Wolfhound from DFRPG Dallas sent me his takes on Odin and Freya's Agendas, so those have been added to the relevant Sponsored Magics.
Since Hick Jr still hasn't gotten back to me, I went ahead and edited the horseman magics myself. Hopefully he'll approve of the changes I made. They weren't too drastic, so I doubt he'll be greatly offended.
Anyway, I think the following is ready for inclusion in the list. As always, it would be greatly appreciated if someone were to check to make sure I'm right about that.
This'll go up on the list late Thursday or early Friday unless something happens to slow me down.
TENEBROMANCY [-4]
Description: You've learned to wield shadow magic, a dark reflection of normal magic. Contrary to popular belief, it isn't evil. It's dark. It's reflective. It isn't particularly nice. But then, neither is regular magic.
Sponsor: The collective ur-intellect composed of the world's billions of shadows.
Agenda: Shadows aren't really clever enough to have an agenda, but they'd like it if the sun went out, or was permanently eclipsed. Destroying sources of light is generally enough for them. They also like it when you kill photomancers and Summerfae.
Evocation: Rather obviously, shadows. Besides manifesting corporeal shadows, you also manipulate cold, gravity, reflections, and mirrors.
Thaumaturgy: Tenebromantic rituals can obscure things, conjure objects out of shadow-matter, summon creatures of darkness, scry through shadows, teleport through shadows, and steal people's shadows.
Evothaum: You can use any ritual you can cast with Tenebromancy at Evocation's speed and methods.
Extra Benefits: You learn to reflect attacks off bulwarks of darkness- if you successfully defend against an attack with an Evocation block, you may sacrifice your next action to turn that defense into an automatically successful attack, using the block strength as an attack roll, and the strength of the attack as Weapon rating.
PESTILENCE [-4]
Description: You are heir to the power of bacteria and virus, pollution and plague. You are the Horseman of Pestilence, or one of its Emissaries.
Sponsor: The ur-mind created by the semi-awareness of every virus, bacterium, and parasite in the world.
Agenda: To give people diseases, and to destroy institutions that would prevent the spread of disease. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfil the goals of Heaven.
Evocation: You can manipulate blood and other vital fluids and systems. Because bacterium alone outnumber humanity a billion to one, you can throw around raw life force, a sort of corrupted Soulfire.
Thaumaturgy: The creation of disease. Surprise! Beyond the obvious, manipulation of biological systems and the creation of new life-forms. For example, a Pestilential Ward might create a type of magic-consuming airborne bacterium.
Evothuam: You may use Biomancy at Evocation's speed and methods.
Extra Benefits: The Horseman of Pestilence is associated with archery, and this power adds 1 to your Guns or Bows skill when you use a bow. You may also ride a pestilential horse called a Virusteed; if so, take an appropriate Aspect and use it to represent your horse.
FAMINE [-4]
Description: You are heir to the power of hunger and despair, desperation and greed. You are the Horseman of Famine, or one of its Emissaries. Famine is an elder spirit of Hunger, and his emissaries are vampires of the White Court.
Sponsor: The part of the human mind that is nothing but greed and hunger. This is where Famine lives.
Agenda: To cause famine, obviously, but in more than one sense. You make people hunger for everything. Famine wants you to want, without satisfaction. Ever. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfil the goals of Heaven.
Evocation: You can manipulate lack. The absence of anything, and the hunger for everything. This translates into power over cold, darkness, ashes, dust and emotions like fear, despair, lust, and greed.
Thaumaturgy: You can instil mass hunger, strip the world of energy and life to create shadow and cold, and command spirits and scavengers. If it involves taking without giving anything back, it’s likely within your purview. For example, a Famine Ward simply eats magic that is thrown at it. A Famine Veil swallows light and sound and hope.
Evothaum: You may use psychomancy and entropomancy at Evocation’s speed and methods.
