Okay, time for an update.
So here's a collection of everything I could find that might be added.
These will not be added as-is. Many of them are probably in the wrong version, most are formatted oddly, and one of them still hasn't been authorized for inclusion.
Akai Legacy [-4]
Description: By drawing on the power of your deceased ancestors you're able to utilize a potent form of spirit magic. In return however you give your ancestors great sway over your actions.
Sponsor: The 20 generations of Akai ancestors who have wielded the family sword before you.
Agenda: See Akai Family code.
Evocation: The Ghosts of the Akai family provide spirit or metal evocations that often emulate sword techniques.
Thaumaturgy: The Akai Legacy allows its user to cast rituals that tap into the legends of dead heroes, as well as rituals that summon spiritual warriors.
Evothaum: Any Thaumaturgy granted by the Akai Legacy can be cast with the speed and methods of Evocation.
Extra Benefits: The ghosts of your ancestor demand poise and acting with honour at all times. You use your discipline in place of your presence to determine your Social Stress track.
The Akai Family Code
1. Never kill a mortal with magic
2. Knowledge is not only power, it is also a burden
3. Nothing is ever there to just help you, never stay in debt
4. Faeries are deal makers, be careful with your words around them
5. Duty before Love
6. Ensure the succession of the line
7. Never make a deal with the demon, or his allies
8. Honour the way of the sword
9. Keep bystanders out of your charge
10. Repay Allies and foes alike each in kind
11. Respect the dead
12. There is always another day
13. Never Trust a Wizard
UNLIMITED BLADE WORKS [-4]
Description: You can call up weapons from a magical realm inside your soul.
Sponsor: This magic is self-sponsored.
Agenda: As self-sponsored magic, this power lacks an agenda. Compels from its debt generally involve brutal headaches or one's magic going haywire.
Evocation: Unlimited Blade Works Evocations take the the form of spectral swords that appear from nowhere.
Thaumaturgy: Unlimited Blade Works rituals can be used to conjure weapons, including Item of Power weapons. The complexity required to create an Item of Power is determined by the GM.
Evothaum: Unlimited Blade Works allows its user to conjure weapons with Evocation's speed and methods.
Extra Benefits: All Unlimited Blade Works spells get two free shifts of duration. Spells with no duration, like Evocation attacks, leave behind conjured weapons that last for two exchanges. (The number of weapons left behind is up to the caster.)
PLANT MAGIC [-4]
Description: You draw upon the power of the world's plant life. It's a pretty simple form of magic, but a powerful one.
Sponsor: The collective ur-mind of all plants everywhere.
Agenda: Plants are not smart enough to have an actual agenda, but as a general rule plants like growing and dislike dying.
Evocation: Plant evocations work by creating and manipulating plants. Surprise!
Thaumaturgy: Plant Magic can be used to cast rituals that have to do with plants. It can make plants grow, give plants magical properties, create plant matter out of nowhere, turn people into plants, and so on.
Evothaum: Spells that make plants grow can be cast with Evocation's speed and methods using Plant Magic.
Extra Benefits: You get the Echoes Of The Beast Power, with plants as your beast. This adds one to your Alertness and Survival skills in plant-rich areas and lets you talk to plants.
ONEIROMANCY [-5]Description: You have mastered the powers of Sleep and Dreams. Far more powerful than most believe, Dreams and Reality are a wyrm biting its own tail- they both tell each other what they are, all the time.
Sponsor: Ancient gods of sleep, the ever-moving moon. Can be self sponsored, but generally among psychomancers, Nightmare changelings, or denizens of the Dreaming.
Agenda: “And now to sleep, perchance to dream...”. You put people to sleep and give them dreams or nightmares. Compels to knock people out and eat their dreams. Oneiromancers are cold and proud. Punish those who slight you.
Evocation: Oneiromancy evocations involve direct mental assault, shadows, sand, reflections, perception, dreams, dreamfire, sleep, and the manipulation of oneiroplasm (psychically charged ectoplasm) to create objects.
