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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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