Tiger's Chaos - Hero System

This College was based on the Demonology College from the original Fantasy Hero & then update by Tiger.  For those who prefer a PDF  If You Would like a prefab for Hero Designer Prefab


Demonology


Using only his frail and weak abilities, the Demonologist seeks to control the darkest, most dangerous of all creatures — demons. Demonology is the most dangerous college of magic, for with the slightest mistake, a demon will turn upon its caster and rend him limb from limb, or worse, take him down into the nether regions to suffer eternal damnation. Some say only a madman would risk such dangers, yet the power it offers has led many foolhardy souls astray. The most foregone souls of all are those who have signed a pact with some demon lord in order to gain more power.

Most demonologists have a few common traits. They tend to be highly secretive and paranoid. Also, many demonologists have a familiar who appears as an ordinary animal, such as a cat or a crow, yet is actually a shape-changed demon.

In game terms, the Game Master as a Package Deal would design a pact with a demon lord. The package deal would have a familiar bought as a follower, Magic Skill, Knowledge of demonology, and the Complication of Watched (Watched by Demon Lord and his underlings to ensure that character honors pact, more powerful than PC, has extensive noncombat influence, variable appearance). The pact may be for servitude, the character’s soul, his first-born child, or other appropriate agreements.

Demonic magic often involves long rituals and complicated casting and so it is generally not well suited for combat. The standard focus for Demonic magic is a small pentagram worn on a chain around the neck. The chain is light, and so the focus can be torn off by a strong tug. From the above descriptions it is obvious that demonic magic is not very heroic and not well suited for most PCs.


Basic Spells



Control Demon

This spell is of great help towards using any of the following demon summoning spells. In general, a summoned demon’s first desire is to slay the summoner. The summoner can try to get the demon to do his bidding by offering gold, jewels, or human sacrifices. The problem is that these offerings don’t always work, and so the following spell acts as an additional control over the demon. It is most effective when used in conjunction with an offering. If the caster fails his roll he suffers a mental backlash

Power: Mind Control (Demon)
Target: ECV
Duration: Instant
Range: LOS
Magic Roll Penalty: -5
Energy (END): 5
Game Information: Mind Control 10d6 (Demon class of minds) (50 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; -1 1/2), Extra Time (Extra Phase, -3/4), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (4D6 Ego Attack If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 9 points



Detect Magic

The caster makes the movements to draw a pentagram in the air, and if it glows, then magic has been detected. If the caster fails his roll the attempt leaves him drained of energy.

Power: Detect A Single Thing, Increased Arc Of Perception (360 Degrees)
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -1
Energy (END): 1
Game Information: Detect Magic 13- (Unusual Group), Increased Arc Of Perception (360 Degrees) (10 Active Points); 2 Charges (Must Studdy Spellbook For 4 Hours To Recover; -1 1/2), Requires A Magic Roll (-1/2), IAF (Demonic Medallion; -1/2), Side Effects (4D6 Blast If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 2 points



Demon Vision

With this spell the caster beseeches his demonic lord to provide him with a quick vision of some distant event. The caster must make a small sacrifice, usually a goat, and the caster must have considerable experience. The spell only works once per day when the demon lord decides to allow it, and so it is very unreliable. If the caster fails his roll, his body is blasted by pain for his impudenc

Power: Clairsentience Sight Group, Normal Hearing, +4 to PER Roll, x4 Range
Target: Area
Duration: Constant
Range: 800m
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Clairsentience (Sight Group And Normal Hearing), x4 Range (1,160m), +4 to PER Roll (39 Active Points); 2 Continuing Charges lasting 1 Turn each (Must Study Spellbook For 4 Hours To Recover; -1), Requires A Magic Roll (-1/2), IAF (Demonic Medallion; -1/2), Requires Mana (-1/2), Side Effects (4D6 Energy Blast If Magic Roll Is Failed; -1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 9 points



Demon Wings

This spell causes a pair of demon wings to grow out of his back, enabling the caster to fly. If the caster fails his roll the wings attempt to grow out his back, but they cause terrible wounds in the process and the final wings are useless.