Extra Benefits: You have the Aura of Influence power, applying the AURA OF FAMINE aspect. You also learn to eat magic. Whenever you successfully use a counterspell, add 2 to the control and power of the next spell you cast in that scene. The bonus is not cumulative. You may also ride a magical horse of the Hungarabian breed; if so, take an appropriate Aspect and use it to represent your horse.
WAR [-4]
Description: You are heir to the power of wrath and steel, hate and strife. You are the Horseman of War, or one of its Emissaries. War is an elder spirit of Wrath, and his Emissaries are usually lycanthropes.
Sponsor: The part of your mind that tells you to kill indiscriminately, to strike down those who might strike you down first. War lives in the dark, reptile part of your brain that governs the Fight or Flight response.
Agenda: The creation or extension of strife, the instilling of wrath, the slaying of men. Because you are technically a servant of Heaven, you may occasionally be called upon to fulfil the goals of Heaven.
Evocation: War evocations tend to resemble metal, earth, or fire evocations, except used in their warlike forms. Hails of gunfire, artillery shelling, the creation of battlements and foxholes, that sort of thing.
Thaumaturgy: War rituals tend to push the minds of men away from peace and towards the strife your power loves. War rituals can also create incredibly complex weaponry, things far beyond the scope of normal conjuration. Creating a functioning, magical Howitzer is not outside the realm of possibility.
Evothaum: You can use conjuration and psychomancy at Evocation’s speed, but only for the creation of weapons and armour and the instilment of wrath, respectively.
Extra Benefits: War conjurations reduce the complexity required to create weapons by two and ignore the technological limitations of conjuration when conjuring weaponry. In addition, this magic is not the will-power of wizards or the elemental power of the Sidhe- it is the strength of your arm, the sharpness of your eye, and the edge of your hate. You may use Guns or Weapons in place of Discipline for spellcasting. You may also ride a magical horse of War; if so, take an appropriate Aspect and use it to represent your horse.
CONQUEST [-4]
Description: You are heir to the power of domination and command, mastery and baleful pride. You are the Horseman of Conquest, or one of its Emissaries. Because they are rulers of minds and men, Emissaries of Conquest tend to be psychomancers.
Sponsor: The part of your mind that still respects territory, and demands mastery over other, weaker men, and the destruction of the stronger. Conquest lives in the part of your brain that tells you to dominate.
Agenda: To dominate, in every sense of that word. To create thralls, rough or otherwise. To strike down established power and government and put yourself at the top.
Evocation: To the utter surprise of most, Conquest evocations most closely resemble wood or spirit (light) evocations. Wise men speculate that this is because the Horsemen are forces of nature, and what better representation of man’s desire to rule than wood? Or light? The creeping vine chokes the tree to grow closer to the sun. Arrogant light drives away the darkness.
Thaumaturgy: Conquest rituals resemble psychomancy in essentially every way. Which, considering it’s a type of proto-psychomancy, is reasonable. You also gain power over demons, and are able to command the hellspawn as easily as you are able to command men.
Evothaum: You may use psychomancy and diabolism with Evocation’s speed and methods.
Extra Benefit: You can use Lore in place of Presence for the Charisma and Command trappings of that skill. You may also ride a magical horse of Conquest; if so, take an appropriate Aspect and use it to represent your horse.
SPACE MANIPULATION [-4]
Description: This is power granted by Spacious, the God of Space.
Sponsor: Spacious, the God of Space, who grants his scions the ability to move freely throughout space (within reason).
Agenda: Spacious works to keep the universe in working order. He uses scions who have the ability to manipulate space, prevent the universe from collapsing.
Evocation: Space Manipulation evocations work by affecting the space around the user, extending or reducing the space between two points. This provides the normal set of evocation effects, but with some funky descriptions; attacks might work by warping the space inside someone's body while blocks might work by placing enormous distances between an attacker and their target.
Thaumaturgy: Space Manipulation rituals manipulate space. Teleportation is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Space Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Space Manipulation have a Lore-based Supernatural Sense for space. It can be used to determine one's location, to sense how large or how far away something is, to detect spacial anomalies. Other related effects are also possible; this list is not exhaustive. Some scions of Spacious use this ability to map the universe without a telescope.
