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Daemonic magic

Summoning requires a variable number of mages, if the combined willpower of the group falls below what is required to keep the daemon under control then the mages will all die and the daemon will turn on those that were trying to control it.

Daemonic progression makes a daemon more powerful but at the cost of magic, using magic reduces their Strength and Agility. The amount reduced is equal to the chance to miscast, a 50% chance to miscast halves their strength and agility. Each stage of the progression increases the cap by 20% (ascension is stage 3 and thus the cap is 60%, you can't lose more than 60% of your strength and agility when ascended). Daemons below the cap suffer no ill effects from miscasting a low or mid tier spell and reduced effects from miscasting high and master tier spells. Only chosen are able to progress, common mages cannot.

Low tier spells

Banish    Cooldown: 3 minutes    Cast time: 1 second
A target being from another world within 100m is blasted with energy. Banish causes a weakening of the ties that being has to this world. In daemonic terms banish does 0.1 mages of damage to a daemon per level, the more mages a daemon has controlling it the stronger the ties to this world. If a daemon is cut lose from it's controllers with banish then it will become neutral rather than aggressive specifically towards it's captors, it will become most aggressive towards other daemons. Repeat castings will further weaken the being until it returns to it's home.

Elgr    Cooldown: 5 days    Cast time: 30 minutes
Elgr look like palid and famished humans, their sagging skin giving them quite a haunted appearance. They are half as strong as a human and cannot move very fast. They can however walk through walls, they move at 10% of their normal rate per level of the spell. Elgr require 2 mages to control them.

Those possessed by the Elgr lose half of their strength and half of their agility but can walk through walls at 10% of their normal speed per level of the spell.

Gragar    Cooldown: 5 days    Cast time: 30 minutes
Gragar are hulking brutes, they're humanoid but stand 2m tall and possess large wings. They are capable fliers and with each level they become 15% stronger meaning they can fly faster and rip more bones from bodies faster. Gragar are simple daemons. Gragar require 3 mages to control.

Those possessed by the Gragar grow giant wings and gain a 10% strength boost per level. They will however tire four times faster and the Gragar grow stronger while their host sleeps, many hosts will not survive more than a few days.

Red widow    Cooldown: 5 days    Cast time: 30 minutes
The Red widow is one of the smartest and most cunning daemons. It takes the form of a seductive female and is an expert at seduction. It can however transform in seconds into a giant spider-creature with legs that can skewer it's often unarmoured targets. Each level boost the intelligence of the Red widow by 50%, with such a boost comes a higher cost in willpower. Red widows require only a single mage to control them.

Those possessed of a Red widow gain only a 10% boost to their charisma per level of the spell. The Red widow is not strong in the form of possession and one of the safest daemons to be possessed by. Summoning a Red widow is quiet enough that as long as you cannot be seen or heard to talk normally you probably won't be noticed.

Screamer    Cooldown: 5 days    Cast time: 30 minutes
Screamers are humanlike except that they have 6 arms and are amazingly muscled. Each arm ends in a metal blade as if it were placed inside them unnaturally. They are completely insane and very hard to direct correctly, they are fast runners and twice as strong as a human, each level of the spell gives them a 10% boost to their strength. Screamers require 4 mages to control.

Those possessed by a screamer gain a 100% boost to their agility and then also a 20% boost to their strength per level of the spell. However with every kill they slip slightly closer to insanity until they are the same as the Screamer.

Shifter    Cooldown: 5 days    Cast time: 30 minutes
Shifters can take on the appearance of any race they choose though cannot grow or shrink more than 40%. They can extend a sharp talon from the back of their hand and strike with enough force to puncture even full plate. Their main role is to infiltrate an army and slay officers within it, often mimicking the appearance of those it has killed. Each level provides a 20% boost to it's ability to trick and beguile it's opponents. Shifters require 6 mages to control them. If a shifter is set free it will not seek immediate revenge upon it's controller but will instead bide it's time and try to kill when least expected.

