance 5, Humility 4
  Skills:
  Supernatural
  Attack:
  Rank 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  7
  Will:
  7
  Sigil of Uriel
  Called by the common, the Flame of God, Uriel appears
  in the shape of a young woman wreathed in a robe of flame
  and with wings that though solid, flare and shimmer as if
  afire. One of her feathers shed and dropped to earth will
  burn with a terrible intensity for a hundred years.
  Uriel can cause an inanimate flammable thing that is
  within her sight, including clothing, to start smouldering
  and then burst into flame within 1 to 6 rounds. She can
  quench fires, cause them to flare up or die low and turn
  smoky.
  The sharpest sighted of spirits, Uriel can see vast
  distances. She can make out sparrows fighting on a
  mountain a hundred leagues away. Her sense of smell,
  hearing and touch as also paranormal.
  Ascendancy: 5
  Manifestation: 6
  Aspects: Devotion 5, Prudence 5, Diligence 5
  Skills:
  Supernatural
  Attack:
  Rank 6
  Armour:
  6
  Substance (Health): 18
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  8
  Deft:
  8
  Wits:
  7
  Will:
  7
  Sigil of Zadkiel
  Appears as a young woman in plain robes with ivory
  wings and an aura of benevolence, grace and piety.
  Zadkiel devotes great attention to the allotting of justice
  for those who have had none. If able to convince Zadkiel
  that she would help a worthy cause, right wrongs or put
  right injustice she may be inclined to help without
  demanding vows of service in return. Be aware that Zadkiel
  is able to know immediately if she is being told the truth or
  a lie. She also knows if anyone within a day’s walk has
  wronged another within the last week, be it by petty theft
  or murder. She wears ever a grave and tired expression,
  burdened forever by this constant and intimate knowledge
  of man’s inhumanity to man.
  Zadkiel can work a charm that causes a person’s ill-
  gained wealth to escape and flee if livestock, or crumble to
  dust if gold or goods. She has been known also to mete
  out somewhat more severe justice, summoning up unseen
  hands to inflict upon a maligning mortal the very crime he
  perpetrated upon another.
  Ascendancy: 4
  Manifestation: 4
  Aspect: Prudence 6, Diligence 6
  Skills:
  Supernatural
  Attack:
  Rank 4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  6
  Will:
  6
  Zephon
  A slender, almost fragile looking Angel with hair the colour
  of shadow and wings like dusk. Zephon has a great distaste
  for the unnatural and unearthly let loose on the mortal
  world.
  She is able to lift curses and remove unkind magics by
  laying a hand upon the affected. She is also able to destroy,
  rendering utterly to dust, any object or relic that has been
  enchanted in some way with magic. Places made enchanted
  
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  by Wild or Dark magic lose their sorcerous air simply by
  her passing over the enchanted ground. Zephon dislikes
  even Hallowed unnatural things, seeing them also as
  perversions of the mortal world, and may take the
  opportunity to destroy hallowed relics and places, too, if
  not prevented by another Angel. As such she chooses to
  visit the mortal world herself very seldom.
  Enchanted creatures and Incarnate beings she has no
  power to utterly destroy but is always aware where they
  are within a day’s journey, and is often willing to offer that
  knowledge to others who offer to hunt out the Incarnate
  and destroy them.
  Ascendancy: 5
  Manifestation: 4
  Aspect: Humility 6, Prudence 5
  Skills:
  Supernatural
  Attack:
  4
  Armour:
  4
  Substance (Health): 16
  Fear:
  Difficult
  Trauma:
  Two
  Might:
  6
  Deft:
  6
  Wits:
  7
  Will:
  7
  
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SOURCE: textdata/thevault/Danse Macabre/Danse Macabre The Sacvral and the Lost.pdf