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[College of Demonology]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®

These spells are new additions to the grimoire of the Diabolist. Some of these dark spells are unique or known only by a few masters. Spells that do not require END to maintain have their endurance cost in parentheses.

Agony

Summoning a Demon without a suitable means of control has been the demise of many a Demonologist. When the usual bribes and attempt at mind control fail, the summoner can threaten the Demon with this spell. The mind of the Demon is assaulted by wave after wave of mental anguish, crippling his ability to resist. If the caster fails his Magic Skill roll, however, he suffers a severe mental backlash.

Power: 4d6 Ego Attack - Agony
Modifiers: 1/2 END (+1/4), Continuous (+1); Only versus Demon (-1), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - Full Phase (-1/2), Character must have at least 40 points in spells from College of Demonology (-1), Side Effects (5d6 Ego Attack) (-1/2), IAF - Medallion, plus drawings on a scroll made from expendable expensive materials (The scroll takes about an hour to prepare, and is burned in a fire upon casting) (-1). Active Cost = 90 points.
END Cost: 4; Magic Roll: -9; Casting Time: 1 Phase.
Real Cost: 15.

Bind Imp Familiar

Through this spell, the Demonologist calls upon one of the greater demons and requests the services of an Imp familiar. If this boon is granted, usually as a result of a bargain or suitable inducement, the Imp appears and is initially cooperative with the caster. An Imp is a cruel and manipulative servant, however, and will often seek to distort its instructions. But the Imp will never knowingly seek to kill or injure the Demonologist, if only from fear of retribution from its demonic master.

This spell can only be cast once per year. If the magic skill casting roll is failed, or if the demon declines the bargain, then the Demonologist is attacked by the Imp. The Imp has +10 Mental Defense, and is enraged with the caster.
Power: Summon Imp (14 points)
Active Cost = 33 points.
Power: Mind Link, Any Imp, Any Distance, Any Dimension
Modifiers: Linked to Summon (-1/2). Active Cost = 20 points.
Combined: 14- Activation (Demon declines bargain) (-1/2), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 5 Minutes (-2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Summon Imp, +10 Mental Defense, Imp is enraged with the caster) (-1/2), IAF - Medallion, Rare and Expendable Inducements (-1), Single Charge per year (-2).
END Cost: (5); Magic Roll: -5; Casting Time: 5 Minutes.
Real Cost: 6.

Contract of Doom

To cast this spell, the Demonologist prepares a sheet of parchment with a written contract for the death of a specific target. When the sealed contract is accepted by the victim, a powerful demon is summoned who hunts down and attempts to slay him. Once the attempt has been made, the demon returns to the plane from whence he was summoned. If the caster fails his Magic Skill roll, the demon makes a single attack against the Wizard before disappearing.

Power: 4d6 RKA - Demon Attack
Modifiers: Delayed Effect (+1/4), Trigger (Contract accepted by chosen victim) (+1/4); No Range (-1/2), No Control Over Delay (1d6-1 Days) (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 hour (-2-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (3d6 RKA vs. Wizard) (-1/2), IAF - Medallion plus expendable expensive writing materials (-1). Active Cost = 90 points.
END Cost: (9); Magic Roll: -9; Casting Time: 1 Hour.
Real Cost: 12.

Create Homonoculus

This spell invests magical life into an alchemical stew, producing the miniature, gnarled humanoid form of a Homonoculus. (See the HERO Bestiary for stats.) The constant desire of a Homonoculus is to slay his summoner, hence the wizard must maintain constant mental control of his creator. If the caster fails his Magic Skill roll, the creature is still summoned but will have an immense hatred of the caster and will be difficult to control.

Power: Summon Homonoculus (34 points)
Modifiers: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 hour (-2-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same summoning but the Homonoculus is +10 EGO, has 20 points of Mental Defense against Mind Control, and hates the caster) (-1/2), IAF - Medallion, plus expensive, expendable materials (-1-1/2). Active Cost = 37 points.
END Cost: 3; Magic Roll: -3; Casting Time: 1 Hour.
Real Cost: 5.