Those possessed by a Shifter gain it's ability to change shape rapidly but with each kill the Shifter moves closer to taking control of their mind. Each level of the spell grants a 15% charisma boost to the possessed. Summoning a shifter is quiet enough that as long as you cannot be seen or heard to talk normally you probably won't be noticed.

Transfigure    Cooldown: 2 days    Cast time: 5 minutes
The caster turns themselves into a Daemonic entity. They grow 5% larger per level and additionally gain a 20% boost per level to their strength and agility. Transfigure requires the souls of 5000 people that died violently within the last 24 hours in one area or the soul of a single special being (such as a chosen) in the last year, the latter method is unable to use allied souls. Transfigured daemons count for 2 soul points. Once you cast this on yourself you can no longer possess yourself. For more information, see the daemonic progression rules.

Translocate    Cooldown: 1 minute    Cast time:
The caster transports themselves through the planar dimensions and reappears up to 5m away. The spell makes a distinctive noise and takes 1 second to actually move them during which time they will exist in another plane of existence. Upgrading this spell reduces cooldown by 6 seconds per level, at level 10 it's cooldown will be 6 seconds.


Mid tier spells

Gymander    Cooldown: 21 days    Cast time: 1 hour
Gymanders are humanoid and dress in flayed human skin. They fight with long cutting knives and weild them with amazing accuracy and speed. They leave their victims writhing on the floor in agony and feed off of the pain, each wailing victim gives them a small boost to their toughness and speeds regeneration of health. Each level increases the speed of the Gymander by 15%. Gymanders require 8 mages to control them (4 mid tier mages).

Those possessed by a Gymander will be weakened massively, their strength and toughness will halve but their will feed from those they cause pain to. This effect is improved 20% per level of the spell.

Implode    Cooldown: 20 minutes    Cast time: 6 seconds
A target inanimate object up to 50m away of up to 1 litre volume per level is compressed to a quarter it's size and the energy released. If the object was dense it will probably explode, tougher objects throw out better shrapnel. The spell takes 10 seconds to complete and in this time requires a caster's full concentration.

Infernal    Cooldown: 21 days    Cast time: 1 hour
Infernals are twice the height of a human and built from rocks. They are awash in a green flame and though cumbersome are very strong. They are vulnerable to water as rapid cooling causes them to shatter, they are brittle and heavy hand weapons can also bring them down. If however you are bereft of such things your best bet is to flee. Each level increases the strength of the Infernal by 20%. Infernals require 10 mages to control (5 mid tier mages).

Those possessed by an Infernal have their agility reduced to a third of what it was but change to resemble the Infernal and have their strength increased by 30% per level of the spell.

Metamorphose    Cooldown: 7 days    Cast time: 20 minutes
The caster must already be transfigured to perform this and cannot metamorphose to a higher level than they can transfigure. Metamorphosed grow 5% larger per level of the spell and have their toughness and maximum health increased by 5% per level of the spell. Additionally they gain a 50% increased rate of regeneration of health and stamina. Metamorphosis brings with it small wings useful for falling from great heights. Metamorphose requires the souls of 35,000 people that died violently within the last 36 hours in one area or the souls of 4 special beings that died within the last year (first ones count for 3 souls). The latter method cannot use allied souls. Metamorphosed daemons count as 3 souls for the daemonic progression of others. For more information, see the daemonic progression rules.

Plane Jump    Cooldown: 10 minutes    Cast time: 10 seconds
4 targets per level of the spell are moved to a different world. They will be disorientated for a few seconds but there are no serious or long lasting effects. If cast on an enemy then it's range falls to 4m per level.

Tesauro    Cooldown: 21 days    Cast time: 1 hour
Tesauro weaken the link of daemons to those that control them, all Daemons within 100m of a Tesauro gain a 1% bonus to their willpower per level of the spell per daemon within 100m of the Tesauro (10 daemons at level 5 is a 50% boost each). The Tesauro itself has the appearance of a young girl and similar physical stats. They are weak and needs protection. Tesauro require 16 mages to control them (8 mid tier mages).