Thaumaturgy: Oneiromancy rituals involve putting people to sleep, prophetic dreams, sending messages in dreams, and the manipulation of perception. On the darker side, you can call up Nightmares (middling fetches) that take the shape of the target’s worst one.
Evothaum: You gain the ability to use Psychomancy, Summoning , and Conjuration at Evocation’s speed and methods.
Extra Benefits:-The Dreamtime
Gain the Demesne power when in the Dreaming. It is, literally, the stuff of dreams, and dreams are yours to command.
-Dreamsense
You can use Lore in place of Empathy for the Reading People and Social Defense trappings of that skill.
Green Sun Magic [-4]Description: The Green Sun is the collected energy of the dead stars in alternate universes that have already ended. In fact, it’s what alternate universes and timelines orbit. The Green Sun is one of the secondary safeguards against the Outside- If you look closely from the Outer Gates, it’s visible in the sky. Green Sun magic tends to be wielded only by daemons (The DV version of Homeland Security vs. the Outside) and is
extremely difficult for mortal practitioners to obtain.
Sponsor: Lord English, the daemonic personification of the Sun in the same way Mab is the personification of Winter. Among his lieutenants, usually self-sponsored.
Agenda: The destruction of Outsiders and their agents, the acceleration of entropy, unrestricted destruction and mayhem. The careful manipulations required to facilitate the prevention of spacetime breaches or paradox.
Evocation: The Green Sun is, basically, a star, and it is much more than a star. It’s evocations involve sunlight, solar fire, nuclear reactions and forces, gravity, electromagnetism, space, time, and entropy.
Thaumaturgy:The Green Sun’s rituals are evocative of the mythological image of a sun or sun god- They can heal, inspire, grant power, bring plagues, prophecy, and obliterate foes. The unique abilities of the Green Sun also come into play- It can warp time, bend space, accelerate entropy, and summon or banish demons and Outsiders.
Evothaum: You may employ the full range of thaumaturgical effects with Evocation’s speed and methods, so long as they incorporate one of the above ritual or evocative elements.
Extra Benefits: Gain an automatic +1 to Complexity/Control of Green Sun rituals. You may use these bonuses for Evocation as long as the spell incorporates one of the above elements. Green Sun spells may fully satisfy the Catch for Outsiders and their ilk.
HERO OF TIMEDescription: You are the Hero of Time for your session. You maintain the alpha timeline, prune offshoot "doomed" timelines, and manage stable time loops.
Sponsor: Self-sponsored.
Agenda:The maintenance of the Alpha Timeline, the creation of stable time loops, preventing Doomed timelines from coming about.
Evocation: Time magic does not grant any form of Evocation.
Thaumaturgy: Time rituals manipulate time, view into alternate timelines, and see the past and future.
Evothaum: You may use Chronomancy along with any ritual granted by being the Hero of Time at Evocation's speed and methods.
Extra Benefits:You gain a Supernatural Sense (Lore) for sensing temporal anomalies and disturbances.
HERO OF LIGHTDescription: You are a Hero of Light. Besides the obvious, your powers are knowledge and fortune.
Sponsor: Self sponsored.
Agenda: The defense of knowledge against the Heroes of Void. Regulation of luck.
Evocation: The offensive abilities of a Hero of Light depend on their Class, but for Active/Combative classes like the Knight and the Prince, they learn to use their powers to attack with light itself, and manipulate fortune offensively, "stealing" their foes luck.
Thaumaturgy: Heroes of Light can make people lucky or unlucky, bring forth knowledge, create knowledge or illusion, and manipulate perception.
Evothaum: You may use Divination, Entropomancy, Photomancy, and Veils with evocation's speed and methods.
Extra Benefits: Gain an automatic +1 to Complexity/Control in Divination. You gain a +2 to Alertness and Lore for the purpose of Assessments and Declarations.
