Note: Original 1E version comes from Summoners book.
This is Legacy update done by one of my players - I helped him with redaction and sticking to 2E rules but all the heavy lifting is on to him.
So then, we enter Legacy update...
Origins
Parentage: Obrimos or Adamantine Arrow
Appearance & Background: In Summoners, page 188 and 189.
Doctrine
Prerequisites: Prime 2, Occult 2
Initiation: Having to deal with an Intruder manifested because of own or another's Paradox and win the fight or at least contain the danger for a week.
Organization: In Summoners, page 189.
Nickname: Dominions
Theory: The Void is an invasive, corrupting force of otherworldly chaos which constantly seeks its way into the Fallen World, and sometimes it has help from those foolish enough or mad enough to want its presence. The Dominions' sacred mission is to prevent the corruption by battling the Intruders and their twisted cults by the holy power of Aether as they see it.
Magic
Ruling Arcanum: Prime
Yantras: Casting in a holy place (+1, +2 when actually protecting it from Abyssal danger), Drawing and focusing on an enochian rune by gesture (+1, takes one turn of concentration), Being purified by a religious rite of penance (+1)
Oblations: In Summoners, page 189 and 190.
Attainments
First: See the Void, hear the Void
Prerequisites: Initiation
The Dominion can see the Void and its denizens for what they really are, piercing through their veils more easily than other Willworkers. This acts as an automatic Pierce Deception spell when the Dominion has an active Mage Sight and the Abyssal untruths are present, giving the user Potency equal to his Prime dots.
Optional: Forces 1
By spending 1 point of Mana the Dominion can use his will to try and Tune-In to Abyssal distortion, being able to detect the approximate direction of the Abyssal presence.
Second: Aetherial Cleansing
Prerequisites: Prime 2, Occult 3
Whenever within sensory range of the use of any Numen or Influence by an Abyssal Being, the Dominion may attempt to protect the Fallen World from the unholy taint of the Void by countering the power as a reflexive action, requiring a Gnosis + Prime roll (this acts as an anti-Abyss version of Universal Counterspell attainment).
By spending 1 point of Mana, this power can be used to try and Dispel the Abyssal-created effect after it has been cast. Obviously, this cannot reverse the effects imposed by the Paradox.
Optional: Forces 2
The Dominion can use his connection with Aether to literally walk through fire and not get burned – gaining Environmental Shield spell effect with its Duration equal to Mage's Forces dots.
Third: Aetherial Avatar
Prerequisites: Forces 3, Prime 3, Occult 3 with Specialization in Abyss
Calling down the very fire of magic from the Aether, the Dominion gives it shape within his soul and channels it, outward, into the Fallen World, in the form of an avenging angel. This Aetherial avatar is formed of Supernal Mana and adorned with fire; beautiful and terrifying, all at once. This acts like an instant version of Summon Supernal Being. The mage spends a point of Mana and summons the avatar, which remains within the Fallen World for a number of turns equal to his Prime dots.
The avatar's Rank is equal to Dominion's value of Prime dots / 2 (round up) + 1, giving Rank 3 or 4 depending on the Mage's experience.
The avatar is affected by spells just like a being normally summoned from the Aether. While the entity acts in the mage's best interests — according to the unyielding standards of the Golden Key — to oppose the Void, it is not under his direct control, unless he uses other magic to compel its obedience. Others attempting to control the avatar with magic suffer a dice-pool penalty equal to the Dominion's Prime dots.
By spending a point of the Dominion's Mana as an instant action (irrespective of the per turn Mana spends allowed by the mage's Gnosis), the Aetherial avatar may create effects identical to the spells Celestial Fire or Controlled Dispellation, rolling Power + Finesse. If the Dominion is an Adept of Prime, the damage dealt by the avatar's fire may be lethal.
While the Aetherial avatar is present, Willworker may instead shunt any damage dealt to him by an Acamoth, Gulmoth or other Abyssal spirit to the avatar.
