From: [i--bl--e] at [eskimo.com] (Dark Matter) Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: HERO: College of Demonology Date: 11 Jul 1994 08:39:22 -0400 Part 15 in a series - COLLEGE OF DEMONOLOGY ------------------------------------------------------------------ Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1994, All rights reserved. ------------------------------------------------------------------ This series of spells can be used to supplement those available in the Fantasy HERO Campaign book, and the Fantasy HERO Companion books from HERO Games, Inc. They can not be used without reference to the the HERO System Rulesbook. These spells are a mix of adaptations from other game systems and original designs. The archive site is: ftp.cs.pdx.edu:/pub/frp/hero/fantasy-hero/magic. ------------------------------------------------------------------ AGONY Summoning a Demon without a suitable means of control has been the demise of many a Demonologist. When the usual bribes and attempt at mind control fail, the summoner can threaten the Demon with this spell. The mind of the Demon is assaulted by wave after wave of mental anguish, crippling his ability to resist. If the caster fails his Magic Skill roll, he suffers a mental backlash. Power: 6d6 Ego Attack (Agony) Modifiers: 1/2 END (+1/4), Continuous (+1); Only versus Demon (-1-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 phase (-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (5d6 Mental Attack) (-1/2), IAF - Medallion, plus drawings on a scroll made from expendable expensive materials (The scroll takes about an hour to prepare, and is burned in a fire upon casting) (-1-1/2). Active Cost = 135 points. END Cost: 7; Magic Roll: -13; Casting Time: 1 Phase. Real Cost: 21. CONTRACT OF DOOM To cast this spell, the Demonologist prepares a sheet of parchment with a written contract for the death of a specific target. When the sealed contract is accepted by the victim, a powerful demon is summoned who hunts down and attempts to slay him. Once the attempt has been made, the demon returns to the plane from whence he was summoned. If the caster fails his Magic Skill roll, the demon makes a single attack against the Wizard before disappearing. Power: 4d6 RKA (Demon) Modifiers: Delayed Effect (+1/4), Trigger (Contract accepted by chosen victim) (+1/4); No Range (-1/2), No Control Over Delay (1d6-1 Days) (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 hour (-2-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Attack vs. Wizard) (-1/2), IAF - Medallion plus expendable expensive writing materials (-1-1/4). Active Cost = 90 points. END Cost: (9); Magic Roll: -9; Casting Time: 1 Hour. Real Cost: 12. CREATE HOMONOCULUS This spell invests magical life into an alchemical stew, producing the miniature, gnarled humanoid form of a Homonoculus. (See the HERO Bestiary* for stats.) The constant desire of a Homonoculus is to slay his summoner, hence the wizard must maintain constant mental control of his creator. If the caster fails his Magic Skill roll, the creature is still summoned but will have an immense hatred of the caster and will be difficult to control. Power: Summon Homonoculus Modifiers: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 hour (-2-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same summoning but the Homonoculus is +10 EGO, has 20 points of Mental Defense against Mind Control, and hates the caster) (-1/2), IAF - Medallion, plus expensive, expendable materials (-1-1/2). Active Cost = 41 points. END Cost: 4; Magic Roll: -4; Casting Time: 1 Hour. Real Cost: 6. CURSE OF DAMNATION This spell calls upon a major power of the lower planes to curse the target with a serious affliction. The caster has little actual choice about the type, the actual affliction being determined by the evil spirit performing the task. To determine the type, roll on the table below: 3d6 Affliction J --- ----------------------------------------------- 3 Blindness (All the time, fully impairing) 4 -10 CON: Wasting Disease. 