Daemonology Rules.   Posted by A Malign Presence.Group: 0
A Malign Presence
 GM, 1 post
Fri 17 Aug 2018
at 15:49
Daemonology Rules
PREPARING THE RITUAL CIRCLE

Summoning a random daemon requires a ritual circle worth 100 GP in arcane reagents, and a threshold 7 Intelligence check. This can be performed in an hour.

Summoning a particular servitor daemon also requires 100 GP in arcane reagents, knowledge of that servitor daemon's seal, and a threshold 7 Intelligence check with a -1 penalty. This, too, can be performed in an hour.

A particular duke daemon requires 200 GP in reagents, knowledge of the duke's seal, and a threshold 7 Intelligence check with a -2 penalty. This requires great ritual and preparation, and requires eight hours.

Summoning a lord daemon requires 300 GP, knowledge of the lord's seal, and a threshold 7 Intelligence check with a -4 penalty. The great consecrations necessary to prepare for a lord daemon requires a full 24 hours of meditation, banishing rituals and other preparations.

The reagent costs above represent the bare minimum. If double the necessary number of arcane reagents are used to summon a daemon, some spirits are inclined to offer special pacts or grant other gifts to "gracious hosts." Doubling the reagents used also affords a +2 bonus to the Intelligence check for the summons.

A failed summoning has no ill effects, but the summoner will not be able to attempt another summoning until sunset the next day.

THE SUMMONING

Once a daemon is called, it will appear as an apparition in the center of the ritual circle. Each individual daemon has countless facades and aspects it can show; many appear as ordinary-looking men and women, but some choose to appear as animals, monstrous chimerical beasts, or even as abstract patterns or seemingly inanimate shapes. Regardless of their appearance, daemons cannot be meaningfully interacted with through any means other than magic or the negotiation of pacts.

As soon as a daemon first appears, or as soon as any individual first sees a daemonic apparition or channeling, they must make a Morale check. This is the only time player characters are required to make Morale checks, and they should consider themselves to have a Morale of 7 for these purposes. Players can add their Charisma modifier to this check, but no traits ever apply. Some daemons are particularly fearsome and add a penalty to the Morale check, but this can be defrayed with proper preparation (see: magical implements).

Channeling is a special method of summoning, providing a ritual vessel for the daemonic entity to inhabit. This blunts the surrealness, terror, and raw force of the daemon's manifestation, providing a +1 Morale bonus to the summoner and all witnesses. Almost any object can be used to channel a daemon: even another person can be used, who acts as a medium mentally connecting to the demon and appearing to be "possessed" for the duration of the negotiation. Common items used to channel demons include magic mirrors, dolls or mannikins, masks, bowls of water, paints or dyes, and crystals or precious stones. The object is "colored" by the daemon for the duration, taking on some of the traits of the daemon in question, but not actually allowing the daemon to fully manifest. Regardless of the item used, channeling requires 100 GP worth of arcane reagents to sanctify and ritually prepare the vessel.

THE PACT

After the daemon is summoned, a pact must be negotiated. The daemon will usually inquire as to who summoned it, and for what purpose. Other daemons might simply wait for the bargainer to begin speaking. The person negotiating the pact need not necessarily be the same person that summoned or channeled the daemon.

Successfully negotiating with a daemon requires a threshold 7 Charisma check. Those who fail this check are deemed unworthy or undeserving by the daemon. They refuse to negotiate with that individual until summoned again, at which point they will negotiate again without complaint. Many suspect that daemons are unable to differentiate between individuals, or perhaps that their memory "resets" between summonings.

Little is known and much is suspected about daemonic pacts and exactly how they work, but what is irrefutable is that all daemonic pacts forged to date follow roughly this template:

quote:
I, DAEMON NAME, DAEMON OFFICE, hereby grant the signatory: BOON, in exchange for a TITHE/ORDEAL/BAN of PRICE.

Signed,


The daemon name and office simply indicate which particular daemonic entity is empowering the pact. "The Boon" is the term used by daemonologist to denote the item, sorcery, knowledge, or other advantage the daemon offers. Some Boons award the signatory powerful new Traits. Other grant the ability to cast specific spells (either once and once only, or more commonly once a day or once a month). Some Boons can do other incredible things, such increase an attribute to 18, create magic weapons and items for the daemonologist to use, grant the daemonologist special abilities or immunities, or other incredible things.

The Price is what the daemon charges for use of these wondrous powers. Prices come in three major types, categorized by daemonologists as Tithes, Ordeals and Bans. Tithes are perhaps the simplest, but also the easiest to accidentally violate. Tithes entail a recurring but (usually) minor fee, paid by some unusual or unlikely means. A common Tithe, for example, requires the daemonologist to bury a discrete quantity of gold and silver under the earth once per month, under the cover of the new moon. Daemons, notably, are never seen collecting or utilizing their Tithes in any way, but digging up the gold a week or even years later will still raise the daemon's ire and trigger a Bane. Tithes are usually monetary, but daemons are known to sometimes demand prices in blood and other, stranger materials.

