Daemonic magic
Daemonic spells take many of their basis from the Conjuration spells. They are however more powerful but more specific to their task. The Daemonic list contains two main types of spell, summoning and alteration.Summoning spells bring into the World of Arl the essence of Daemons from the World "Enkhingi". These Daemons are then gifted with physical bodies or placed into the minds of willing targets of the spell. The physical bodies expire after a varying amount of time but when placed in the mind of an individual, the Daemon will remain until death or banishment. Summoned Daemons will not attack allies of the caster but will always attack any other groups of summoned daemons regardless of who summoned them.
Possession lasts until cast off by the host, they will require about a week to recover from the ordeal and will need much rest in that time. Undead and Daemons cannot be possessed and neither can anybody but the one that casts the spell, you may only be possessed by 1 Daemon at a time. Possessed individuals are generally more vulnerable to mind based attacks (some cognitive magic). Summoning and Possession spells either summon 1 Daemon per level or increase the initial bonus of the possession by 10% per level.
The second main type of spell is that which alters the form of the caster to be Daemonic. The effects last until reversed by the caster using the same spell with the same cost. While Daemonic the caster cannot become Undead and cannot become Daemonic while Undead.
Low tier spells
Kebu-kiroRange: Cast on self
This is a Daemonic summoning spell. Kebu-kiro are 2m tall and very wide, they have four legs and a thick hide, not as tough as metal but tougher than leather. They regenerate serious wounds within minutes and limbs grow back at a visible rate. Kebu-kiro have two arms, each ending in a boney club that they swing in a cumbersome manner. Kebu-kiro can only be killed by cleaving the head from the body, their neck is very thick and hard to reach.
Those possessed by the Kebu-kiro are able to regenerate much faster, a wound takes 60 seconds and a limb takes 1 hour to regenerate. While possessed by a Kebu-kiro they are unable to cast spells.
Morrind
Range: Cast on self
This is a Daemonic summoning spell. Morrind are 2m tall and bulkier than men. They have no arms but instead six tentacles and each are twice as strong as a human arm. Morrind are also able to withstand intense pain and stabbing attacks typically have no effect against them, they are however unarmoured so slashing attacks work very well.
When possessing someone a Morrind will give a 100% strength boost but cause their self-control to fall to 25% of normal.
Transfigure
Cost: 20K Range: Cast on self Cast time: 1 hours Cooldown: 1 month
The caster becomes Daemonic, they must cast this spell at the end of a battle where at least 1000 enemy lives were ended in bloodshed (per casting) or you can sacrifice 1000 people. At this stage the caster can convert mana into physical energy, 1K of mana will allow them to double their physical abilities for 10 seconds, triple them for 5 or quadruple for 2.5 seconds. You cannot do more than quadruple your stats with this. 10K can be used to instantly regenerate stamina and close all wounds. This connection however works both ways, if mana is drained yet none remains then health will instead be drained until either the effect ends or death occurs. Each level causes physical boosts to last 10% longer.
Mid tier spells
BanishCost: 5K Range: 50m Cast time: 20 secs Cooldown: 120 secs
A blast of energy is fired into the target. If it is possessed then the possession ended with the usual results, if it is a summoned creature then it is thrown back to wherever it came from. Beings targeted by this may expend the casting cost of this spell plus 20% per level in order to be unaffected by it.
Hunter Killer
Range: Cast on self
This is a Daemon summoning spell. Hunter killers have amazing sensory abilities, they can smell the scent of special beings such as chosen ones and have a very limited for of precognition and amazing reflexes. They look like giant mantis', their pincers replaced with solid spikes and muscles enough to punch through full plate armour. They are quite frail and their bodies easily shatter.
Those possessed by a Hunter killer gain the senses and precognitive abilities of the Hunter killer but their bodies become a quarter as tough as they used to be.
Infernal
Range: Cast on self
This is a Daemon summoning spell. Infernals are about 4m in height and resemble a human body formed from rocks that burn with a yellow-green fire. They are slow and cumbersome, though nearly immune to anything smaller than a boulder, they are not able to withstand many blows from things comparatively sized to themselves. They are very strong and can be used to batter down gates and with time, break down walls.
Chosen possessed by an Infernal have their skin turn to rock and grow to be twice their normal size. With this growth comes a boost to strength but a reduction to agility as comes from any growing in size.
Metamorphose
Range: Cast on self
Metamorphose cannot be cast at a higher level than you have research Transfigure to and requires that you already have cast Transfigure upon yourself. This spell must be cast after a battle where 5000 or more enemy lives were ended in bloodshed (per casting) or you can sacrifice 5000 people. Those that have metamorphosed can convert their life force to mana. By reducing the strength, agility and stamina to a quarter of what it is normally they regenerate their mana 200% faster with an extra 33.3% added each level. Summoned Daemons will be hesitant of attacking a Chosen that is Metamorphosed.
Servant
Range: Cast on self
This is a Daemon summoning spell. Servant here refers to the daemonic servant created by one of the deities that your nation follows. Each servant is different to the others. They are currently not listed and this spell is for now of no use.
High tier spells
AscensionRange: Cast on self
Ascension cannot be cast at a higher level than you have both Metamorphose and Transfigure at and requires that you have cast Metamorphose on yourself. This spell must be cast after a battle where 50,000 or more enemy lives were ended in bloodshed (per casting) or you can sacrifice 50,000 people. Ascended Daemons are able to convert souls into power, a willing and healthy sacrifice may kill themselves in the presence of an Ascended and the Ascended will gain lifeforce and mana. 50% of their maximum life force plus another 10% per level of Ascension and the same for mana. This can take them above normal maximums, up to 1000% more plus 100% per level. Summoned Daemons will try to avoid Ascended Daemons, gods and goddesses may intervene on behalf of their followers when attacked by an Ascended Daemon.
Durekt
Range: Cast on self
This is a Daemon summoning spell. The Durekt is a massive winged beast about 6m tall. It can fly fairly well but cannot glide for long distances. The Durekt is aflame with a bright orange fire and radiates a lot of heat, this is very draining to the Durekt and it will soon wither and die if there are no allied mages near it. When there are allied mages near it it will feed off of up to 1000K of mana an hour to sustain itself.
When possessed by a Durekt you grow wings and become 3 times as large as normal. You must do however require the same sustenance as a Durekt, if you run out of energy then you will die along with the Durekt.
Incubus
Range: Cast on self
This is a Daemon summoning spell. Incubus are humanoid but with gaunt and withered looking bodies. They are normally very very frail and weak, each allied soul around them however boosts their strength, toughness and agility to up to 4 times that of a normal human. After this they can use the excess energy to direct blasts of energy (5m blast radius, 30m range, no cooldown) at foes. The more souls, the more frequent the blasts. The downside is that the Incubus steals the stamina of these allies to power itself. In time this will kill the allies.
When possessed by and Incubus you will siphon off the lifeforce of your allies and can achieve up to 4 times your normal physical capabilities, excess energy is converted into mana.