5 Claustrophobia (Uncommon, Total) 6 -5 DEX: Clumsiness 7 Deafness (Frequently, greatly impairing) 8 -10 STR: Weakness 9 -10 EGO, Only versus fear (-1): Cowardice 10 -10 COM, Disfigurement from Warts, Boils, etc. 11 Age Disadvantage, 5 point 12 -10 CON, Only versus disease (-1): Poor Health 13 -1 SPD: Gout 14 Muteness (Frequently, greatly impairing) 15 Amnesia (Common, Total) 16 5d6 Unluck, only for financial matters 17 Caster can choose one 18 Make two rolls on this table If the wizard misses his Magic Skill roll, the curse is placed upon him instead. The curse can only be lifted by a blessing from a god or holy artifact. Power: 6d6 Major Transform Modifiers: Limited Class (+1/4); No choice over type (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Minute (-1-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same effect on caster) (-1/2), IAF - Medallion (-1). Active Cost = 112 points. END Cost: 11; Magic Roll: -11; Casting Time: 1 Minute. Real Cost: 19. DEAD MAN'S CANDLE The severed right hand of a convicted murderer is cooked to remove the fats and oils. The resulting lard is used to produce a Dean Man's Candle. Burning the Candle increases the wizards magical powers while performing demonic rituals. If the caster fails his Magic Skill roll, he suffers a mental backlash. Power: +8d6 Character Points of Aid to Magic Skill Modifiers: Loss rate 5 per Minute (+1/4); Only when casting spells from College of Demonology (-1/2), Single Continuing Charge lasting for 5 Minutes (Extinguish to Cancel) (-3/4), Costs END to cast (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Turn (-1), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (3d6 Mental Attack) (-1/2), IAF - Medallion, plus Candle prepared from the right hand of a convicted murder killed within the past 24 hours (-1-1/4). Active Cost = 50 points. END Cost: (5); Magic Roll: -5; Casting Time: 1 Turn. Real Cost: 7. DEMON HORDE This spell allows the caster to open a portal to the lower planes and draw through a gibbering horde of lesser demons. The demons will want to slay the wizard, so he will need an immensely large sacrifice with which to bargain. This is a desparate act under almost any circumstances, and is only used as a last resort to strike at powerful foes. If the caster fails his Magic Skill roll, the demons will be very difficult to control and will have an intense hatred for the wizard. Power: Summon 250 Hordlings Modifiers: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Hour (-2-1/2), 0 DCV Concentrate while casting (-1/2), Character must have at least 30 points in spells from College of Demonology (-1/2), Side Effects (Same summoning, but Hordlings have +10 EGO, have 20 points of Mental Defense against Mind Control, and hate the summoner) (-1), IAF - Medallion (-1). Active Cost = 92 points. END Cost: 9; Magic Roll: -9; Casting Time: 1 Hour. Real Cost: 12. SUMMON MAJOR DEMON This spell summons a major demon, one of the demons of greater power. The major Demon will wish to slay the caster but can be bribed. A special sacrifice of considerable value will be required to placate the demon. Otherwise this spell functions like the other demon summoning spells. See the description below for details on how to generate a major Demon. Power: Summon Major Demon Modifiers: Random Stats (-1/4), Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Hour (-2-1/2), 0 DCV while casting (-1/2), Character must have at least 30 points in spells from College of Demonology (-3/4), Side Effects (Same summoning but the Major Demon is +10 EGO, has 30 points of Mental Defense against Mind