Power: Flight, x4 Noncombat
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -1
Energy (END): 1
Game Information: Flight 8m, x4 Noncombat (13 Active Points); IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (4D6 Blast If Magic Roll Is Failed; -1/2), 2 Continuing Charges lasting 20 Minutes each (Must Studdy Spellbook For 4 Hours To Recover; -1/4), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 4 points



Dispel Magic

The caster summons a small anti-magic demon, which he then hurls at the target. When the demon hits it explodes in a small, stinking green cloud which dispels magic. If the caster fails his roll the demon goes off in his hand, dispelling magic on himself.

Power: Dispel (Magic)
Target: Target's DCV
Duration: Instant
Range: 300m
Magic Roll Penalty: -3
Energy (END): [2]
Game Information: Dispel Magic 10d6 (30 Active Points); 2 Charges (Must Studdy Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (4D6 Blast, If Magic Roll Is Failed; -1/2), Incantations (-1/4). Cost: 6 points


Defensive Spells



Demon Shield

The caster summons a shield to protect him from harm. The shield itself is composed of the 2-dimensional spirit forms of several demons; the shield howls in pain and snarls in defiance when struck. If the caster fails his roll he is struck by one of the demons he attempted to summon, and will suffer damage to his soul as a result.

Power: Resistant Protection (Defensive)
Target: Self Only
Duration: Constant
Range: None
Magic Roll Penalty: -2
Energy (END): 2
Game Information: Resistant Protection (6 PD/6 ED) (22 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (4D6 Blast, If Magic Roll Is Failed; -1/2), IAF (Demonic Medallion; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), 2 Continuing Charges lasting 6 Hours each (Must Study Spellbook For 4 Hours To Recover; +1/4). Cost: 6 points



Demon Wall

The caster summons a protective wall created from the 2dimensional spirit body of one large demon. The spirit is semitransparent, and the hideous features of the demon can be made out. The demon usually laughs in derision at attempts to break down the wall. If the caster fails his roll he is struck by the demon he attempted to summon, and will suffer damage to his soul as a result.

Power: Barrier (Defensive)
Target: Area
Duration: Constant
Range: 310m
Magic Roll Penalty: -5
Energy (END): 5
Game Information: Barrier 8 PD/8 ED, 0 BODY (up to 4m long, 2m tall, and 1/2m thick), Constant (+1/2) (46 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (4D6 Blast, If Magic Roll Is Failed; -1/2), IAF (Demonic Medallion; -1/2), 2 Continuing Charges lasting 20 Minutes each (Must Study Spellbook FOr 4 Hours To Recover; -1/4), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 12 points



Fire Blessing

This spell gives the caster the blessing of a fire demon, making him nearly immune to any fire attack. The caster has small flames crackling off of his body while this spell is in effect. If the caster fails his roll he explodes into painful flame

Power: Damage Negation, Physical DCs: +9, Energy DCs: +9, Mental DCs(Defensive)
Target: Self Only
Duration: PERSISTENT
Range: None
Magic Roll Penalty: -9
Energy (END): [2 cc]
Game Information: Damage Negation (-9 DCs Physical, -9 DCs Energy) (90 Active Points); IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (4D6 Blast If Magic Roll Is Failed; -1/2), Only Works Against Fire Common attack (-1/2), Perceivable (-1/2), 2 Continuing Charges lasting 20 Minutes each (Must Studdy Spellbook For 4 Hours To Recover; -1/4), Incantations (-1/4). Cost: 22 points



Pentacle Of Binding

This spell creates a wall of magical energy that will (hopefully) contain a demon. Demons with energy powers can easily knock down this wall. If the caster fails his roll he is immobilized by a small wall around him.

Power: Barrier (Defensive)
Target: Area
Duration: Constant
Range: 320m
Magic Roll Penalty: -5
Energy (END): [2 cc]
Game Information: Barrier 16 PD, 0 BODY (up to 4m long, 3m tall, and 1/2m thick), Constant (+1/2) (48 Active Points); IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (4D6 Blast If Magic Roll Is Failed; -1/2), Incantations (-1/4), 2 Continuing Charges lasting 1 Hour each (Must Studdy Spellbook For 4 Hours To Recover; -0). Cost: 17 points