Next are Ordeals. Ordeals pay for arcane power through intense and usually unpleasant personal experiences of some type. This could include everything from a period of fasting to a hallucinatory astral quest imposed by the daemon. Some dread Ordeals involve severing one's left or right hand, plucking out an eye, or sacrificing something of precious value.

Finally there are Bans, wherein the signatory vows to never use a particular class of item or take a particular action. Some daemons forbid the signatory from "drawing blood," which is interpreted to be a Ban against using edged or gunpowder weapons. Other Bans may be against imbibing alcohol or casting spells on yourself.


BANES
Unlisted in the pact are Banes, the magical consequences of violating the pact. These can range from mere nuisances to devastating curses to instant death, and are generally not made apparent to the signatory. If a Bane is triggered, the pact is immediately void. It is physically destroyed, the daemonologist can never call upon that Boon again (though they are also freed from the Price). The GM should roll to determine a random Bane when:

- The signatory fails to pay the listed Price in some fashion, or attempts to circumvent the Price in any way.
- The pact is destroyed by any means.
- The pact is stolen by another.

FAMILIAR SPIRITS

If you have five or more pacts with a single daemon, that daemon is considered a familiar spirit. Summoners are exempt from Morale checks when summoning a familiar spirit, though any witnesses (who do not have a familiar relationship with the daemon themselves) must make Morale checks as normal.

Additionally, familiar spirits can be petitioned for specific gifts and powers. Instead of negotiating with the daemon and turning down or accepting whatever random assemblage of powers and prices they offer, the summoner can request a particular occult gift. Familiar spirits seem limited in what they are willing or able to give when specifically requested.

Servitors can only offer lesser gifts, the equivalent of results of 50 or below on the Boon table. They can offer the equivalent of up to 3rd level spells.

Dukes can offer the equivalent of results of 70 or below on the pact table. They can offer the equivalent of up to 5th level spells.

Lords cannot be familiar spirits. Instead, when a daemonologist attempts to forge their seventh pact with the spirit, the lord daemon will offer a particularly powerful pact: a contract that offers three Boons for one Price. Learned daemonologists know that this pact is enforced by two dread Banes from the daemon lord, however, and inflicts a -4 penalty to warlocks attempting to circumvent it.

Every familiar spirit (for it is possible to have such a relationship with more than one daemon) increases the daemonologist's caster level by 1, empowered by their familiarity with alien magical forces. There is a downside to taking on familiar spirits, however. A daemonologist loses a permanent point of Valor for every  familiar spirit they gain, their innermost will dampening as they grow more dependent on external sources of occult power.

WARLOCKS

Daemonologists who intentionally break their pacts with daemonic entities in order to glean greater levels of magical power are called warlocks. This requires rites and rituals of banishing requiring 250 GP worth of arcane reagents, and a threshold 7 Intelligence check. This check takes a penalty depending on the rank of the daemon: -1 for servitors, -2 for dukes, and -4 for lords. This check also takes an additional penalty equal to half the warlock's caster level, rounded down. These acts of occult audacity require more risk and more difficulty each time they're performed, by their very nature.

If the check is successful, the pact is destroyed but the warlock retains all Boons from the pact. They escape any Bane, and breaking the pact with warlock rites is the only way to escape a pact without triggering a Bane (besides, perhaps, death). By exerting their will over that of the magical daemon, the warlock also gains a permanent +1 increase to their caster level.

The first time (but only the first time) a daemonologist breaks a pact and becomes a warlock, they also lose one permanent point of Valor for reneging on their magical and metaphysical vows in pursuit of power.

If the check is unsuccessful, the pact is destroyed and all Boons are lost. The warlock suffers a Bane, rolling twice and taking the higher result even if the pact was not made with a lord daemon.

IMBUING POWERS

One of the most tempting abilities offered by the path of the warlock is the power to imbue inanimate objects or even people with daemonic energy. Once a pact is successfully broken by a warlock, the daemonic power gifted to the warlock is now solely their metaphysical property, which they can dispense with as they like. They can impart this gift into other objects or their followers. The most powerful warlocks become almost like daemons themselves, dispensing occult blessings to their underlings to better secure their positions. Warlocks can only imbue powers they've unfettered by breaking pacts. If the pact that granted a particular spell is still in effect, the spell cannot be imbued.

If imbuing an inanimate object, the warlock must decide whether the item is single-use (such as a scroll or potion) or intended to be used many times (such as a magic wand or staff). Single-use items require 250 GP of arcane reagents per spell level to properly consecrate the vessel, and for the warlock to cast the spell he or she wishes to imbue. The spell, when cast, has no effect, but instead flows into the vessel to be "stored" for later use. When the magic inside the item is finally used, the vessel is destroyed, disintegrating into flecks of black ash.

If the warlock's intent is for a magic item to be re-usable, they need to do more than merely cast the spell in question. First, they must spend 1,00 GP worth of arcane reagents per spell level of the spell they wish to imbue (so, for example, a warlock who wishes to create a wand of fireball must spend 3,000 GP in arcane reagents for the level 3 spell). The warlock permanently loses his ability to use this Boon, and can no longer cast the spell per day or per month. This power is now wholly imparted to the object, who can cast the spell once per day or month. The item's effective caster level is frozen at whatever the warlock's happened to be when it was first imbued.