TIME MANIPULATION [-4]
Description: This is power granted by Kronos, the God of Time.
Sponsor: Kronos, the God of Time, who grants his scions the ability to move freely throughout time (within reason).
Agenda: Kronos works to keep the timestream in working order. He uses scions who have the ability to travel along the timestream to prevent temporal anomalies from occurring.
Evocation: Time Manipulation evocations work by slowing down and speeding up the flow of time. This provides the normal set of Evocation effects, but with some funky desciptions; attacks might work by causing time to flow unevenly across the target's body while blocks might work by creating narrow slices of space where time barely moves.
Thaumaturgy: Time Manipulation rituals manipulate time. Straightforward time travel is their most obvious application, but not their only one.
Evothaum: All rituals that may be cast with Time Manipulation may be cast with Evocation's speed and methods.
Extra Benefits: Characters with Time Manipulation have a Lore-based Supernatural Sense for time. It can be used to tell what time it is, to detect disruptions to the timestream, and to determine whether an action will damage the flow of time. Other related effects are also possible; this list is not exhaustive. Some scions of Kronos use this ability to collect souvenirs from the past without changing history.
SEIÐR OF ODIN [-4]
Description: Drawing on the power of the god Odin, you’re able to cast spells that fit his essential nature: war and battle, victory and death, wisdom and prophecy, trickery, cunning, and the hunt. These magics are under Odin’s sway and making use of them will inevitably gain his notice.
Sponsor: Odin, first among the Norse gods, far away in his hall of Valhalla. Valhalla is in the Nevernever – the Ginnungagap – in the realm of Asgard.
Agenda: Odin is and has always been preparing for Ragnarok. Those he selects are aggressive warrior types worthy of Valhalla. Though he doesn’t necessarily need mindless warmachines, whoever is selected is invariably willing to take a stand against “the enemy” in the last battle. What is also known, but not really discussed, is that regarding the “last man and woman” (according to the legends, the only ones left after the world comes to an end); Odin’s in charge of making sure the “last man” is worthy. It is generally believed that he will come from among Odin’s chosen.
Evocation: Evocations cast with Odin’s Seiðr encourage or make use of lightning, trickery, battle, pain, fury, and knowledge. Their aesthetics generally involve runes.
Thaumaturgy: Rituals cast with Odin’s Seiðr make use of the same themes as Evocations cast with it. They may also be used for divination through the method of casting runestones.
Evothaum: All rituals that may be cast with Odin's Seiðr may be cast with Evocation's speed and methods.
Extra Benefits: When Odin’s Seiðr is used against a giant, any Toughness Powers that that giant has are treated as though they were one step weaker. Norse giants aren't the only giants; big humanoid fey like ogres count too, and there might be other categories of giant out there.
SEIÐR OF FREYJA [-4]
Description: Drawing on the power of the goddess Freyja, you’re able to cast spells that fit her essential nature: love and beauty, family, hearth and home, sex, birth and fertility, growing things, rain storms, and protective war. These magics are under Freyja’s sway and making use of them will inevitably gain her notice.
Sponsor: The Norse goddess Freyja, far away in her hall of Sessrúmnir. Sessrúmnir is in the Nevernever – the Ginnungagap – in Freyja's realm of Fólkvangr.
Agenda: Freyja is and has always been preparing for Ragnarok alongside Odin. Those she selects are cunning warriors worthy of Sessrúmnir. Her chosen are willing to take a stand against “the enemy” in the last battle, just not necessarily on the front lines. What is also known, but not really discussed, is that regarding the “last man and woman” (according to the legends, the only ones left after the world comes to an end); Freyja’s in charge of making sure the “last woman” is worthy. It is generally believed that she will come from among Freyja’s chosen.