Curse

This spell calls upon a major power of the lower planes to curse the target with a serious affliction. The caster has little actual choice about the type, the actual affliction being determined by the evil spirit performing the task. To determine the type, roll 3d6 and consult the table below:

  3d6  Permanent Affliction

3 Physical Limitation: Blindness (All the time, fully impairing) 4 -10 CON: Wasting Disease. 5 Psych. Limitation: Claustrophobia (Uncommon, Total) 6 -5 DEX: Clumsiness 7 Physical Limitation: Deafness (Frequently, greatly impairing) 8 -10 STR: Weakness 9 -10 EGO, Only versus fear (-1): Cowardice 10 -10 COM, Disfigurement from Warts, Boils, etc. 11 Age Disadvantage, 5 point 12 -10 CON, Only versus disease (-1): Poor Health 13 -1 SPD: Gout 14 Physical Limitation: Muteness (Frequently, greatly impairing) 15 Physical Limitation: Amnesia (Common, Total) 16 5d6 Unluck, only for financial matters 17 Caster can choose one 18 Make two rolls on this table, ignoring this result.

If the wizard misses his Magic Skill roll, the curse is placed upon him instead. The curse can only be lifted by a blessing from a god or holy artifact.

Power: 6d6 Minor Transform - Curse
Modifiers: Limited Class (+1/4); No choice over type (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Minute (-1-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same effect on caster) (-1/2), IAF - Medallion (-1/2). Active Cost = 75 points.

END Cost: 7; Magic Roll: -7; Casting Time: 1 Minute.
Real Cost: 15.

Damnation

The target of this powerful ritual is dispatched to one of the planes of damnation. The cursed victim will not suffer from aging or the harsh environment during this period, but is unlikely to survive the dangerous beasts that dwell therein. To cast this spell, the Demonologist must meticulously create a circle of protection, then bind the victim at the center. Rare substances are burned on a brazier while the ritual is read aloud from a tome of the damned. Upon completion, a gate of fiery energy is created which engulfs the victim and sends him to the alternate plane. If the ritual is miscast, however, the Demonologist is instead drawn into the nether planes by a great demon, there to suffer unimaginable torments.

Power: Full Life Support
Modifiers: Persistent (+1/2), Uncontrolled (+1/2); Only while on plane of Damnation (-1). Active Cost = 90 points.
Power: Extra-Dimensional Movement, Any Plane of Damnation
Active Cost = 60 points.
Combined: Useable Against Another (+1); Requires Magic Skill Roll (- 1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Hour (-2-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same spell on caster) (-1), OAF - Circle of Protection, Brazier, Rare and Expensive Substances, Requires Extensive Preparation, Immobile, Expended, Medallion (-2-1/2).
END Cost: 15; Magic Roll: -15; Casting Time: 1 Hour.
Real Cost: 16.

Demon Horde

This spell allows the caster to open a portal to the lower planes and draw through a gnashing horde of lesser demons. The demons will be eager to devour the wizard, so he will need an immensely large sacrifice with which to bargain. This is a desparate act under almost any circumstances, and is only used as a last resort to strike at powerful foes. If the caster fails his Magic Skill roll, the demons will be all but impossible to control and will have an intense hatred for the wizard.

Power: Summon 250 Hoardlings (-1 Points)
Modifiers: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Hour (-2-1/2), 0 DCV Concentrate while casting (-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same summoning, but Hoardlings have +10 EGO, have 20 points of Mental Defense against Mind Control, and hate the summoner) (-1), IAF - Medallion (-1/2). Active Cost = 70 points.
END Cost: 7; Magic Roll: -7; Casting Time: 1 Hour.
Real Cost: 10.