Curse of the Seven [-4]Description: You’re one of the Chandrian, the Seven chosen of darkness. Your power is blood and shadow and rot and madness. And hate. Hate like iron and bitter rue.
Sponsor: None are certain. Not even the Seven themselves. Possibly some dark god, possibly the primal chaos and darkness that came before Man, in his arrogance, lit a candle. Possibly the ancient Wyldfae known as the Cthaeh, a flawlessly malevolent, perfectly accurate oracle.
Agenda: The acceleration of entropy. Destruction of evidence of themselves, remaining secret. The death of good creatures like angels. Because of the fact that the Chandrian make a point of slaughtering anyone who knows they exist beyond half-remembered tales, not much is known about what they want. It’s suspected they guard the world from far more terrible beings than themselves, but nobody’s ever lived to corroborate that. Speaking with one of the Seven is taking your life into your hands.
Evocation: Your power is in the things that man fears, and the Signs. Blood, shadows, silence, smoke, the weather, entropy, chill, madness, decay, and the void all answer your call. The Curse grants knowledge of the Names of all things, granting you the ability to manipulate raw elemental energy.
Thaumaturgy: The Curse of Seven’s rituals are nightmare things meant only to bend, break, or destroy. Preservation and protection are anathema to your power. It grants the ability to curse people, accelerate entropy, raise the dead, erase knowledge, bend or break the minds of men, and prophecy.
Evothaum: You may use entropomancy, necromancy, psychomancy, and divination at Evocation’s speed and methods.
Extra “Benefits”: You begin to display the Signs- with your presence, flames turn blue, wood rots, liquids freeze, iron rusts, animals go mad, and silence falls. Any zone you are in gains the SIGNS OF THE SEVEN sticky aspect. Because this power is a curse, it is not without detriment. You will be hunted by any good or righteous creature, and some of the evil ones. You take a -2 penalty on
all social rolls except Intimidation with beings who know who and what you are, and there is almost no potential for friendly interaction. People gain a +2 to any check to successfully identify you as one of the Seven if the Signs are obvious or visible. Your power is fueled by the hunger that lurks at the end of
everything, and it is a dark hunger. If you possess Emotional Vampire, Blood Drinker, or any type of Feeding Dependency, you may now only satisfy it with souls.
THE DEAD STAR
"Go to sleep, young one, or the Boogeyman will come and take you away..."
Since man was young, he has told stories of the Fae to his children. Of jealous trow who steal children from their beds, leaving homunculi or changelings in their place. Of the piksies who guard hearth and home. And of the Sidhe, Faen folk of razor-sharp beauty. This Man has done to protect himself from jealous Fae, and it has worked well. Philosophers have asked, "If we tell ourselves stories of Faerie, do the Fair Folk tell stories of us?". And they do. They tell tales of rebellion, of hope where there should be only despair, and of cruel iron-workers tricked by clever fae. If the philosopher had been wiser, he would have asked, "If we tell ourselves stories of the Fair Ones to warn us of them, what stories do they tell as warnings?". The answer is this- they tell stories of the Seven. The Seven chosen of shadow and blood and bitter hate. the Seven betrayers of seven once-shining cities. In Summer, they say "Do not speak false, or Night-Eye will come and take you.". In Winter, they say, "If you cheat a mortal, Blueflame will come and burn you." Wiser men have speculated on how, exactly, the Sidhe can do either of these. These are known truths- the Sidhe cannot lie or break their given word.
Usually.
The truth of the Seven is this- They have been drafted into a cold war between Winter (And by extension, reality)and the Outside. Winter is the military force- they hold back the void tide at the Outer Gates, keeping the Old Ones and their forces contained. The Seven are the spies, the counter-agents. They seek to slay those taken by the adversary, Nemesis. It is for this reason they are hated by all- they appear, like lightning out of a clear blue sky, kill seemingly indiscriminately, and vanish just as quickly. The Seven draw their power from the Dead Star. As it's name suggests, it is a star located in the deep, deep Nevernever. It's real world counterpart is the Great Attractor, a cluster of dead galaxies thousands strong, with a supermassive black hole in the center. It's metaphysical power is almost beyond belief, for it draws power from all alternate timelines in which universes have undergone heat death. It's the paracosmic equivalent of a massive plughole down which the expended life of a billion stars runs down.
