Demon Magic Level
Compel
Spell
level:
Demon 3
Magic
Points:
4
Range:
6 yards
Duration:
One summoning
Ingredients:
A skull from a demon of the type to be summoned inscribed with the
summoned demon's True name.
This
ritual is similar in nature to the second level Coerce. The effect is to cause
the summoned demon physical discomfort as well as the fear associated with the
Coerce ritual. The effect in game terms is a -3 to the Faithfulness Test roll
and +1 to the Vengefulness Test roll for imps, steeds and creatures; -2 to the
Faithfulness Test roll and +2 to the Vengefulness Test roll for lesser demons;
and -1 to the Faithfulness Test roll and +3 to the Vengefulness Test roll for
Greater Demons.
While
imps and the like will merely fear the demonologist more for this bullying,
other demons will resent this treatment and will take appropriate revenge at the
nearest opportunity.
Contagion
Spell
level:
Demon 3
Magic
Points:
6
Range:
48 yards
Duration:
See below
Ingredients:
The hand of a leper, filled with ichor from a demon of
Nurgle
A
foul greenish spray flies from the caster to form a cloud of filth and contagion
around a target individual or group within range. An immediate Toughness test
must be made by each victim to avoid collapsing in a coughing, retching heap,
unable to perform any action for another d3 rounds when another Toughness test
may be made to recover. If this is failed then the procedure is repeated until
either a successful roll is made or the cloud disperses.
Anyone
who fails their Toughness test will be infected with a magical plague that will
cover them in weeping sores and halve all of their characteristics for a period
of 14 days minus the modified Toughness score. The plague is highly contagious
and will infect any creature that comes into physical contact
With
the victim and fails Toughness test. The dililitating symptoms appear 24 hours
after infection.
Dispel
demon horde
Spell
level:
Demon 3
Magic
Points:
10
Range:
48 yards
Duration:
Instantaneous
Ingredients:
1 pint of ichor from any Greater Demon
This
spell allows the caster to dispel any single group of Lesser Demons within 48
yards. Each Demon receives a test against Will Power and instantly returns to
its own plane if this is failed.
Hell
Blast
Spell
level:
Demon 3
Magic
Points:
10
Range:
48 yards
Duration:
Instantaneous
Ingredients:
A sliver of bone from a demon of alignment opposite to those to be
affected.
This
spell sends a bolt of energy designed to disrupt a demonic individual or group.
As a result, any demon affected by this spell will take d6 S5 hits. Non-demonic
targets will feel nothing bar a slight tingling, and thus this spell may be cast
into melee with no chance of injuring friendly mortal combatants.
Greater
Pentagram
Spell
level:
Demon 3
Magic
Points:
8
Range:
6 yards
Duration:
1 hour
Ingredients:
See below
This
ritual is a more powerful version of the 1st level Demonologist spell Lesser
Pentagram. The pentagram takes 10 minutes to inscribe and requires chalk for a
stone or wooden surface and a sharpened iron rod if it is to be drawn in dirt,
in the same way as for the Lesser Pentagram. It also requires a lit candle to be
placed at each of the Greater Pentegram’s points. The protection afforded by
this spell lasts for 1 hour or until the pentagram is disturbed. The caster and
any other creatures within the pentagram are immune from all attacks, magic and
psychological effects caused by demons and elementals except Wissentlichs and
manifestations of the Demonic powers themselves (such as Tzeench, Necoho, Khorne
and so forth).
Spread
insanity
Spell
level:
Demon 3
Magic
Points:
8
Range:
24 yards
Duration:
10D6 rounds
Ingredients:
The brain of a lunatic
This
spell produces an awesome awareness of diabolic power in all living creatures
within 24 yards of the caster. Every creature within this area which fails a
test against Will Power must make an immediate test on its Leadership. Any
creatures failing the test will instantly flee away from the caster and will not
return for at least 10D6 game turns.
Any
character that learns this spell immediately acquires 1 Disability (see
Penalties). Each casting of the spell gives the caster 1 Insanity point.
Summon
demon horde
Spell
level:
Demon 3
Magic
Points:
8
Range:
Not applicable
Duration:
1 hour per level
Ingredients:
36 Human or Demi-Human hearts, ritually sacrificed.
The
caster can use this spell to summon a group of 6D6 Lesser Demons. The group
appears within 6 yards of the caster. This spell may only be cast, however, if
one of the Demons has previously been summoned, controlled, and a bargain struck
with it, according to the rules given under Summoning Demons.
If
the caster successfully controls the Demons (making one Will Power check for
each Demon), they serve for 1 hour per level of the caster and then return to
their own plane(s). If the caster is slain, the Demons disappear immediately.
Summon
Demon Pack
Spell
level:
Demon 3
Magic
Points:
8
Range:
6 yards
Duration:
2 hours per level of the summoner
Ingredients:
The heart of any humanoid creature, torn from its living body
Spell
summons d6 demonic creatures. If this spell is cast by a
Demonologist
that is already aligned to a particular Chaos power, the summoned creatures will
be those of that particular power (such as a fleshhound, fiend, flamer or beast
of nurgle).
Summon
greater power
Spell
level:
Demon 3
Magic
Points:
6
Range:
Not applicable
Duration:
6D6 rounds
Ingredients:
The heart of a Lesser Demon
The
caster may use this spell to summon pure power of demonic origin. The energy
appears as a writhing mist, and the caster must make a successful Will Power
test to absorb it. The energy increases all the caster’s stats by 1 or 10 as
appropriate. This may take characteristics above norm maximum levels. The effect
lasts for 6D6 combat rounds.
If
the Will Power test is failed, the character not only fails to absorb the
energy, but also suffers a reduction in all stats by 1 or 10, for D6 rounds.
Also the character will be subject to stupidity for D6 rounds.
As
with other energy-summoning spells, the first time this spell is learned the
character immediately gains a Disability (see Penalties), and each time the
spell is cast, the Demonologist gains 1 Insanity point.
Trap
the Soul
Spell
level:
Demon 3
Magic
Points:
8
Range:
12 yards
Duration:
See below
Ingredients:
An enchanted object inscribed with the demon's True name
Whack a summoned being's life force into an object and
bind it there as a form of storage or imprisonment. Does not give the item any
powers - a bit like the bottled genie concept. Item will radiate powerful magic.
(Set duration limit to 100 years?) Time spent entrapped will be spent planning a
horrible revenge.
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