Demonic Form

Upon casting this spell, the Demonologist undergoes a horrific transformation into a demonic being. While in this form, the Demonologist gains some of the attack and defensive abilities of this beast. If the magic skill roll is failed, however, the upper body of a major demon appears through a gate and slashes the spell caster with both its claws. This spell will fail if cast upon holy ground sanctified to a "good" religion.

Power: 2d6 HKA versus PD - Claws and Bite
Modifiers: Reduced Penetration (-1/4). Active Cost = 30 points.
Power: +5 PD / +5 ED Force Field
Modifiers: Not versus Silver or Magic (-1/2), Linked to HKA (-1/2). Active Cost = 10 points.
Power: Shape Shift - Demonic Form
Modifiers: Linked to HKA (-1/2). Active Cost = 10 points.
Combined: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects - demon attacks caster (3d6-1 RKA, Reduced Penetration) (-1/2), IAF - Medallion (-1/2), Limitation: does not work on ground sanctified to a "good" religion (-1/4).
END Cost: 5; Magic Roll: -5; Casting Time: 1/2 Phase.
Real Cost: 11.

Eye Wall

This spell will create a stone wall that is covered with hundreds of demonic eyes. These sinister eyes shift and look in every direction, observing all that is occuring in the vicinity. They constantly secrete a slimy mucus that drains down the wall, giving the surface a slick, moist appearance. Note that any damage inflicted to the eyes will also harm the Demonologist. If the magic skill roll is failed, however, the caster is momentarily blinded.

Power: 4 PD / 4 ED Force Wall, Opaque to Sight Group
Modifiers: Indirect (Any Distance) (+1/2); Feedback (-1), Each end of wall must touch another surface (-1/4). Active Cost = 45 points.
Power: Clairsentience to Sight
Modifiers: 0 END (+1/2); Only from point of view of wall (-1/2), Linked to Force Wall (-1/2). Active Cost = 30 points.
Power: 360 Degree Sight
Modifiers: Only for use with clairsentience (-1/2), Linked to Force Wall (-1/2). Active Cost = 10 points.
Combined: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (3d6 Flash to Sight Group) (-1), IAF - Medallion (-1/2).
END Cost: 4; Magic Roll: -8; Casting Time: 1/2 Phase.
Real Cost: 16.

Fiendag's Pit of Hades

Upon completing this ritual, an intense spark of fire will fly from the casters fingertips, growing into a hot pit in the floor and opening a direct portal between a demonic plane and the current world. The pit will release a great deal of heat, causing those nearby to sweat profusely. Pit of Hades is a dangerous spell that is rarely used save in the most extreme circumstances, or when cast by the foolish or insane. It is often impossible to predict the types of beasts which may pass between the planes by this means, so the caster had best be prepared with suitable defenses. If the magic skill roll is failed, the Demonologist is engulfed by flames from the pit. A separate spell must be learned for each demonic plane where a pit can be opened.

Power: Extra-Dimensional Movement - Demonic Plane
Modifiers: Area Effect (Hex) (+1/2), Continuous (+1), Useable Against Others (100kg) (+1), Ranged (+1/2), Transdimensional (Demonic Plane) (+1/4). Active Cost = 85 points.
Power: Change Environment, 8" Radius - Demonic Plane
Modifiers: Linked to Extra-Dimensional Movement (-1/2). Active Cost = 20 points.
Combined: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (3d6 RKA versus ED, Sticky) (-1/2), IAF - Medallion (-1/2), Not Underwater (-1/4), Extra Time - 1 Hour (-2- 1/2).
END Cost: 11; Magic Roll: -11; Casting Time: 1 Hour.
Real Cost: 16.

Hellish Flames

The Demonologist can create many tiny portals into the demonic planes, unleashing a torent of hellish flames that smell of brimstone. Unlike normal heat, this scorching area of red flames is impervious to cold and rain, and can effect creatures normally immune to heat. Strangely, however, the flames do not seem to ignite flammable materials. Indeed, the caster can move with complete safety through this burning area. Should the Demonologist fails his magic skill roll, however, he will be incinerated by a column of intense flames.

