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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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 |
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| 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 |
|
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