Pentacle Of Binding - Greater

This spell allows the caster to create a powerful pentacle to hold a particular type of demon and prevent it from attacking the caster or escaping. Once held like this, the demon will be much more willing to negotiate with the caster. To use this spell the caster must have drawn a pentacle on the floor first. The force wall will be the same shape as the pentacle. Making this pentacle requires the use of special drawing tools (brushes made from human hair with human blood used as the inks), and it requires about an hour. This spell also requires great experience in demonic magic. If the caster fails his roll he is trapped by a small force wall around himself

Power: Barrier (Defensive)
Target: Area
Duration: Constant
Range: 590m
Magic Roll Penalty: -9
Energy (END): [2 cc]
Game Information: Barrier 18 PD/16 ED, 0 BODY (up to 4m long, 3m tall, and 1/2m thick), Constant (+1/2) (88 Active Points); Extra Time (5 Minutes, -2), Only 1 Demon Type Able To Be Bound, Chosen Before Spell Is Cast (-2), Must Draw Binding Circle On The Floor, Takes 1 Hour (-1), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (Caster Is Entangled 10D6 If Magic Roll Is Failed; -1/2), Concentration (0 Target's DCV; -1/2), Incantations (-1/4), 2 Continuing Charges lasting 1 Hour each (Must Studdy Spellbook For 4 Hours To Recover; -0). Cost: 11 points


Offensive Spells



Demon's Fire

When casting this spell, the demonologist shoots forth from his hand a gout of red and black flames which burn the target. If the caster fails his roll he is enveloped by the flames.

Power: Killing Attack - Ranged, +1/2 d6 (ED)
Target: Target's DCV
Duration: Instant
Range: 400m
Magic Roll Penalty: -4
Energy (END): 4
Game Information: Killing Attack - Ranged 2 1/2d6 (40 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; Components; -1 1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (4D6 Blast, If Magic Roll Is Failed; -1/2), IAF (Demonic Medallion; -1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 8 points



Demonic Possession

This spell allows the caster to summon an invisible demon which can posses the mind of its target, making it susceptible to suggestions from the caster. If the caster fails his roll he will be possessed by the demo

Power: Mind Control
Target: ECV
Duration: Constant
Range: LOS
Magic Roll Penalty: -1
Energy (END): 1
Game Information: Mind Control 1d6, Constant (+1/2) (7 Active Points); 2 Continuing Charges lasting 1 Extra Phase each (Must Studdy Spellbook For 4 Hours To Recover; -1 1/4), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (Obeys the Demon If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 2 points



Evil Eye

This spell allows the caster to curse the target with bad luck. This spell is often imitated by charlatans because its effects are hard to detect. If the caster fails his roll he will be cursed with bad luck.

Power: Transform Major, Healed back by Unluck can be eliminated by finding something lucky, like a four leaf clover or a rabbit’s foot. The unluck can also be eliminated by receiving a blessing at a holy place (Target Gains 3D6 Unluck)
Target: Target's DCV
Duration: Instant
Range: 600m
Magic Roll Penalty: -6
Energy (END): 6
Game Information: Major Transform 6d6 (Target Gains 3D6 Unluck, Unluck can be eliminated by finding something lucky, like a four leaf clover or a rabbit’s foot. The unluck can also be eliminated by receiving a blessing at a holy place) (60 Active Points); 2 Charges (Must Studdy Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (Caster Gains 5D6 Unluck for 12 HRs If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 13 points



Summon Amorphous Horror

This spell summons the horrid Amorphous Horror. The Horror will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. If the caster fails his roll the creature is still summoned but will turn on the caster.

Power: Summon
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -20
Energy (END): 20
Game Information: Summon 556-point creatures, Devoted (+3/4) (196 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (Horror Turns On Caster If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 39 points



Summon Demon

The caster summons a shadowy demon which can strike at a foe. The demon itself must be summoned in an area of shadows. After being summoned it strikes with blinding speed at its target, disappearing after the attack. If the caster fails his roll the demon will attack him instead

Power: Killing Attack - Ranged (ED)
Target: Target's DCV
Duration: Instant
Range: 150m
Magic Roll Penalty: -3
Energy (END): 3
Game Information: Killing Attack - Ranged 1d6, Indirect (Source Point can See text from use to use, path can change with every use; +1) (30 Active Points); 2 Charges (Must Studdy Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (11/2D6 RKA, If Failed Magic Roll; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 7 points



Summon Demon Hand

With this spell the caster summons the hand of a giant demon. The hand will erupt from the ground to do whatever the caster wishes. The hand can be attacked but is very difficult to harm.