The only Boons that can be imbued are those that bestow a spell once per day or once per month. Those that impart a spell once (and once only) cannot be imbued, even by the most skillful of warlocks. No other daemonic Boons (such as those that grant a Trait or impart an 18 in an Attribute) can be imbued. Any individuals imbued with a Boon become these "permanent" types of imbued items, able to use their Boons once per day or month and stripping the warlock of their personal use of it. It is not possible for even warlocks to break this rule.

A warlock can only imbue a number of items equal to their caster level. Once they hit this limit, one of their imbued items must be disenchanted via Dispel Magic, physically destroyed, or used up (in the case of one-use imbued items like potions) before they can create more.

STEALING PACTS

If someone is able to steal an intact pact or contract for a daemonologist, they can attempt to replace their name with the signatory's, effectively stealing the pact for themselves. The new signatory is subject to all Prices and Banes for the pact as normal. The former signatory suffers a Bane for letting his pact fall into enemy hands.

Stealing a pact requires 250 GP in arcane reagents, one hour of concentration, and a successful threshold 7 Intelligence check, with a bonus or penalty equal to the difference between the caster levels of the original signatory and the thief.

Stealing a pact is, notably, one of the few aspects of daemonology that actually requires literacy. Success allows the thief to place their name on the signatory's line, causing the original signatory to immediately lose access to that Boon and suffer a Bane. Failure on this roll results in the destruction of the pact; the original signatory suffers a Bane as normal, but so does the attempted counterfeiter.

STUDYING PACTS AND DECODING SEALS

With 8 hours of time and 100 GP worth of arcane reagents, a careful daemonologist can study a pact to try and glean more information about the exact nature of the agreement. With a successful threshold 7 Intelligence check, the daemonologist can ask the GM three yes or no questions about either a pact's Price or Boon. For example, if study a pact's Boon, they might ask the GM:

- Will this Boon allow me to cast a spell?
- Will this Boon increase my caster level?
- Will this Boon allow me to cast the spell Fireball?

The GM must answer these questions truthfully, but with only yes or no answers and no additional information. A daemonologist can only study one aspect of a pact at a time: if after studying the Boon, the daemonologist decides he wants to learn some details regarding the Price, he will need to spend another 8 hours of devoted study, and another 100 GP worth of arcane reagents to aid the research.

Studying Boons and Prices are primarily done to glean more information regarding the pact, and to help a daemonologist decide whether or not he is willing to sign. Daemonologists can also study the name and office of an individual daemon on the pact, in an attempt to decode the daemon's Seal. Seals are the true names of daemons, magical symbols of power that encapsulate the entirety of their being. Knowing a daemon's Seal allows you to summon that daemon specifically, opening the door to possibly making them a familiar spirit. Seals are jealously guarded by those daemonologists that manage to learn them.

Decoding a seal is also a threshold 7 Intelligence check, and also costs 100 GP worth of reagents per attempt. Servitors impose a -1 penalty to this check, dukes impose a -2 penalty to this check, and lords a -4 penalty, due to the complexity and vastness of their occult Seals.

There is no penalty to failing at studying a pact, with the exception of the lost time and arcane reagents.

This message was last edited by the GM at 07:51, Sat 22 Sept 2018.

A Malign Presence
 GM, 23 posts
Sat 6 Oct 2018
at 05:39
Daemonology Rules
Level 1 Spells

Charm Person
Range: 120'
Duration: Permanent
This spell makes a human regard the caster as their trusted friend and ally. Undead creatures and anything that is not a normal human are utterly unaffected by this spell. This does not enable the caster to order the target around like an automaton, but the effected target perceives the caster's requests in the most favorable way possible. The charmed person can be given orders and suggestions, but will refrain from doing anything that would go against their fundamental nature or personality (as determined by the GM).

Targets can make a magical saving throw to avoid being charmed, and can make an additional saving throw to throw off the effects of the enchantment if the caster or their allies ever physical attacks or abuses the charmed target. Targets will likewise make a magical saving throw every time they are asked to undergo a suicidal command or do something against their nature, though charmed individuals already inured to violence will enter dangerous situations at the behest of the caster with no save needed. Targets with 1 HD or fewer are charmed permanently, with the exception of saves granted in the above-noted situations. Player characters or individuals with more than 1 HD can make a magical saving throw once per month to escape the enchantment.

Cure Light Wounds
Range: Touch
Duration: Instantaneous

The caster can touch one target to immediately restore 1d4 hitpoints per CL. This cannot grant a creature more hitpoints than its natural maximum. Undead creatures will take damage instead. The caster can forgo granting hitpoints to a target to instead free them from magical paralysis, such as from a ghoul's talons or the Hold Person spell.

