College of Demonology

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, he suffers a mental backlash.
Power: 6d6 Ego Attack (Agony)
Modifiers: 1/2 END (1/4), Continuous (1); Only versus Demon (-1-1/4),
Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4),
Extra Time – 1 phase (-1/2), Character must have at least 30 points in
spells from College of Demonology (-3/4), Side Effects (5d6 Mental 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) (-1-1/2). Active Cost = 135 points.
END Cost: 7; Magic Roll: -13; Casting Time: 1 Phase.
Real Cost: 21.

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)
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 (Attack
vs. Wizard) (-1/2), IAF – Medallion plus expendable expensive writing
materials (-1-1/4). 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
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 = 41 points.
END Cost: 4; Magic Roll: -4; Casting Time: 1 Hour.
Real Cost: 6.

CURSE OF DAMNATION
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 on the table below:

3d6 Affliction

J - -——————————————————————
3 Blindness (All the time, fully impairing)
4 -10 CON: Wasting Disease.
5 Claustrophobia (Uncommon, Total)
6 -5 DEX: Clumsiness
7 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 Muteness (Frequently, greatly impairing)
15 Amnesia (Common, Total)
16 5d6 Unluck, only for financial matters
17 Caster can choose one
18 Make two rolls on this table

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 Major Transform
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). Active Cost = 112 points.
END Cost: 11; Magic Roll: -11; Casting Time: 1 Minute.
Real Cost: 19.

DEAD MAN’S CANDLE
The severed right hand of a convicted murderer is cooked to remove the
fats and oils. The resulting lard is used to produce a Dean Man’s Candle.
Burning the Candle 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 Mental Attack) (-1/2), IAF
– Medallion, plus Candle prepared from the right hand of a convicted
murder killed within the past 24 hours (-1-1/4). Active Cost = 50 points.
END Cost: (5); Magic Roll: -5; Casting Time: 1 Turn.
Real Cost: 7.

DEMON HORDE
This spell allows the caster to open a portal to the lower planes and draw
through a gibbering horde of lesser demons. The demons will want to slay 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 very
difficult to control and will have an intense hatred for the wizard.
Power: Summon 250 Hordlings
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 (-1/2), Side Effects (Same summoning, but Hordlings have +10
EGO, have 20 points of Mental Defense against Mind Control, and hate the
summoner) (-1), IAF – Medallion (-1). Active Cost = 92 points.
END Cost: 9; Magic Roll: -9; Casting Time: 1 Hour.
Real Cost: 12.

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 like the other demon summoning spells. See
the description below for details on how to generate a major Demon.
Power: Summon Major Demon
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 = 102 points.
END Cost: 10; Magic Roll: -10; Casting Time: 1 Hour.
Real Cost: 12.

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 very difficult to control.
Power: Summon Succubus
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 20 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 = 87 points.
END Cost: 9; Magic Roll: -9; Casting Time: 1 Hour.
Real Cost: 11.


Major Demon

Demons come in many shapes and sizes, and possess all manner of powers.

All, however, are unspeakably evil. To generate a randomly summoned major
Demon, use the following description for the base, then roll on the tables
below to generate random characteristic modifiers, plus additional powers
and skills.

Val Char Cost
14 STR 4 12 DEX 6 13 CON 6 11 BODY 2 10 INT 0 12 EGO 4 15 PRE 5 4 COM -3 4 PD 1 3 ED 0 3 SPD 8 6 REC 0 26 END 0 25 STUN 0 Cost Abilities END
120 Roll twice on Table A 40 Roll twice on Table B 40 Roll twice on Table C 65 Roll on Tables D 20 25% resistant Physical Damage Reduction: not vs. silver or magic. 50+ Disadvantages
10 2x Body from Holy Weapons 15 Phys Lim: Confined by Pentagrams 15 Phys Lim: Must obey anyone who knows true name 10 Psych Lim: Fears Holy Symbols (Uncommon, Strong) 15 Distinctive Features: Aura of Evil 20 Susceptibility to Holy Ground: 3d6 END Per Turn 25 Susceptibility to Holy Water: 3d6 Stun Per Phase 50 Roll once on Table E -174 Creature Bonus

Points = 124 + 285 = 409 = 334 + 75

Table A. Characteristic Modifiers

Roll 3d6 twice, then consult this table for the modifiers to the primary
characteristics

Roll Roll
  1. #2 STR DEX CON BOD INT EGO PRE COM
    -———————————————————————————————————-
    3 10 11 3 6 2 5 6 7 0
    4 9 6 6 7 5 8 3 5 -4
    5 8 12 2 4 1 5 7 12 4
    6 7 0 8 5 4 7 1 8 4
    7 6 3 2 10 7 2 5 5 0
    8 5 10 1 4 2 10 6 11 4
    9 4 9 5 0 8 4 4 10 10
    10 3 16 3 1 4 3 8 6 0
    11 18 2 5 9 0 7 9 3 -6
    12 17 11 1 8 3 6 4 9 2
    13 16 7 8 2 6 9 1 4 -4
    14 15 14 4 1 5 0 7 7 2
    15 14 1 7 7 1 5 8 0 -2
    16 13 5 9 6 6 2 2 1 -2
    17 12 13 7 3 3 6 0 2 0
    18 11 4 4 5 9 0 5 6 0

Table B. Attack Forms

Roll 2d6 twice, then consult this table for the attack forms. If a duplicate
attack occurs, select one or roll again.