If you look closely, you can see it from the Outer Gates. It's a blue supergiant.
GIFT OF THE CONFLUX [-4]Description: Tapping into the Ley-Line construct in Nose Hill Park, you've managed to channel a portion of it's great energy...however now you are bound to be a keeper of that which sleeps beneath.
Sponsor: The Ley-Line Prison that hold a Formorian Giant.
Agenda: The prison was constructed to keep the giant imprisoned, and you are now responsibile for keeping the prison secure. Occasional dark impulses favouring the Formor and it's release bubble up...but how bad could it be?
Evocation: The Gift of the Conflux does not provide any form of Evocation.
Thaumaturgy:The Gift of the conflux provides the ability to use Summoning and Binding Thaumaturgy.
Evothaum: Any Thaumaturgy cast with the Gift of the Conflux can be done with the speed and meathods of Evocation.
Extra Benefits: The Gift of the Conflux gives a +1 bonus to Complexity and Power for Summoning and Binding. Furthermore when using Summoning and Bnding at the speed of Evocation you can use your specializations in place of your normal Evocation specializations.
Restrictions: The benefits of this magic can only be used within the City Limits of Calgary.
VULCANOMANCY [-4]Description: The ancient power that lurks beneath the Earth’s crust. Primarily lava, but also governs other tectonics.
Sponsor: Volcano and forge gods, generally. (Pele, Vulcan, Hephaestus, Goibniu) Can be self-sponsored with a mastery of both earth and fire or carrying a volcanic bloodline.
Agenda: Unexpected and swift destruction. The forging of tools and weapons. If self-sponsored, your own agenda.
Evocation: Vulcanomantic evocations generally involve lava, heat, ash, obsidian, basalt earth, tectonics, earthquakes, fire, or metals.
Ritual: Vulcanomancy allows for rituals that create things, generally weapons and armor, and the creation of protective items and effects, such as armor and wards. Very, Very, VERY powerful Vulcanomancers may actually be able to cause earthquakes and make volcanos erupt.
Evothaum: Vulcanomancy can be used to create Wards and Conjurations at evocation’s speed and methods.
Extra Benefits: Weapons conjured by Vulcanomancers are far more powerful than others- multiply the the number of shifts put into the Conjuration by 1.5- This is the effective Weapon rating of whatever you have conjured. Armor rating is equal to half of the total shifts. However, you must set aside shifts for duration, using Evocation's rules. These weapons fall to useless volcanic ash when they leave your posession. Wards created by Vulcanomancy do not require a threshold as long as they involve the aforementioned ashes (Sprinkled on the outside of a building, used in a circle, etc).
STORM MAGIC [-4]Description: The furious, unending power of the thunderstorm. Extends to most other types of weather. Subtlety is almost impossible with this power-even it’s veils are massive fog banks.
Sponsor:Can be gained in a number of ways- A weather deity’s boon, a thunderbird ancestor. It’s often self-sponsored, gained by aeromancers who learn the way of the storm.
Agenda: Once a user becomes powerful enough, the creation of storms. Destruction, uncontrolled.
Evocation: Storm evocations generally involve what you’d expect. Lightning, tornado-force winds, sonic booms, rain, water, fog, mists, ice, air pressure.
Thaumaturgy: Storm rituals destroy things. Violently. They’re also capable of altering the weather. Can also be used to scry through clouds and rain, and on storms.
Evothaum: Storm Magic can be used to create entropomantic and divination effects at Evocation’s speed.
Extra Benefits: Add +2 to the power/complexity and control of any Storm spell if the caster is outside during a storm.