Magic Missile
Range: 200'
Duration: Instantaneous

The caster summons a magical bolt, arrow, or ray of energy that unerringly strikes a target within range. The spell cannot target particular body parts, but will always hit a target within range that lacks either total cover or total concealment. For every 5 CLs the caster has, they will gain an additional two bolts. For example, at level 5, the caster can summon 3 magic missiles with a single casting, which increases to five at level 10, seven at level 15, and finally nine at level 20.

Each bolt deals 1d6+1 damage. The caster can direct the bolts at any target within range, and a single target can be hit by multiple bolts in the same casting.

Shield
Range: 50'
Duration: 1 turn per CL

The caster creates an invisible shield of protective force around a target. If their AC is 5 or higher, their AC is set to 4. If their AC is already 4 or lower, they enjoy a -1 bonus to their AC. This bonus stacks with mundane shields, magic armor, and all other possible sources of AC bonuses.

If an individual protected by the Shield spell is targeted by the spell Magic Missile, the shielded individual will take 0 damage from magic bolts, no matter how many are directed toward him. The Shield spell will immediately end after absorbing the magic missiles, however.

Sleep
Range: 200'
Duration: 1 round per CL

The caster magically induces sleep in a number of creatures. Targets can make a magical saving throw to resist, or else fall asleep for a number of rounds equal to their CL. Mounted targets who succumb to the spell must make an additional saving throw versus being unhorsed with a -4 penalty; those who succeed fall asleep in their saddle, but those who fail fall off their horse, take 1d6 damage, and remain asleep for the duration of the spell.

This spell will only work on creatures that naturally sleep. It can affect dragons, for example, but not undead creatures or golems. The caster can affect a number of HD or (in the case of player characters) character levels equal to the caster's CL. For example, a 5th level caster could put to sleep a single 5 HD monster, or five 1 HD monsters, or a single 3 HD monster and two 1 HD monsters, etc. They would not be able to affect two 3 HD monsters, and would have to choose one or the other. Any remaining unused HD are wasted.

Creatures are helpless while asleep, and any melee attack made against them automatically hits, and is automatically considered a Piercing blow. Wounding a creature will wake it up, as will slapping, yelling, other loud noises, or anything else that would normally wake an individual. The sleep is magically induced, but is otherwise indistinguishable from normal sleep.

Resist Cold
Range: Touch
Duration: 2 turns per CL

For the duration of the spell, the target is unharmed by non-magical cold of any kind. They are additionally immune to the effects of wightstorms, and no longer take attack roll penalties, saving throw penalties, or damage due to exposure to wighstorms for the duration of the spell. This spell also offers some protection from the freezing grasp of certain undead creatures, such as ghouls, draugr and rusalka, reducing their attacks to half damage.

Level 6
Anti-Magic Shell
Control Weather
Invisible Stalker
Ray of Death

Level 7
Antipathy
Delayed Blast Fireball
Polymorph Any Object
Regenerate
Resurrection
Symbol
Sympathy
Wish

This message was last edited by the GM at 07:43, Mon 22 Oct 2018.

A Malign Presence
 GM, 35 posts
Tue 9 Oct 2018
at 06:44
Daemonology Rules
Level 2 Spells

Cause Serious Wounds
Range: Touch
Duration: Instantaneous

This spell inflicts 1d6 damage per CL on a target the caster can touch. The target can make a magical saving throw for half damage. Undead creatures are instead restored 1d6 hitpoints per CL.

Continual Light
Range: 120'
Duration: Permanent

This spell creates either a 50' diameter sphere of light, or enchants an item to shed light in a 50' radius. The item illuminated cannot be larger than a human. If cast on an unwilling living target, or on an item carried or worn by another creature, the target is entitled to a magical saving throw to avoid the spell. If cast directly on a person's eyes, the target is permanently blinded, though they are allowed a magical saving throw with a +4 bonus.

The light created is permanent, and can be of any color of the caster's choosing. Domes of free-standing light created by this spell are stationary, but objects enchanted with Continual Light are portable. Continual Light can be snuffed out at will by the caster, but cannot be turned back on without re-casting the spell. It can be cancelled with Dispel Magic like most spells, and blindness caused by Continual Light can also be cured with the spell Remove Curse.

Cure Serious Wounds
Range: Touch
Duration: Instantaneous

The caster can touch one target to immediately restore 1d6 hitpoints per CL. This cannot grant a creature more hitpoints than its natural maximum. Undead creatures will take damage instead, with a magical saving throw for half. The caster can forgo granting hitpoints to a target to instead free them from magical paralysis, such as from a ghoul's talons or the Hold Person spell. If 200 arcane reagents are used in the casting of the spell, the caster can forgo restoring hitpoints to instead cure a single non-magical disease in the target.

Detect Invisible
Range: 50'
Duration: 1 round per CL

The target can see creatures and object hidden by the Invisibility spell, though only to a range of 50'.

Hold Person
Range: 50'
Duration: 1 round per CL

The caster can hold a number of humans spellbound equal to their CL. Undead creatures and anything that is not a normal human are utterly unaffected by this spell. Subjects of the spell are aware and breathe normally but are otherwise paralyzed. They cannot move, take any action, or speak. Victims can make a magical saving throw to resist the spell. If this spell is directed at a single target, they are frozen for 1 turn per CL instead.

