Demonology Spells

BanishSpell Cost: 4 (Ritual) / 3 (Cantrip) – Demonology Roll Penalty: -6 (Ritual) / -4 (Cantrip) – Endurance Cost: 6 (Ritual) / 4 (Cantrip)
This spell — sometimes classified as a cantrip, sometimes a ritual — is the demonologist’s last line of defense in case one of his charges cannot be controlled or escapes control… or a rival wizard sends a demon after him! It severs the magical “ties” that connect a Summoned being to its current location and plane, thus sending it back to wherever it was when first Summoned.
Ritual Game Information Dispel Summon 20d6 (60 Active Points); Concentration (½ DCV throughout; -½), Extra Time (1 Turn; -1¼), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Demonology Roll (-½), Spell (-½). (Real Cost: 13 points)
Cantrip Game Information Dispel Summon 14d6 (42 Active Points); Concentration (½ DCV throughout; -½), Extra Time (Extra Phase; -¾), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Demonology Roll (-½), Spell (-½). (Real Cost: 10 points)
Conjure DemonSpell Cost: 7 (Ritual) – Demonology Roll Penalty: -8 – Endurance Cost: 15
The most stereotypical… but also the most dangerous… Demonology spell is the ritual to summon a demon. Demonologists maintain books describing the types of demons they can conjure, and listing dozens or hundreds by name. The wizard must know about the demon he wishes to summon, and if possible call him by name, if the ritual is to succeed. (In game terms he has to make a KS: Demons roll; this isn’t affected by the spell’s Active Points).
Once he’s studied and visualized the demon, the wizard prepares his materials. He creates a Warding (see below) and places within it a specially-worked iron brazier burning sulphur treated by alchemy. He steps outside the Warding, lights the brazier (often with a spell), and then begins casting the spell. The demon consumes the sulphur and brazier as it arrives. (At the GM’s option, characters can try to summon a demon with an imperfect brazier or no brazier at all, but this imposes a -3 penalty on both the Demonology roll and the EGO Roll to control the demon after it arrives.) After the demon manifests, the wizard must control it somehow (willpower, bribery, persuasion, force…) to get it to do what he wants.
Game Information Summon one demon built on up to 500 Character Points, Expanded Class (any demon; +½) (150 Active Points); OAF Expendable (sulphur burned in a specially worked iron brazier, Very Difficult to obtain;-1½), Concentration (0 DCV throughout; -1), Extra Time (20 Minutes; -2½), Gestures (throughout; -½), Incantations (throughout; -½), Requires A Demonology Roll (-1 per 20 Active Points; -¼), Requires A KS: Demons Roll (At No Penalty; -¼). (Real cost: 20 points).
WardingSpell Cost: 1 (Ritual) – Demonology Roll Penalty: -4 – Endurance Cost: 0
Warding is sometimes referred to as a “pre-ritual” — a ritual cast in preparation for another ritual (specifically, Conjure Demon or Conjure Elemental (See Elementalism Spells). It creates an area with special mystic power to constrain various types of summoned beings. The caster has to specify which type of being a Warding affects, demons or elementals; a single Warding cannot restrain both.
To create a Warding, a wizard must obtain special paints, inks, or powders. Prepared by alchemical processes, these substances are expensive. Depending on the type of Warding he’s creating, he may also need candles, censers of incense, or other materials (also not cheap). He can only cast the spell on a level surface at least 2” in radius. Typically he uses the floor of a summoning-chamber, but any level surface that he can paint/draw on will do.
The minimum time required to cast Warding is 5 Minutes. At the GM’s option, characters who take more time (meaning they’re more careful about drawing the warding-lines and performing other preparations) gain a bonus to their Demonology roll, per the usual rules for taking extra time. Or he can try to draw the circle more quickly, suffering the usual penalties for speedy use of a Skill.
Once all preparations are complete, the caster makes his Demonology roll. If he succeeds, he’s created a working Warding that triggers demons’ (or elementals’) Physical Limitation regarding such things. If he fails, the Warding was improperly drawn; he must start over. If he fails badly (by 4 or more), he thinks he created a Warding… but in fact it’s broken and anything he summons is free to attack him, flee, or do whatever else it wants!
Game Information Change Environment (create warded area), Long Lasting, Reduced Endurance (0 END; +½) (37 Active Points); OAF Fragile Expendable (magic circle, pentagram, or the like drawn on the floor with easily-disturbed enchanted paints, inks, or powders, plus candles and other materials, Very Difficult to obtain; -1¾), Concentration (0 DCV throughout; -1), Extra Time (5 Minutes; -2), Gestures (throughout; -½), Incantations (throughout; -½), No Range (-½), Requires A Level Surface (-0), Requires A Demonology Roll (-½), Spell (-½). (Real cost: 4 points).
Soul BurnSpell Cost: 5 (Cantripl) – Demonology Roll Penalty: -4 – Endurance Cost: 4
This spell allows a Demonoloigist to inflict twisting torment upon another person by summoning an invisible, intangible demon to attack the victim’s soul. The pain is so intense that it causes actual physical harm (i.e., BODY damage). Injuries it inflicts manifest as burns, scars and the like representing the grasping claws of a demon tearing at the target’s soul, as well as the target bleeding from his eyes or fingernails, or the like.
Game Information (Cantrip)
Ego Attack 2d6, Does BODY (+1) (40 Active Points); Gestures (-¼), Incantations (-¼), Requires A Demonology Roll (-½), Spell (-½). (Real cost: 16 points)
HexSpell Cost: 11 (Cantripl) – Demonology Roll Penalty: -12 – Endurance Cost: 12
This spell inflicts a curse of ill fortune upon a person of the caster’s choosing. If it succeeds, the victim is doomed to misfortune until the caster chooses to lift the malediction (or some other spellcaster removes it).
Game Information (Cantrip)
Major Transform 8d6 (person into person with Unluck 4d6, heals back through another application of this spell, a like spell, or the caster ending the effect by act of will) (120 Active Points); Extra Time (Full phase; -½), Gestures (-¼), Incantations (-¼), Limited Range (20”; -¼), Limited Target (sentient beings; -¼), Requires A Magic Roll (-½), Spell (-½). (Real cost: 34 points).

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Demonology Spells

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