The Dominion's Aetherial avatar may only be called down once per scene.
Fourth: Aetherial Exaltation
Prerequisites: Forces 4, Prime 4, Occult 4
The Dominion can further empower her Aetherial avatar. Enhanced by still greater boons of the Watchtower of the Golden Key, the entity becomes a genuine terror to the creatures of the Void. After summoning her Aetherial avatar, the Dominion spends another point of Mana as an instant action. The Mage may add the number of the following effects to her avatar (these abilities may only be selected once for a given summoning, unless otherwise noted) equal to her Prime dots:
- One of the avatar's Attributes may now be increased by the Mage's Prime dots. This effect may be selected three times, once for each of the avatar's Attributes.
- The avatar gains bonus points of Health equal to two times the Dominion's dots in Prime.
- The avatar may remain within the Fallen World for a number of additional turns equal to the lesser of the Dominion's dots in Forces or Prime.
- When attacked by an Abyssal spirit, the avatar is considered to have an armor rating equal to the lesser of the Dominion's dots in Forces or Prime.
- The avatar gains the Harrow Numen.
Optional: by spending yet another point of Mana, the Dominion may add one extra effect, regardless of the above bonuses distribution: the empowered aetherial avatar spreads the aura of fear in Abyssal creatures, causing them to suffer -1 penalty to all actions when the avatar is present in sensory range.
Fifth: The Ultimate Exorcism
Prerequisites: Prime 5, Occult 4
During their long war with the Abyss, the Dominions mastered the raw magical energy of Aether, perfecting Celestial Fire into Holy Fire, used only agains beings of the Void, but quick and deadly. The Mage causes his Prime dots of aggravated damage to one Abyssal being in sensory range.
Optional: Forces 5
Mage can cause harm not to the Abyssal being itself, but to those who worship or help it. This acts like Thunderbolt spell, causing Forces dots value of lethal damage to one target in sensory range.
So, any thoughts or comments?
This is Legacy update done by one of my players - I helped him with redaction and sticking to 2E rules but all the heavy lifting is on to him.

Choir of Hashmallim
Origins
Parentage: Obrimos or Adamantine Arrow
Appearance & Background: In Summoners, page 188 and 189.
Doctrine
Prerequisites: Prime 2, Occult 2
Initiation: Having to deal with an Intruder manifested because of own or another's Paradox and win the fight or at least contain the danger for a week.
Organization: In Summoners, page 189.
Nickname: Dominions
Theory: The Void is an invasive, corrupting force of otherworldly chaos which constantly seeks its way into the Fallen World, and sometimes it has help from those foolish enough or mad enough to want its presence. The Dominions' sacred mission is to prevent the corruption by battling the Intruders and their twisted cults by the holy power of Aether as they see it.
Magic
Ruling Arcanum: Prime
Yantras: Casting in a holy place (+1, +2 when actually protecting it from Abyssal danger), Drawing and focusing on an enochian rune by gesture (+1, takes one turn of concentration), Being purified by a religious rite of penance (+1)
Oblations: In Summoners, page 189 and 190.
Attainments
First: See the Void, hear the Void
Prerequisites: Initiation
The Dominion can see the Void and its denizens for what they really are, piercing through their veils more easily than other Willworkers. This acts as an automatic Pierce Deception spell when the Dominion has an active Mage Sight and the Abyssal untruths are present, giving the user Potency equal to his Prime dots.
Optional: Forces 1
By spending 1 point of Mana the Dominion can use his will to try and Tune-In to Abyssal distortion, being able to detect the approximate direction of the Abyssal presence.
Second: Aetherial Cleansing
Prerequisites: Prime 2, Occult 3
Whenever within sensory range of the use of any Numen or Influence by an Abyssal Being, the Dominion may attempt to protect the Fallen World from the unholy taint of the Void by countering the power as a reflexive action, requiring a Gnosis + Prime roll (this acts as an anti-Abyss version of Universal Counterspell attainment).