Control, and hates the caster) (-1), IAF plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried) (-1-1/2). Active Cost = 102 points. END Cost: 10; Magic Roll: -10; Casting Time: 1 Hour. Real Cost: 12. SUMMON SUCCUBUS This spell summons a Succubus, an infrequently summoned demon that can be useful for certain special tasks. The Succubus will want to steal the soul of the caster, and will appear to be cooperative to achieve this goal. A similar spell exists for summoning an Incubus, the masculine equivalent of the Succubus. If the caster fails his Magic Skill roll, the creature is still summoned but will be very difficult to control. Power: Summon Succubus Modifiers: Requires Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4), Extra Time - 1 Hour (-2-1/2), 0 DCV while casting (-1/2), Character must have at least 20 points in spells from College of Demonology (-3/4), Side Effects (Same summoning but the Succubus is +10 EGO, has 20 points of Mental Defense against Mind Control, and +10 PRE versus the caster) (-1/2), IAF plus drawings of the floor made from expendable expensive materials (The drawing is immobile and takes an hour to draw but drawing materials can be easily carried) (-1-1/2). Active Cost = 87 points. END Cost: 9; Magic Roll: -9; Casting Time: 1 Hour. Real Cost: 11. -------------------------------------------------------------------------- Major Demon Demons come in many shapes and sizes, and possess all manner of powers. All, however, are unspeakably evil. To generate a randomly summoned major Demon, use the following description for the base, then roll on the tables below to generate random characteristic modifiers, plus additional powers and skills. Val Char Cost -------------------------------------------------------------------------- 14 STR 4 12 DEX 6 13 CON 6 11 BODY 2 10 INT 0 12 EGO 4 15 PRE 5 4 COM -3 4 PD 1 3 ED 0 3 SPD 8 6 REC 0 26 END 0 25 STUN 0 Cost Abilities END -------------------------------------------------------------------------- 120 Roll twice on Table A 40 Roll twice on Table B 40 Roll twice on Table C 65 Roll on Tables D 20 25% resistant Physical Damage Reduction: not vs. silver or magic. 50+ Disadvantages -------------------------------------------------------------------------- 10 2x Body from Holy Weapons 15 Phys Lim: Confined by Pentagrams 15 Phys Lim: Must obey anyone who knows true name 10 Psych Lim: Fears Holy Symbols (Uncommon, Strong) 15 Distinctive Features: Aura of Evil 20 Susceptibility to Holy Ground: 3d6 END Per Turn 25 Susceptibility to Holy Water: 3d6 Stun Per Phase 50 Roll once on Table E -174 Creature Bonus Points = 124 + 285 = 409 = 334 + 75 Table A. Characteristic Modifiers Roll 3d6 twice, then consult this table for the modifiers to the primary characteristics Roll Roll #1 #2 STR DEX CON BOD INT EGO PRE COM -------------------------------------------------------------------------- 3 10 11 3 6 2 5 6 7 0 4 9 6 6 7 5 8 3 5 -4 5 8 12 2 4 1 5 7 12 4 6 7 0 8 5 4 7 1 8 4 7 6 3 2 10 7 2 5 5 0 8 5 10 1 4 2 10 6 11 4 9 4 9 5 0 8 4 4 10 10 10 3 16 3 1 4 3 8 6 0 11 18 2 5 9 0 7 9 3 -6 12 17 11 1 8 3 6 4 9 2 13 16 7 8 2 6 9 1 4 -4 14 15 14 4 1 5 0 7 7 2 15 14 1 7 7 1 5 8 0 -2 16 13 5 9 6 6 2 2 1 -2 17 12 13 7 3 3 6 0 2 0 18 11 4 4 5 9 0 5 6 0 Table B. Attack Forms Roll 2d6 twice, then consult this table for the attack forms. If a duplicate attack occurs, select one or roll again. Roll Roll #1 #2 Power -------------------------------------------------------------------------- 2 6 2d6 HKA, Reduced Penetration (-1/4), Limited Power* (-1/4) 3 5 2d6 HKA, OAF (weapon), Armor Piercing, 0 END 4 4 4d6 EB, Indirect, Any Location, x2 END 5 3 1d6 HKA; 1d6 Drain, 5 per Minute (+1/4), Only if HKA does BODY (-1/4), 4 charges (-1) 6 2 3d6 NND*, Cone Effect, No Range, Full Phase attack, Limited Power* (-1/4) 7 12 20 STR TK, Full