Power: Telekinesis
Target: Target's DCV
Duration: Constant
Range: 540m
Magic Roll Penalty: -8
Energy (END): 8
Game Information: Telekinesis (35 STR), No Range Modifier (+1/2) (81 Active Points); 2 Continuing Charges lasting 1 Turn each (Must Studdy Spellbook For 4 Hours To Recover; -1), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (Will Grab Caster And Smash Him Into The Ground For 2 Phases If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4), Summoned “Hand” can be killed by attacks, treat the hand as having Target's DCV 3, DEF 7, and 10 BODY done to it will eliminate the ha (-1/4). Cost: 19 points



Summon Demonling

This spell summons the smallest and weakest type of demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. If the caster fails his roll the creature is still summoned but will turn on the caster.

Power: Summon
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -9
Energy (END): 9
Game Information: Summon 260-point creatures, Devoted (+3/4) (91 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (Demonling Turns On Caster If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 18 points



Summon Firelash Demon

This spell summons the powerful Firelash demon. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. If the caster fails his roll the creature is still summoned but will turn on the caster.

Power: Summon
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -16
Energy (END): 16
Game Information: Summon 442-point creatures, Devoted (+3/4) (156 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (Firelash Turns On Caster If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 31 points



Summon Lessor Demon

This spell summons a lessor demon to the caster. The demon will wish to slay the caster but can be bribed. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. If the caster fails his roll the creature is still summoned but will turn on the caster.

Power: Summon
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -18
Energy (END): 18
Game Information: Summon 529-point creatures, Devoted (+3/4) (185 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (Demon Turns On Caster If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 37 points



Summon Hell Wolf

This spell summons A2 Hell Wolves to fight for him/her . The wolves will follow the casters instruction and will not try to attack the caster. To use the spell, the caster must have drawn a circle of summoning. Drawing this circle requires the use of special drawing tools (such as brushes made from human hair with human blood and liquid silver used as the inks), and it takes about an hour. If the magic roll is fail the wolves are still summoned but immediately attack the caster.

Power: Summon, x2 Number Of Beings
Target: N/A
Duration: Instant
Range: None
Magic Roll Penalty: -8
Energy (END): 8
Game Information: Summon 2 214-point creatures, Devoted (+3/4) (84 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (Wolves Turns On Caster If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 17 points



Summon Imp

With this spell the caster summons a small (2' tall) demon imp which will be under “contract” to help the caster. The imp can be killed by ordinary attacks. The imp is mostly useful for grabbing things; if ordered to attack it will mock the caster and then disappear. If the caster fails his roll, the imp will make one attack on the caster then disappea

Power: Telekinesis, Fine Manipulation
Target: Target's DCV
Duration: Constant
Range: 300m
Magic Roll Penalty: -6
Energy (END): [2 cc]
Game Information: Telekinesis (20 STR), Fine Manipulation, No Range Modifier (+1/2) (60 Active Points); 2 Continuing Charges lasting 1 Turn each (Must Studdy Spellbook For 4 Hours To Recover; -1), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Side Effects (Imp Will Make 1 Atack On Caster Then Dissappear If Magic Roll Is Failed; -1/2), Incantations (-1/4), Imp can be eliminated by ordinary attacks. Treat it as Target's DCV 6, DEF 3, and 5 BODY done to it will eliminate it (-1/4). Cost: 15 points



Summon Locust

This spell summons a swarm of demon locust which bite and gnaw upon everything in their way. The locusts can be destroyed by anything effective against swarms of small creatures. If the caster fails his roll, the locust swarm on him

Power: Killing Attack - Ranged (ED)
Target: Area
Duration: Instant
Range: 150m
Magic Roll Penalty: -2
Energy (END): 2
Game Information: Killing Attack - Ranged 1d6, Area Of Effect (3m Radius; +1/4) (19 Active Points); 2 Charges (Must Study Spellbook For 4 Hours To Recover; -1 1/2), IAF (Demonic Medallion; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Side Effects (1D6 Killing Attack If Magic Roll Is Failed; -1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 4 points

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