By spending 1 point of Mana, this power can be used to try and Dispel the Abyssal-created effect after it has been cast. Obviously, this cannot reverse the effects imposed by the Paradox.
Optional: Forces 2
The Dominion can use his connection with Aether to literally walk through fire and not get burned – gaining Environmental Shield spell effect with its Duration equal to Mage's Forces dots.
Third: Aetherial Avatar
Prerequisites: Forces 3, Prime 3, Occult 3 with Specialization in Abyss
Calling down the very fire of magic from the Aether, the Dominion gives it shape within his soul and channels it, outward, into the Fallen World, in the form of an avenging angel. This Aetherial avatar is formed of Supernal Mana and adorned with fire; beautiful and terrifying, all at once. This acts like an instant version of Summon Supernal Being. The mage spends a point of Mana and summons the avatar, which remains within the Fallen World for a number of turns equal to his Prime dots.
The avatar's Rank is equal to Dominion's value of Prime dots / 2 (round up) + 1, giving Rank 3 or 4 depending on the Mage's experience.
The avatar is affected by spells just like a being normally summoned from the Aether. While the entity acts in the mage's best interests — according to the unyielding standards of the Golden Key — to oppose the Void, it is not under his direct control, unless he uses other magic to compel its obedience. Others attempting to control the avatar with magic suffer a dice-pool penalty equal to the Dominion's Prime dots.
By spending a point of the Dominion's Mana as an instant action (irrespective of the per turn Mana spends allowed by the mage's Gnosis), the Aetherial avatar may create effects identical to the spells Celestial Fire or Controlled Dispellation, rolling Power + Finesse. If the Dominion is an Adept of Prime, the damage dealt by the avatar's fire may be lethal.
While the Aetherial avatar is present, Willworker may instead shunt any damage dealt to him by an Acamoth, Gulmoth or other Abyssal spirit to the avatar.
The Dominion's Aetherial avatar may only be called down once per scene.
Fourth: Aetherial Exaltation
Prerequisites: Forces 4, Prime 4, Occult 4
The Dominion can further empower her Aetherial avatar. Enhanced by still greater boons of the Watchtower of the Golden Key, the entity becomes a genuine terror to the creatures of the Void. After summoning her Aetherial avatar, the Dominion spends another point of Mana as an instant action. The Mage may add the number of the following effects to her avatar (these abilities may only be selected once for a given summoning, unless otherwise noted) equal to her Prime dots:
- One of the avatar's Attributes may now be increased by the Mage's Prime dots. This effect may be selected three times, once for each of the avatar's Attributes.
- The avatar gains bonus points of Health equal to two times the Dominion's dots in Prime.
- The avatar may remain within the Fallen World for a number of additional turns equal to the lesser of the Dominion's dots in Forces or Prime.
- When attacked by an Abyssal spirit, the avatar is considered to have an armor rating equal to the lesser of the Dominion's dots in Forces or Prime.
- The avatar gains the Harrow Numen.
Optional: by spending yet another point of Mana, the Dominion may add one extra effect, regardless of the above bonuses distribution: the empowered aetherial avatar spreads the aura of fear in Abyssal creatures, causing them to suffer -1 penalty to all actions when the avatar is present in sensory range.
Fifth: The Ultimate Exorcism
Prerequisites: Prime 5, Occult 4
During their long war with the Abyss, the Dominions mastered the raw magical energy of Aether, perfecting Celestial Fire into Holy Fire, used only agains beings of the Void, but quick and deadly. The Mage causes his Prime dots of aggravated damage to one Abyssal being in sensory range.
Optional: Forces 5
Mage can cause harm not to the Abyssal being itself, but to those who worship or help it. This acts like Thunderbolt spell, causing Forces dots value of lethal damage to one target in sensory range.
So, any thoughts or comments?
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