Invisibility
Range: Touch
Duration: Permanent

The creature or object touched becomes invisible, vanishing from sight, even for creatures that can see in darkness. If the recipient is a creature carrying gear, that vanishes, too. If the spell is cast on someone else, neither the caster nor any allies can see the subject, unless they can normally see invisible things or other magic is employed to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

The subject is invisible only, and can still be detected by making noise, stepping in a puddle and leaving a trail, or the like.  The spell ends if the subject attacks any creature, but is otherwise of indefinite duration. For the purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. (Exactly who is a foe depends on the invisible character's perceptions.) Spells that target only the caster or their allies do not break the veil. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a gate to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear.

The caster can also choose to turn inanimate objects invisible. The object or objects targeted will vanish from sight for everyone except the caster. Objects will seem to blend into the background; containers and their contents will become perfectly transparent, and doors affected will blend seamlessly into the wall. The object will become visible to all as soon as it's touched or handled by anyone other than the caster. The object targeted cannot be larger than a human, but a single casting can incorporate a number of similar objects of roughly a human's mass. Some warlocks use Invisibility to conceal caches of gold and other treasure... or traps.

Knock
Range: 50'
Duration: Instantaneous

This spell opens stuck, barred or locked doors or chests, no matter the complexity of the mechanism or strength of the bars used. Knock does not raise barred gates, a fortress' portcullis, or a massive city gate, but it can also free the caster and an additional number of human targets equal to their CL from chains, ropes, vines, the Web spell, or other binds.

Phantasmal Force
Range: 300'
Duration: 1 turn per CL

This object can create a persistent, active illusion of any creature or object the caster desires, so long as it can fit in a 20' cube. Illusory objects created will look perfectly like a real object, and will even feel real to the touch. Seeing the object is not enough to disbelieve it, but physically interacting with it in any way (touching it, or being struck by an attack from an illusory monster) is enough to allow the subject a magical saving throw to see through any illusion produced with this spell. Those who succeed on their save perceive the transparent outline of the object or creature, but understand that it is not real and cannot meaningfully interact with it. Objects will seem wholly real to those who fail their save, and any illusory monster will seem to inflict harm when it attacks an opponent (and inflict actual HP damage). Illusory monsters have an effective AC of 9, and they vanish if a foe successfully strikes them. If a foe is reduced to 0 hitpoints by an illusory creature's attack, they fall unconscious rather than dying. Other special effects associated with an illusory creature (like an illusory manticore's poison) don't work; the spell can only approximate the physical form and sensation of objects.

Creatures created by this spell will follow the caster's orders, but have little initiative or will of their own. If 200 arcane reagents are used in the casting of the spell, the illusion will persist indefinitely until dispelled. Casters can choose to a forgo a saving throw, and decide whether or not they want to "believe" their own illusions.

Snake Charm
Range: 50'
Duration: 1 round per CL or 1 turn per CL

The caster is able to affect the behavior of snakes, making them indifferent to the caster and others. The caster is able to affect snakes of a number of hit die equaling the caster's CL. A 7th level caster, for example, can charm seven 1 HD snakes, or two 3 HD snakes and one 1 HD snake, or any other combination. Hostile snakes are more difficult to charm, and if this spell is cast on snakes that are engaged in melee combat with the caster or their allies, the snakes will only be affected by the spell for a number of round equal to the caster's CL. If used on non-hostile snakes outside of combat, they will remain passive for a number of turns equal to the caster's CL.

This spell notably affects both cockatrice and dragons, provided the caster has a high enough CL to cover their HD. The caster can spend a point of Valor to instead replicate the effects of the spell Speak with Animals, but allowing conversation with dragons or serpents, or with cockatrice at a -4 penalty.

Speak with Animals
Range: 50'
Duration: 2 turns per CL

This spell allows the caster or subject to speak with animals. The caster can ask questions of, and receive answers from, natural mammals and birds. This spell doesn't make the animals any more friendly or cooperative than normal, and most wild animals will require a threshold 7 Charisma check to even get intelligible answers from.

Dire animals can be conversed with, but are innately hostile and hard to understand. All Charisma checks take a -4 penalty.

Resist Fire
Range: Touch
Duration: 2 turns per CL

While under the effects of this spell, the subject is unharmed by any sort of intense but non-magical heat, up to and including a dragon's firebreath. Non-magical explosives are still dangerous due to shrapnel, but the subject takes half damage from them. Magical fire, such as the Fireball spell, deal half damage to the subject for the duration.

Web
Range: 50'
Duration: 2 turns per CL

This spell creates magical restraints or snares, usually defaulting to the form of a many-layered mass of sticky, spiderweb-like strands. Creatures caught in the area of a the initial spell must make a magical saving throw to resist being stuck. Creatures that move into the area of the spell while it's still in effect are also at risk of becoming entangled, making a Dex-based physical saving throw instead. Anyone ensnared by the spell is tightly restrained, unable to take actions or move until they escape.

