Teleport: Devils may teleport to a place that they have been physically present before a number of times per day. They don’t need to see the place, but they do need to remember what it looks like. If it has been more than a day since they have last visited their target location, the Deviling must first make a Math/Accuracy roll with a difficulty of 5 plus the number of days it has been past the first. Powerful purity spells (those with a cost of 50 or more MP) cast within 30 feet of the deviling or at the desired destination, or the use of certain devices and spells designed to disrupt the entropic traces a Deviling travels along, may further increase this difficulty. Failure of this roll results in the Deviling using the teleport but arriving in the wrong destination, with a larger margin of failure indicating a more inconvenient place to arrive, determined by the GM. If they’ve been to many places that look similar, the GM may decide that the Deviling must make an Accuracy roll to determine how well he remembers the proper location. The Deviling may bring people along on a teleport, one person for every hand the deviling has, so long as the Deviling’s hand is holding onto them. If the deviling wishes to teleport an unwilling target, they must first successfully grapple the target.
Contract: If anyone is stupid enough to make a deal with a devil, that devil gets a bonus to all rolls made to keep up their end of the bargain. The person on the other side of the contract suffers a penalty equal to the devil’s contract bonus when attempting to do any action that would break that contract. The GM should make calls as to when a contract is made, and whether the target actually fell for it. The power’s use should be frivolous and shouldn’t affect combat or important things unless the GM decides that it it helps advance the plot of the game.