Power: 2d6 Energy Blast - Flames
Modifiers: NND (Resistant Energy Damage Reduction versus Heat) (+1), Area Effect (8" Radius) (+1+1/2). Active Cost = 37 points.
Power: Change Environment, 8" Radius - Intense Heat
Modifiers: Linked to EB (-1/2). Active Cost = 31 points.
Combined: Personal Immunity (+1/4); Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (6d6 RKA versus ED) (-1), IAF - Medallion (-1/2), Not Underwater (-1/4), Extra Time - Full Phase (-1/2).
END Cost: 7; Magic Roll: -7; Casting Time: 1 Phase.
Real Cost: 13.

Kragholder's Tunnel of Terror

A Demonologist can use this spell to create an abomination, as every wall, floor and ceiling within the area of effect is covered by hideous demonic claws, jaws, tentacles, tails, horns, and a seething mass of other body parts. The sight is enough to stay even the bravest heart, and any who would enter this passage are subject to continual attacks throughout the length. The vicinity of the demonic mass will be uncomfortably warm, but not unbearably so. Any flying creatures can safely traverse the passage, unless they choose to land upon a surface. If the caster fails his Magic Skill roll, he suffers a severe mental backlash.

Power: 1d6 RKA versus PD - Demonic attacks
Modifiers: Area Effect (6" Radius) (+1+1/4), Continuous (+1); Reduced Penetration (-1/4), Not versus flying creatures (-1/2). Active Cost = 64 points.
Power: Images, Sight and Touch
Modifiers: 6" Radius (+1/2); Linked to RKA (-1/2). Active Cost = 37 points.
Combined: 1/2 END (+1/4), Indirect (Any distance and direction) (+3/4); Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (5d6 Ego Attack) (-1/2), IAF - Medallion (-1/2), Extra Time - 1 Minute (-1-1/2).
END Cost: 5; Magic Roll: -10; Casting Time: 1 Minute.
Real Cost: 17.

Pitch Fork

A glowing hot pitch fork appears in the hands of the Demonologist, allowing him to use the implement as a melee weapon. If the magic skill roll is failed, the hands of the Demonologist are burned.

Power: 1d6+1 HKA versus PD - fork
Modifiers: Increased STUN Multiplier (+1/2); Reduced Penetration (- 1/4). Active Cost = 30 points.
Power: 3d6 Energy Blast versus ED - heat
Modifiers: Only after fork does BODY damage (-1/2), Linked to RKA (- 1/2). Active Cost = 15 points.
Combined: Has a 10 STR Minimum (-1), Two-Handed Weapon (-1/2), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (6d6 Energy Blast versus ED) (-1/2), IAF - Medallion (-1/2).
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 10.

Scourge

Hundreds of tiny demonic creatures arrive to slash at the flesh of the victim, causing him to bleed profusely from many wounds. The demons penetrate every opening in the armor of the victim, causing intense burning agony with every prick of their hardened claws. If the magic skill roll is failed, the Demonologist is raked by demonic claws.

Power: 1d6 RKA versus PD - tiny demons
Modifiers: Continuous (+1), Indirect (Any distance) (+1/2), Penetrating (+1/2); Reduced Penetration (-1/4), No Knockback (-1/4), Requires Magic Skill Roll (-1/2), 1/2 DCV Concentrate (-1/4), Gestures (-1/4), Incantations (-1/4), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (2d6 RKA versus PD) (-1/2), IAF - Medallion (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1/2 Phase.
Real Cost: 10.

Summon Major Demon

This spell summons a major demon, one of the demons of greater power. The major Demon will wish to slay the caster but can be bribed. A special sacrifice of considerable value will be required to placate the demon. Otherwise this spell functions much like the other demon summoning spells.