Creatures can break free of the Web with a threshold 7 Strength check. This check takes a penalty equal to the saving throw penalty of the spell's caster (-1 with a CL of 5-9, -2 with a CL of 10-14, -3 with a CL of 15-19, -4 with a CL of 20). This check can be attempted once per round in combat, or twice per turn outside of combat. Individuals can be cut free from the snares with an edged weapon and a round of effort. If exposed to flame, the snares will burn for 1d4 rounds, inflicting 1d6 damage per round on all creatures ensnared, but freeing them and ending the spell thereafter.

This message was last edited by the GM at 22:59, Thu 18 Oct 2018.

A Malign Presence
 GM, 37 posts
Tue 9 Oct 2018
at 19:59
Daemonology Rules
Level 3 Spells

Animate Dead
Range: 50'
Duration: Permanent

This spell turns the bones and bodies of dead humans or humanoids into skeletons and zombies, respectively, with statistics matching those in the Bestiary. These undead creatures will follow the caster's spoken commands. The undead can follow the caster, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until destroyed, whether by violence or the spell Dispel Magic.

The caster may animate a number of hit dice worth of zombies or skeletons equal to their CL. For example, a caster with a CL of 7 can animate seven skeleton, but only three zombies. The creatures animated are unintelligent, and do not retain any abilities they had in life.

If the caster spends a point of Valor, they can transform even non-humanoid corpses into skeleton or zombie servants. Skeletal monsters always have an AC of 7 and attacks and HD equal to their living forms. Zombie monsters always have an AC of 8, HD equal to their living HD + 1, and the same attacks as their living form. Monstrous undead will follow the caster's commands as well as a humanoid zombie or skeleton, and gains all of the normal undead immunities to disease, poison, the Sleep spell, and the like. The GM is final arbiter on whether or not a corpse is suitable for becoming an undead creature.

Bestow Curse
Range: Touch
Duration: Permanent

This spell inflicts a curse on a target. This spell can affect either creatures or objects. Creatures subject to the spell are instantly cursed, while objects are primed to curse the first creature that touches them. The curse can either be randomly determined or selected by the caster, as refereed by the GM. Victims can make a single magical saving throw to avoid the curse, but are otherwise stuck with its effects until released by Dispel Magic or Remove Curse.

Cause Disease
Range: Touch
Duration: Permanent

This spell inflicts a natural or magical disease on a living target. The disease can either be randomly determined or selected by the caster, as refereed by the GM. Victims can make a single magical saving throw to resist the disease, and can recover naturally from it like an ordinary disease. The disease can also be removed with the spell Cure Disease. The onset of symptoms are instant, however, instead of taking 24 hours like a naturally-contracted disease.

Clairvoyance
Range: 100'
Duration: 1 turn per CL

The caster of this spell can extend their consciousness a limited range, up to 100' in any direction. The caster borrows the senses of another creature within range, seeing the world from their perspective. The caster can choose between targets once per turn, provided the targets remain within 100' of the caster's body. When casting this spell, the caster goes into a near-comatose meditative state, and is considered helpless and unaware of their physical body. The caster has an intuitive sense of any living creatures nearby they can borrow the senses of, and can end the spell early at their discretion.

If 300 arcane reagents are spent in the casting of this spell, the caster can instead astral project to a range of 300'. The caster is able to cast other spells in this immaterial state, the spells appearing to materialize out of thin air. Creatures that can detect invisible objects can perceive the caster's ghostly form, but the caster is intangible and invisible to all else. The spell Dispel Magic or attempting to enter an area protected by Anti-Magic Shell will shunt the caster back into their body.

Cure Disease
Range: Touch
Duration: Instantaneous

This spell instantly removes all magical and non-magical diseases from the subject. This spell can also remove certain daemonic Banes.

If 300 arcane reagents are spent in the casting of this spell, this spell can be cast on a number of targets equal to your CL within 50' of you.

Dispel Magic
Range: 150'
Duration: Instantaneous

The caster can use Dispel Magic to end ongoing spells that have been cast on a creature or object within a 20' cube area by a spell caster of the same or lower CL. If the CL of the caster of the effect to be dispelled is higher than CL of the caster of Dispel Magic, there is a cumulative 5% chance per level difference that the attempt to dispel will fail. Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before Dispel Magic can take effect.

Fireball
Range: 250'
Duration: Instantaneous

This spell creates an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per CL to every creature within a 30' radius. The caster determines a range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the caster's eyes, mouth or pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier causes it to shatter or break apart, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. All beings caught within the explosion are allowed a Dexterity-based physical saving throw for half damage. Though they count as explosions for all purposes, including possibly causing firearms to misfire, the fireball spell will never cause a cave-in.

Fly
Range: Personal
Duration: 2 turns per caster level

The caster gains a fly speed of 60', and can hover. Alternately, this spell can target a number of individuals with 50' of the caster equal to the caster's CL, though it only lasts for 1 round per CL. Individuals under the effects of the Fly spell do not take falling damage, or damage from being unhorsed.