Phase 8 11 3d6 Flash, Single Sense, Limited Power* (-1/2) 9 10 6d6 EB, x2 END Cost 10 9 10d6 Mind Control, Activation 12- (-3/4) Limited Power* (-3/4) 11 8 3d6 Entangle, Limited Power* (-1/2) 12 7 1d6 HKA, Continuous, Only after grabbed (-1/2) *Determined by GM. Table C. Defense Forms Roll 2d6 twice, then consult this table for the defense forms. If a duplicate defense occurs, select one or roll again. Roll Roll #1 #2 Power -------------------------------------------------------------------------- 2 6 +25% resistant Physical Damage Reduction: not vs. silver or magic (-1/2). Regeneration, 2 BODY/turn, home dimension (-1) 3 5 50% resistant Energy Damage Reduction: only vs heat & cold (-1) +5 Power Defense 4 4 Invisibility 5 3 Life Support, Immune to heat, cold, disease, aging +3 PD, +2 ED Armor 6 2 +25% resistant Physical Damage Reduction: not vs. silver or magic (-1/2). Life Support, no need to breathe 7 12 50% resistant Energy Damage Reduction: only vs heat & cold (-1) +5 Mental Defense 8 11 +4 PD, +3 ED Armor, Hardened, OIF-Armor (-1/2) Regeneration, 2 BODY/turn, home dimension (-1) 9 10 +5 rPD, +5 rED Damage Resistance +5 Mental Defense Lack of Weakness +5 Power Defense 10 9 Regeneration, 2 BODY/turn, home dimension (-1) Life Support, no need to breathe 11 8 +25% resistant Physical Damage Reduction: not vs. silver or magic (-1/2). Life Support, no need to breathe 12 7 50% resistant Energy Damage Reduction: only vs heat & cold (-1) Lack of Weakness Table D. Special Powers and Skills Roll once on each of the following tables for the special powers and abilities. 1d6 Power (30 pts) -------------------------------------------------------------------------- 1 Extradimensional Movement, Earth & Hells 2 Teleport 10", 4xMass 3 Shapeshift, Any Shape 4 Clairsentience, Sight Group 5 2d6 Major Transform (Dead to Life), Cummulative (1/2), Full Phase (-1/2) 6 6d6 Telepathy 1d6 Power (20 pts) -------------------------------------------------------------------------- 1-2 Growth (15 pts), Persistent, Always On 3 Shrinking (15 pts), Persistent, Always On 4-6 Roll twice on table below 1d6 Power (10 pts) -------------------------------------------------------------------------- 1 +5" Swimming, Breath Underwater 2 +5" Running 3 10" Flight 4 Tracking Scent 5-6 Roll twice on table below 2d6 Power (5 pts) -------------------------------------------------------------------------- 2 Choose One: Concealment, Stealth, Tracking 3 +1 PER Ultrasonic Hearing 4 Choose One: Bribery, Bureaucratics, Streetwise 5 Choose One: Acting, Deduction, Persuasion, Seduction 6 Knowledge Skills 7 Infrared Vision 8 Familiarity w/ Weapons 9 Ultraviolet Vision 10 Choose One: Conversation, Interrogation, Oratory 11 Extra Limbs 12 Choose One: Lipreading, Mimicry, Ventriloquism Table E. Disadvantages Roll once on the table below to determine the number of selections: 1d6 Number of Selections -------------------------------------------------------------------------- 1 1 x E1; 2 x E2 2 1 x E1; 1 x E2; 1 x E3; 1 x E4 3 1 x E1; 3 x E3 4 2 x E2; 2 x E3 5 1 x E2; 3 x E3; 1 x E4 6 4 x E3; 2 x E4 Select the appropriate number of disadvantages from each category: E1(20 pts): No manipulatory limbs x2 Vulnerability to a Common Attack Form E2(15 pts): Psych. Limitation: Overconfident (Very Common) Psych. Limitation: Malicious (Very Common) Missing Sense (Always, Slightly Impairing) E3(10 pts): 2x Effect from PRE Attacks of Holy Men Psych. Limitation: Short Tempered (Common) Psych. Limitation: Devious (Common) Psych. Limitation: Greedy (Common, Strong) Must Eat Frequently (Very Common, 1d6/turn) Fear Creature or Person (Uncommon, Strong) E4(5 pts): Enraged when insulted (Uncommon) 8-, 11- Distinctive Smell -- Dark Matter | "They couldn't hit an elephant at this dist..." 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