Evocation: Evocations cast with Freyja’s Seiðr generally resemble hearth fires or rain storms. Other elements of Freyja's nature may also be used, but spells related to those themes will rarely be simple enough to be evocations.
Thaumaturgy: Freyja’s Seiðr may be used to cast rituals that express the themes of family, home, birth, protection, sexual attraction, growth, healing, hearth fires, and rain storms. Biomantic rituals are also possible.
Evothaum: All rituals that may be cast with Freyja's Seiðr may be cast with Evocation's speed and methods.
Extra Benefits: Freyja, the goddess of Love and Sex and Beauty, bestows a fraction of her transcendent pulchritude on those who use her Seiðr. This gives them either the Sex Appeal stunt or the Best Foot Forward stunt.
Note: Spells cast with Freyja's Seiðr are invariably suffused with warm golden light or with droplets of red-gold water that resemble Freyja’s tears.
URIEL MAGIC [-4]
Description: You’re in debt to an Archangel of God… they kinda get finicky about what you use the magic for and they’re really big on “accountability.” Make good choices.
Sponsor: The Archangel Uriel, Heaven's black ops guy.
Agenda: Uriel wants to preserve free will, to protect good things, and to destroy evil things.
Evocation: Evocations cast with Uriel Magic make use of light and flame.
Thaumaturgy: Uriel Magic can be used to cast rituals related to the themes of light, fire, fair play, free will, protection, retribution, and truth.
Evothaum: Uriel Magic grants the ability to use photomancy with Evocation's speed and methods.
Extra Benefits: Uriel Magic grants the Holy Touch Power to its users. Its spells satisfy Catches of "Holy Stuff". Furthermore, if an extra point of Refresh is invested in it, Uriel Magic downgrades the Toughness of any target by one step the same way as Soulfire.
TENGU MAGIC [-4]
Description: Drawing on the power of the Tengu Court , you're able to cast spells that fit its essential nature: wind, illusions, stealth,and mischief. These magics are under the sway and watch of the Tengu King Sojobo; making use of them will inevitably catch his notice.
Sponsor: The Tengu King and his Dai Tengu Nobles.
Agenda: Finding of worthy opponents and engaging them in a one on one duel or in general combat. Protecting forests and mountains from both mortal and supernatural destruction, taking vengeance for insults and perceived wrongs, and destroying or subjugating opposing Youkai clans and courts.
Evocation: Tengu Magic evocations take the form of various ninjutsu involving veils and powerful gusts of wind.
Thaumaturgy: Tengu Magic rituals may be used to curse people, especially with disfigurement. Poisons, illusions, possession, telepathy, item creation, and general mischief are also possible.
Evothaum: Tengu Magic rituals can be cast with Evocation's speed and methods if they create illusions, allow telepathic communication, inflict poisons, or target mortals who are enemies of the tengu.
Extra Benefits: A character with Tengu Magic receives the Pack Instincts Power for free, with the tengu as their pack.
KINDLY MAGIC [-4]
Description: Drawing on the power of the Eumenides, the Kindly Ones, you have become an avatar of vengeance and champion of those wronged, especially by those victimized by family blood. You draw on magic of pure and powerful wrath in the pursuit of righting wrongs.
Sponsor: The Erin-Eumenides, the Kindly Ones
Agenda: Avenging the innocent, especially spilled family blood. Sponsor debt should push you toward vengeance at any cost.
Evocation: Kindly Magic draws on deep forms of measured wrath, calling up precise and vicious beams of fire, powerful and narrow blades of force, focused and terrifying bolts of lightning, and things of that nature.
Thaumaturgy: Kindly Rituals involve finding targets and taking vengeance on them, or protecting the innocent to destroy the guilty. Divination to find targets or innocents are top of the list, followed by Transformation and Disruption rituals to take vengeance from afar.
Evothaum: Divination to find targets may be cast with the speed and methods of Evocation.
Extra Benefits: Any spell performed with Kindly Magic cannot be counterspelled. It also works over Thresholds, running water, and, if a caster is mortal, even over enchanted circles.