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
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  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.
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  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.
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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.

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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
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  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..."
  [i--bl--e] at [eskimo.com] |         -Last words of Gen. John Sedgwick, 1864