Roll Roll
  1. #2 Power
    -———————————————————————————————————-
    2 6 2d6 HKA, Reduced Penetration (-1/4), Limited
    Power* (-1/4)
    3 5 2d6 HKA, OAF (weapon), Armor Piercing, 0 END
    4 4 4d6 EB, Indirect, Any Location, x2 END
    5 3 1d6 HKA; 1d6 Drain, 5 per Minute (+1/4), Only
    if HKA does BODY (-1/4), 4 charges (-1)
    6 2 3d6 NND*, Cone Effect, No Range, Full Phase
    attack, Limited Power* (-1/4)
    7 12 20 STR TK, Full Phase
    8 11 3d6 Flash, Single Sense, Limited Power* (-1/2)
    9 10 6d6 EB, x2 END Cost
    10 9 10d6 Mind Control, Activation 12- (-3/4)
    Limited Power* (-3/4)
    11 8 3d6 Entangle, Limited Power* (-1/2)
    12 7 1d6 HKA, Continuous, Only after grabbed (-1/2)
*Determined by GM.

Table C. Defense Forms

Roll 2d6 twice, then consult this table for the defense forms. If a
duplicate defense occurs, select one or roll again.

Roll Roll
  1. #2 Power
    -———————————————————————————————————-
    2 6 +25% resistant Physical Damage Reduction: not
    vs. silver or magic (-1/2).
    Regeneration, 2 BODY/turn, home dimension (-1)
    3 5 50% resistant Energy Damage Reduction: only vs
    heat & cold (-1)
    +5 Power Defense
    4 4 Invisibility
    5 3 Life Support, Immune to heat, cold, disease,
    aging
    +3 PD, +2 ED Armor
    6 2 +25% resistant Physical Damage Reduction: not
    vs. silver or magic (-1/2).
    Life Support, no need to breathe
    7 12 50% resistant Energy Damage Reduction: only vs
    heat & cold (-1)
    +5 Mental Defense
    8 11 +4 PD, +3 ED Armor, Hardened, OIF-Armor (-1/2)
    Regeneration, 2 BODY/turn, home dimension (-1)
    9 10 +5 rPD, +5 rED Damage Resistance
    +5 Mental Defense
    Lack of Weakness
    +5 Power Defense
    10 9 Regeneration, 2 BODY/turn, home dimension (-1)
    Life Support, no need to breathe
    11 8 +25% resistant Physical Damage Reduction: not
    vs. silver or magic (-1/2).
    Life Support, no need to breathe
    12 7 50% resistant Energy Damage Reduction: only vs
    heat & cold (-1)
    Lack of Weakness

Table D. Special Powers and Skills

Roll once on each of the following tables for the special powers and
abilities.

1d6 Power (30 pts)
1 Extradimensional Movement, Earth & Hells 2 Teleport 10", 4xMass 3 Shapeshift, Any Shape 4 Clairsentience, Sight Group 5 2d6 Major Transform (Dead to Life), Cummulative (1/2), Full Phase (-1/2) 6 6d6 Telepathy 1d6 Power (20 pts)
1-2 Growth (15 pts), Persistent, Always On 3 Shrinking (15 pts), Persistent, Always On 4-6 Roll twice on table below 1d6 Power (10 pts)
1 +5" Swimming, Breath Underwater 2 +5" Running 3 10" Flight 4 Tracking Scent 5-6 Roll twice on table below 2d6 Power (5 pts)
2 Choose One: Concealment, Stealth, Tracking 3 +1 PER Ultrasonic Hearing 4 Choose One: Bribery, Bureaucratics, Streetwise 5 Choose One: Acting, Deduction, Persuasion, Seduction 6 Knowledge Skills 7 Infrared Vision 8 Familiarity w/ Weapons 9 Ultraviolet Vision 10 Choose One: Conversation, Interrogation, Oratory 11 Extra Limbs 12 Choose One: Lipreading, Mimicry, Ventriloquism

Table E. Disadvantages

Roll once on the table below to determine the number of selections:

1d6 Number of Selections
1 1 x E1; 2 x E2 2 1 x E1; 1 x E2; 1 x E3; 1 x E4 3 1 x E1; 3 x E3 4 2 x E2; 2 x E3 5 1 x E2; 3 x E3; 1 x E4 6 4 x E3; 2 x E4

Select the appropriate number of disadvantages from each category:

E1: No manipulatory limbs
x2 Vulnerability to a Common Attack Form

E2: Psych. Limitation: Overconfident (Very Common)
Psych. Limitation: Malicious (Very Common)
Missing Sense (Always, Slightly Impairing)

E3: 2x Effect from PRE Attacks of Holy Men
Psych. Limitation: Short Tempered (Common)
Psych. Limitation: Devious (Common)
Psych. Limitation: Greedy (Common, Strong)
Must Eat Frequently (Very Common, 1d6/turn)
Fear Creature or Person (Uncommon, Strong)

E4: Enraged when insulted (Uncommon) 8-, 11-
Distinctive Smell

College of Demonology

Lands of Tamriel, an Epic Fantasy Moritz Moritz