Lightning Bolt
Range: 100'
Duration: Instantaneous

The caster releases a powerful stroke of electrical energy that is 100' long and 5' wide. It deals 1d6 points of damage per caster level to each creature within its area. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. Any creature caught in the area of effect receives a magical saving throw, the bolt travelling far too quickly for human reflexes to dodge. A successful save reduces damage by half.

Protection from Normal Missiles
Range: Touch
Duration: 1 turn per CL

While under the effects of this spell, the caster or subject is completely unharmed by small and non-magical missiles. Only the subject receives this protection, and it does not extend to large hurled boulders such as those that redcaps sometimes employ, enchanted arrows, bullets fired from daemonlock firearms, cannon fire or explosives.

Remove Curse
Range: Touch
Duration: Permanent

This spell allows the caster to remove a single curse from an individual or object. A subject under the effects of multiple curses will require multiple castings of Remove Curse to be purged of curses. This spell can also remove certain daemonic Banes.

If 300 arcane reagents are spent in the casting of this spell, this spell can be cast on a number of targets equal to your CL within 50' of you.

Water Breathing
Range: 50'
Duration: 24 hours

This spell allows a number of targets equal to the caster's CL to breathe as easily underwater as they do on dry land. The spell does not make creatures unable to breathe air, and creatures under the influence of the spell are not granted any additional proficiency at swimming.

This message was last edited by the GM at 23:00, Thu 18 Oct 2018.

A Malign Presence
 GM, 67 posts
Fri 19 Oct 2018
at 03:35
Daemonology Rules
Level 4 Spells

Charm Monster
Range: 120'
Duration: Permanent

This spell is identical to the spell Charm Person, except that Charm Monster is not limited to only affecting humans. This can affect a number of HD of creatures equal to the caster's CL. Undead and constructs are immune to all charm spells, but most other creatures with at least an animal-like intelligence can be charmed.


Confusion
Range: 120'
Duration: 1 round per CL

This spell causes a number of targets equal to the caster's CL to become confused, making them unable to independently determine what they are going to do. At the start of a confused creature's turn, the GM will roll a d10. On a result of 1-4, the subject will attack the caster's group. On a result of 5-6, the subject will do nothing but babble incoherently and move at their speed in a random direction. On a result of 7-10, the subject will attack the subject's one group. If the confused subject can't reach the target they intend to attack, they will default to babbling incoherently and moving randomly.

Undead and constructs are immune to Confusion spells, but most other creatures with at least an animal-like intelligence can be rendered confused. Targets are entitled to a magical saving throw to avoid being confused.


Create Food and Water
Duration: Permanent
Range: 10'

This spell allows the caster to create a number of trail rations equal to their CL. The food conjured is always safe to consume, nourishing and tasty, but not especially valuable or fancy.

If 400 GP worth of arcane reagents are used in the casting of this spell, it instead summons a feast capable of feeding a dozen men per CL. The foods summoned by this version of the spell can be quite lavish, but are generally only good for a day or two before being lost to spoilage. Anyone who consumes of this feast can restore 1d6 hitpoints from the magically potent food.

Detect Lie
Range: 50'
Duration: 1 turn per CL

The caster can use this spell on himself or another being. The creature targeted will be able to know whether words heard are truth or lies, provided they can understand the language being spoken. This won't divulge lies told in writing or text, but will reveal to the subject if a piece of text is in code or otherwise hiding its true meaning in some way. Additionally, individuals under the effects of this spell will be able to recognize objects and creatures conjured with Phantasmal Force as false with a mere glance.

Sticks to Snakes
Range: 120'
Duration: 1 turn per CL

The caster can transform a number of sticks equal to their CL into snakes. There is a 50% chance the snakes are poisonous. The exact type of snake summoned is determined by the GM. The total HD of the snakes created cannot be more than twice the caster's CL. The snakes are loyal to the caster, and the caster may give the snakes orders. When killed or at the end of the spell's duration, the snakes revert back into sticks.

Alternately, the caster can create a crude effigy of a dragon out of sticks, then consecrate them with 400 GP worth of arcane reagents. Introducing flame to the effigy will burn it down over the course of 1d4 rounds. At the end of that time, a dragon will be summoned of a type of the GM's choosing, seeming to magically appear from the ashes of the effigy. Unlike the snakes created by this spell, any dragons created by Sticks to Snakes are not loyal to the caster, and will act like natural dragons after being summoned.

Neutralize Poison
Range: Touch
Duration: Instantaneous

The caster detoxifies any sort of venom or poison in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not restore hitpoints lost to damage from poisons. A creature that expired due to poison can be restored to life with this spell with 1 hitpoint, so long as the spell is cast on their corpse before 1 turn.

If 400 GP worth or arcane reagents are spent in the casting of this spell, Neutralize Poison can instead render a number of creatures equal to the caster's CL proof against poison. Enchanted individuals will be immune to all non-magical poison, and enjoy a +4 bonus to saving throws versus magical poisons. They will take no damage from a dragon or cockatrice's poison breath. This protection lasts for 1 turn per the caster's CL.