Due to their nature Tesauro cannot be used for possession. Tesauro do not benefit from their aura nor does the aura of many Tesauro increase the power of it.


High tier spells

Ascension    Cooldown: 28 days    Cast time: 40 minutes
The caster must already be metamorphosed to perform this and cannot ascend to a higher level than they can metamorphose. Ascended can cast plane jump to Enkhingi at any location on the world and physically grow 10% bigger per level of Ascension. Ascended daemons also gain a 5% resistance to all spells per level, things such as fireball will hurt just as much but purely magical effects such as Doom will have their effects lowered in power.

In addition the short stubby wings grow large enough for full flight, when fighting with their bare hands they deal daemonic damage which can have more of an effect on daemons and some other special beings (not Chosen or most First ones). Ascension requires the souls of 100,000 people that died violently within the last 48 hours in one area or the souls of 8 special beings that died within the last year (first ones count for 3 souls). The latter method cannot use allied souls. Ascended daemons count as 5 souls for the purposes of the daemonic progression spells. For more information, see the daemonic progression rules.

Gate    Cooldown: 3 hours    Cast time: 10 minutes
A giant circular portal 3m in radius is created before the caster. This gate may go to any of the other worlds and will last as long as the caster maintains it, this requires their full concentration. When the spell ends the caster is also taken through the portal as it closes. The portal will always come out in the exact same location on the other world, those traveling through will find themselves weak and in need of rest, mages will be in a state as if they just cast a spell with a 3 hour cooldown. These effects are lowered by 10% per level of gate.


While the gate is forming it will be visible on the target world.


Loki    Cooldown: 6 months, 6 days    Cast time: 3 hours
The Loki is angelic in appearance, glowing with inner power and standing 3m tall. It is strong enough to take down and elephant with it's bare hands yet carries a massive greatsword. They posses strong wings and are capable fliers. Loki require 12 mages (3 high tier) to control them, every time they kill something they break a small part of their bonds and require 0.005 more of a mage to control them. After 800 kills they require an additional high tier mage. Each level of the spell grants the Loki 15% more strength.

Loki cannot be used for possession.


Master tier spells

Cyrgai    Cooldown: 5 days    Cast time: 15 minutes
A squad of Cyrgai daemons are summoned to serve the caster, cannot be unsummoned or banished. Each one has a WP of 0.1, as many can be summoned as wanted. They will remain around the caster to protect them. Cyrgai willpower does not change with the presence of other daemons. Cyrgai are equipped with a small shield and a spear. They look like humans but are twice as strong, agile and tough as humans. Additionally they fight without tire, without fear and with great group coordination. Cyrgai become 10% larger per level.

Unlike other daemons the Cyrgai are semi-loyal to their summoner and while the summoner sleeps naturally they will protect them rather than requiring willpowered control. If the caster is knocked unconscious or seriously wounded then the willpower control will be broken and the Cyrgai will be freed.

Demigod    Cooldown: 6 months, 6 days    Cast time: 1 hour
The caster must already be ascended to perform this and cannot use this spell at a higher level than they are ascended to. Demigods radiate power and their presence will be noticeable to all within 100m, the energy field of the daemon will extend to cover any melee weapon they use. Demigods grow 10% larger per level of Demigod. The hide/skin of the daemon becomes 20% tougher against physical attacks per level of demigod. The wings of the daemon also double in strength meaning that they can fly even in bad weather.

Demigod requires the souls of 320,000 people that died violently within the last 36 hours in one area or the souls of 16 special beings that died within the last year (first ones count for 3 souls), the latter method cannot use allied souls. Demigod daemons count as 8 souls for the purposes of the daemonic progression spells. For more information, see the daemonic progression rules.