Demonology

Demonologists manipulate the barriers between
worlds, They can call forth and banish outsiders, Attack the minds of their
enemies and call forth the primal hellfire of the lower planes

A vessel is another living creatures, usually a
sentient one, The vessel dictates the highest power available to the demon, If
you use an animal as a vessel the creature will barely be able to exceed animal
intelligence, A human however will have a full range of mental capacity, An
ogre will be much stronger, A demon can never extend beyond the highest
capacity of the creature it inhabits but can push those limits to their utmost
capability.

You need to harvest enough life energy to entice
the demon, which will be the total hit points the summoned creature will have,
you then need to infuse the body with the same amount of energy to complete the
summoning.

The form of the creature the demon inhabits can
morph and change over time becoming more demonic as it progresses.

The maximum amount of hit points you can work with
are equal to 5 x your summoning/banishing skill.

Banishing the creature requires a skill check, You
make a banishing check that the demon opposes with a soul check, If you succeed
you banish part of its essence and it loses 5HP per rank you have in
summoning/banishing.

*Summoning*
a creature does not give you any control over it!

**Range: Line of sight**

**Area of effect: One Creature**

**Duration: Instant**

**Save/Defence: Mind Save**

**Resistance: None**

**Damage: 1+1 point of sanity damage for every 4 ranks you have in**
mindroil

The next skill the demonologist masters is fighting
against madness, piercing planes and dealing with extraplanar minds. exposing
the user to evershifting extremes of every kind of emotion and terror,
nightmares and delusions are common and many aspiring demonologists lose their
minds just in the attempt.

When used to dominate an outsider the demonologist
engages in a battle of wills each trying to destroy the will of the other (Mindroil
Vs Mind Save), if they succeed the outsider falls under their control, if they
fail the outsider deals sanity damage equal to their charisma modifier and is
free to act for the round.

The user gains a +3 bonus to all mindroil rolls for
each outsider they control, some outsiders can command creatures of their own
at no penalty to the demonologist.

When you add another creature to your control you
take 1 sanity damage for every other outsider you command, for the third you
would take 2 damage, the eight 7 etc

Mindroil can be used against any sentient creature
and is opposed with a Mind check, if you succeed they take 1 point of sanity
damage + 1 per 4 points you have in mindroil.

### Hellfire

***Major Action***

**Range: 5 +hellfire Skill**

**Area of effect: One Creature**

**Duration: Instant**

**Save/Defence: None**

**Resistance: DR**

**Damage: 1D10 per rank in hellfire**

The last and most dangerous skill the demonologist
learns is to channel the primal hellfire of the lower planes, Using this attack
the demonologist can expend one sanity point per skill in Hellfire to deal an
equal amount of D10 dice worth of damage, The range of the attack is equal top
5 + the users hellfire skill, The user must still make a ranged attack to hit.

Hellfire has no related resistance but is still
reduced by DR

=== **Diabolic
Consumption** ===
***Major Action***

**Range: Martial**

**Area of effect: Self**

**Duration: Instant**

**Save/Defence: None**

**Resistance: DR**

**Damage: 2D8 +1 per point in Diabolic Consumption**

This attack allows you to channel Infernal power into your
weapons, This drains the life-force of your enemy and feeds it directly into
yourself.

Target must be bloodied, This attack deals 2D8+1 physical
damage and heals you for your skill in Diabolic consumption.

=== Infernal
Doom ===
***Major Action***

**Range: 1 per rank in Infernal Doom**

**Area of effect: One Creature**

**Duration: Instant**

**Save/Defence: Soul DC10+skill**

**Resistance: none**

**Damage: Special**

This effect opens a gate to the infernal whispers of the
diabolic plane.

The target of this spell must make a mind save with DC equal
to 10+ your skill in Infernal doom.

If they fail they are infected with the voices of the damned
for the rest of the combat or until you are rendered unconscious, the voices
drain Arcane and divine power equal to your skill in infernal doom each round.

### Investiture

***Major Action***

**Range: Touch**

**Area of effect: One Creature**

**Duration: until save**

**Save/Defence: Mind DC15 – skill + duration**

**Resistance: none**

**Damage: none**

An investiture causes 1 stress damage per round and requires
a mind save to end, the mind save is calculated by deducting your investiture
skill from 15 and add 1 for each round the spell has been active.

The saving throw only has to be made to end the spell,
failing the save adds an additional 3 to the saving throw.

#### Investiture of the Enslaver

The investiture grants a +2 bonus to dexterity and allows
the target to use a dexterity draining attack.

Whenever the target affects an enemy with a melee attack,
divine spell, arcane spell or channelling effect they drain 1 Dexterity from
their target, They drain lasts until healed but the bonus to the use lasts
until the investiture ends.

#### Investiture of the Slaughtermaster

The investiture grants a +2 bonus to strength and allows the
target to use a strength draining attack.

Whenever the target affects an enemy with a melee attack,
divine spell, arcane spell or channelling effect they drain 1 strength from their
target, They drain lasts until healed but the bonus to the use lasts until the
investiture ends.

#### Investiture of the Painbound

The investiture grants a +2 bonus to Constitution and allows
the target to use a Constitution draining attack.

Whenever the target affects an enemy with a melee attack,
divine spell, arcane spell or channelling effect they drain 1 Constitution from
their target, they drain lasts until healed but the bonus to the use lasts
until the investiture ends.

#### Investiture of the Bloodthirster

This investiture grants a demonic bloodthirst that allows
you extra martial prowess against bloodied opponents.

You gain an additional bonus to damage equal to the casters
skill in Investiture against bloodied opponents.

### Blood Tribute

***Major Action***

**Range: Per weapon**

**Area of effect: One Unconcious or helpless creature**

**Duration: Instant**

**Save/Defence: None**

**Resistance: None**

**Damage: none**

You may slay an unconscious enemy as a tribute to a diabolic
power, Doing so heals you for twice your skill in Blood Tribute and grants you
advantage on all rolls for the next round.

### Open the Pit

***Major Action***

**Range: 1 per skill**

**Area of effect: One Creature**

**Duration: Instant**

**Save/Defence: Soul DC10+skill**

**Resistance: DR**

**Damage: special**

Using open the pit causes 2 stress damage to the caster.

The target must make a soul save with DC equal to your skill
in Open the Pit, If their hitpoints are less than 1D10 + your skill in open the
pit they are grabbed by demonic hands and ripped through an open flaming rift
into the ground.

Their body and possessions are destroyed with them.