Wall of Fire
Range: 120'
Duration: 1 turn per CL

An immobile, opaque, blazing curtain of shimmering violet fire springs into existence and persists so long as the caster takes no other action and focuses concentration on the spell. The wall can be as large as 1,200 square feet, and may be shaped in any manner and to any dimensions the caster desires, so that it can be a straight wall or curved into a protective circle. The wall may not be evoked so that it appears where objects or creatures are.

The wall is impenetrable to anything with fewer HD than have the caster's CL, though stronger creatures and players can pass through the wall, taking damage equal to the caster's CL and risking firearms misfire. Anything in contact with the wall takes 1d6 damage per round, unless protected by the spell Resist Fire. Individuals protected with Resist Fire still take half damage if trying to pass through the wall.

Wall of Ice
Range: 120'
Duration: 1 turn per CL

An immobile, translucent, wall of ice springs into existence for the duration of the spell. The wall can be as large as 1,200 square feet, and may be shaped in any manner and to any dimensions the caster desires, so that it can be a straight wall or curved into a protective circle. The wall may not be evoked so that it appears where objects or creatures are, and it must rest on a solid surface.

The wall is impenetrable to anything with fewer HD than have the caster's CL, though stronger creatures and players can break through the wall, crumbling a portion of it and taking damage equal to the caster's CL. Anything in contact with the wall takes 1d6 damage per round, unless protected by the spell Resist Cold. Individuals protected by Resist Cold can stand comfortably astride a wall of ice, though they still take half damage if attempting to break through the wall.

This message was last edited by the GM at 21:06, Fri 19 Oct 2018.

A Malign Presence
 GM, 92 posts
Sat 20 Oct 2018
at 07:05
Daemonology Rules
Level 5

Cloudkill
Range: 120'
Duration: 2 rounds per CL

This spell conjures a bank of yellowish-green poisonous fog in a 30' diameter at a point of the caster's choosing. The vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. Creatures with 3 HD or less must make a Con-based physical saving throw or die on exposure to the fog. Those who succeed on their still take 1d6 damage per round, though they must repeat the saving throw each round. Creatures with 4 HD or higher are assumed to make their save each turn, and instead take 1d6 damage per round while exposed to the cloud. Holding one's breath does not defend against Cloudkill, but creatures immune to magical poison are likewise immune to the cloud. The cloud is thick enough to obscure vision, and most creatures take a -2 penalty to attacks while in the fog or while firing at targets obscured by the fog.

Conjure Elemental
Range: 240'
Duration: Permanent

Contact Other Plane
Range: None
Duration: 1 round per CL

Feeblemind
Range: 120'
Duration: Permanent

If the target fails a magical saving throw, they become a mental invalid, unable to speak, cast spells, understand language, or communicate coherently. Dispel Magic can reverse this state, but only if cast within 1 turn. Otherwise, the spell Cure Disease will restore the target's mental functions and capacity for communication, and the spell Remove Curse will restore their ability to cast spells.

Hold Monster
Range: 120'
Duration: Permanent

Passwall
Range: 50'
Duration: 1 turn per CL

The caster creates a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10' deep with a 5' diameter. Multiple castings of this spell can penetrate even thick fortifications, or the earthen spaces between parallel tunnels. This spell can also cancel the spells Wall of Ice and Wall of Fire. It can even cancel the spell Wall of Stone, but only if cast within 1 turn of the wall being created. Otherwise, Passwall will open a passage through a Wall of Stone as though it were an ordinary wall.

If 500 GP worth of arcane reagents are used in the casting of this spell, any passage opened by the spell is permanent.

Teleport
Range: 10'
Duration: Instantaneous

This spell instantly transports a number of creatures equal to the caster's CL to a designated destination, which may be any distance. If transporting being other than the caster, they are entitled to a magical saving throw to resist. The caster must have some clear idea of the location and layout of the destination. The clearer the mental image, the more likely the teleportation works.

***chart to come***

Transmute Mud to Rock
Range: 120'
Duration: 1 day per CL

This spell turns 3,000 feet of mud or marshy earth into rock for the duration. Creatures previously caught in the mud are allowed are a magical saving throw, or else are partially or completely entombed in the rock. Roll a d10 to determine how deep they are trapped in the rock. On a result of 1-2, they are trapped at the ankles, and can't move until they succeed on a threshold 7 Strength check. On a result of 3-5, they are trapped at the waist, and can't move until they succeed on a threshold 9 Strength check. On a result of 6-8, they are trapped up to their shoulders, and are restrained, unable to move or attack until they succeed on a threshold 11 Strength check. On a result of 9-10, they are completely encased in stone, and will suffocate within 1d4 rounds. Creatures riding mounts or generally too large to risk being encased in 10' of mud take a -2 to the roll. If this would create a negative result, treat this as though they made their magical saving throw.

After the duration, the effected terrain will return to its natural state.

Transmute Rock to Mud
Range: 120'
Duration: 1 day per CL

This spell turns 3,000 square feet of rock 10' deep into mud for the duration. All creatures caught in the mud move at half speed.

After the duration, the effected terrain will return to its natural state.

Wall of Stone
Range:
Duration:

This message was last edited by the GM at 03:45, Mon 22 Oct 2018.