Power: Summon Major Demon (249 Points)
Modifiers: Random Stats (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Hour (-2-1/2), 0 DCV while casting (-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same summoning but the Major Demon is +10 EGO, has 30 points of Mental Defense against Mind Control, and hates the caster) (-1), IAF plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried) (-1-1/2). Active Cost = 80 points.
END Cost: 8; Magic Roll: -8; Casting Time: 1 Hour.
Real Cost: 9.

Summon Succubus

This spell summons a Succubus, an infrequently summoned demon that can be useful for certain special tasks. The Succubus will want to steal the soul of the caster, and will appear to be cooperative to achieve this goal. A similar spell exists for summoning an Incubus, the masculine equivalent of the Succubus. If the caster fails his Magic Skill roll, the creature is still summoned but will be much more difficult to control.

Power: Summon Succubus (138 points)
Modifiers: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Hour (-2-1/2), 0 DCV while casting (-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same summoning but the Succubus is +10 EGO, has 20 points of Mental Defense against Mind Control, and +10 PRE versus the caster) (-1/2), IAF plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried) (-1-1/2). Active Cost = 58 points.
END Cost: 6; Magic Roll: -6; Casting Time: 1 Hour.
Real Cost: 7.

Witches' Watch

The corpse of an evil witch that has been burned at the stake is cooked to remove the fats and oils. The resulting lard, and strands from the witches hair, is used to produce a Witches' Watch lamp. Burning the lamp increases the wizards magical powers while performing demonic rituals. If the caster fails his Magic Skill roll, he suffers a mental backlash.

Power: +8d6 Character Points of Aid to Magic Skill
Modifiers: Loss rate 5 per Minute (+1/4); Only when casting spells from College of Demonology (-1/2), Single Continuing Charge lasting for 5 Minutes (Extinguish to Cancel) (-3/4), Costs END to cast (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Turn (-1), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (3d6 Ego Attack) (-1/2), IAF - Medallion, plus lamp prepared from the hair and corpse of a witch killed within the past 24 hours (-1). Active Cost = 50 points.
END Cost: (5); Magic Roll: -5; Casting Time: 1 Turn.
Real Cost: 8.

Spell Determination

To randomly determine the spells known to a typical adept of the College of Demonology, use the tables of disciplines below. An experienced Diabolist will commonly have several spells from a single primary discipline, plus a spell each from the other disciplines. In addition, before attempting to cast a spell from one of the summoning disciplines, an experienced Demonologist will also have mastered several rituals from the discipline of binding.

2d6 Discipline of Diabolism

2 Witches' Watch
3-4 Demon Fire
5 Create Homonoculus
6-7 Detect
8-9 Fire Blessing
10-12 Dispel
2d6 Discipline of Dark Arts

2-3 Damnation
4-5 Curse
6-7 Evil Eye
8 Pitch Fork
9-11 Hellish Flames
12 Fiendag's Pit of Hades
2d6 Discipline of Demonic Form

2-3 Demon Wall
4-5 Demon Vision
6-8 Demon Shield
9-10 Demon Wings
11-12 Demonic Form
2d6 Discipline of Lesser Summoning

2-3 Demonic Possession
4 Hound of Hell
5-6 Summon Hordling
7 Summon Imp
8-10 Summon Deceiver
11-12 Shadow Demon
2d6 Discipline of Greater Summoning

2-3 Kragholder's Tunnel of Terror
4-6 Summon Amorphous Horror
7 Summon Succubus
8-9 Summon Demon Hand
10-12 Summon Fire Demon
2d6 Discipline of the Horde

2-4 Demon Locusts
5-6 Demon Horde
7-8 Summon Major Demon Horde
9-10 Scourge
11-12 Eye Wall
2d6 Discipline of Binding

2-4 Agony
5 Contract of Doom
6 Bind Imp Familiar
7-8 Pentacle of Binding
9-10 Control Demon
11-12 Greater Pentacle of Binding