0% found this document useful (0 votes)
268 views13 pages

Demonologist

The document introduces a new class called the Demonologist for AD&D Second Edition, focusing on the study and summoning of demons from the Lower Planes. It outlines the class's characteristics, including alignment flexibility, spellcasting abilities, and a detailed advancement table with levels and spells. Additionally, it describes the mechanics of summoning demons, including control checks and potential risks involved in dealing with fiends.

Uploaded by

Andrea
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
268 views13 pages

Demonologist

The document introduces a new class called the Demonologist for AD&D Second Edition, focusing on the study and summoning of demons from the Lower Planes. It outlines the class's characteristics, including alignment flexibility, spellcasting abilities, and a detailed advancement table with levels and spells. Additionally, it describes the mechanics of summoning demons, including control checks and potential risks involved in dealing with fiends.

Uploaded by

Andrea
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

The Demonologist

New class for AD&D - Second edition


You will need the Planescape Monstrous Compendium Appendix. Planescape players will enjoy more this class, but it is useful for any other setting. I
didn't include the demons from Planescape Monstrous Compendium Appendix II in order to give you some spell to research…
This class was written by Zappo. Visit my site at http://members.xoom.com/zappo. All the demons' names and the books' names, as
well as Planescape are copyright of TSR inc.

The demonologist is a person who has decided to dedicate himself fully to the study of the denizens of the Lower Planes, and the
ways in which they can be used. Many clueless wizards tried to harness the power of fiends to their advantage, but almost all of
these, sooner or later, are annihilated by these forces that they can't control. A true demonologist is dedicated exclusively to this, and
with his experience he can use demons with a certain safety. At least, this is what the demons want him to believe. In fact, newbie
demonologists soon learn how to perform powerful summonings, but when they do perform them, they aren't yet skilled enough to
safely control the fiends they called. Despite the terrible risks of this career, the people who let themselves be attracted towards the
apparently easy power it offers are numerous, brilliant, and with a generally short life expectancy.

A demonologist is usually an evil NPC, but often he can be neutral or even good. There are actually demonologists convinced to be
able to use demons in favor of good. As a consequence, a demonologist can be of any alignment. However, good demonologist are
usually treated with suspect by the other forces of good. Depending on his attitude towards Law or Chaos, he can be more or less
facilitated towards summoning and controlling certain races of demons. A Lawful demonologist has a +2 in any roll regarding the
summoning and controlling of Baatezu, but -2 when he has to deal with Tanar'ri. A Chaotic demonologist has +2 with Tanar'ri and -2
with Baatezu. A Neutral demonologist has no modifiers.

The following races can be a demonologist: Humans, Evil or Neutral Half-elves (up to 10° level), Evil Elves (up to 9° level),
Tieflings (up to 12° level), Githzerai (up to 8° level). The dedication required for this activity prevents multiclassing. However, races
that can be mage/cleric can be demonologist/cleric if they are of evil alignment
(* = see Planescape.)

Primary requisites for a demonologist are Wisdon (minimum 15) and Intelligence (minimum 16). A naive demonologist lasts little,
and a stupid one even less. Being naive in treating with fiends can be deadly, but mistaking rituals is almost certain death.
A demonologist has THAC0, Saving Throws and skills of a mage. He can use as weapons knife and staff, and he can't wear armor or
shield. He can use any item reserved to wizards or clerics, but only the ones which summon creatures or deal with demons. He can
access the proficiency groups of General and Wizards.
Demonologists can cast spells from the Demonology School of Magic, described below. Only demonologists have access to this
school, and they can only use spells from this school. A demonologist starts with 1d4 spells of first level (at least one of these must
be a summoning), and gains another one whenever he makes a level, as a mage. When he reaches ninth level, he can research new
spells, as wizards do.

Advancement table:
Level Title XP Hit Dice (d4) Demonology spells
1 Apprentice 0 1 1/0/0/0/0/0/0/0/0
2 Apprentice 2500 2 2/0/0/0/0/0/0/0/0
3 Student 5000 3 2/1/0/0/0/0/0/0/0
4 Student 10000 4 2/2/0/0/0/0/0/0/0
5 Practicer 20000 5 3/2/1/0/0/0/0/0/0
6 Practicer 40000 6 3/2/2/0/0/0/0/0/0
7 Expert 60000 7 3/3/2/1/0/0/0/0/0
8 Expert 80000 8 4/3/2/2/0/0/0/0/0
9 Master 135000 9 4/3/2/2/1/0/0/0/0
10 Master 250000 10 4/4/3/2/1/0/0/0/0
11 Master of Demons 375000 10+1 5/4/3/2/2/1/0/0/0
12 Master of Demons 750000 10+2 5/4/3/3/2/1/0/0/0
13 Master of Demons 1125000 10+3 5/5/3/3/2/2/0/0/0
14 Lord of Demons 1500000 10+4 5/5/4/3/2/2/1/0/0
15 Lord of Demons 1875000 10+5 5/5/4/3/3/2/1/0/0
16 Lord of Demons 2250000 10+6 5/5/4/4/3/2/2/0/0
17 Power of Demons 2625000 10+7 5/5/4/4/3/3/2/1/0
18 Power of Demons 3000000 10+8 5/5/5/4/4/3/2/1/0
19 Power of Demons 3375000 10+9 5/5/5/4/4/3/3/2/0
20 Demons Highlord 3750000 10+10 5/5/5/5/4/4/3/2/1

All demonologists have the following two skills:


Communication with Demons. The first thing a demonologist learns is how to speak with demons. Any demonologist knows the
tongues of Baatezu, Tanar'ri, Yugoloth, Gehreleth and of the other lesser races.
Knowledge of demons. Even newbie demonologists can understand what they are dealing with when they meet a creature from the
Lower Planes. Automatically, a demonologist can tell the common name of any fiend race he meets. If he makes an Intelligence
check, he can tell its most important power and which weapon can hit it (silver, iron, +1, +2, +3 or +4). He can't know anything of
unique demons such as the Lords of Baator and the Tanar'ri Lords.
When a demonologist reaches level 11, he can create demonic items using the Bind spell (see below).

In addition, they have certain defenses against demons: a fiend attacking a demonologist has a to hit penalty and the character has a
bonus to his saving throws against the abilities of that kind of fiend. These protections aren't in effect if the demon is in his own plane
(a Baatezu in Baator, a Tanar'ri in the Abyss, etc.).
The demons from which the demonologist is protected fall in seven categories:
First category: Lemures, Nupperibo, Manes, Larvae.
Second category: Spinagon, Dretch, Rutterkin, Mephit, Imp.
Third category: Shadow Fiend, Hordling, Black Abishai, Cambion.
Fourth category: All Lesser Baatezu and Lesser Tanar'ri not mentioned before, and Farastu
Fifth category: All Greater Tanar'ri and Lesser Yugoloth, and Kelubar.
Sixth category: All Greater Baatezu (but Pit Fiend) and True and Guardian Tanar'ri (but Balor), Greater Yugoloth (but Ultroloth and
Baernaloth) and Shator..
Seventh category: Pit Fiend, Balor, Ultroloth.

Level Resistance against category.. (demon's THAC0 penalty and demonologist's ST bonus against their abilities)
First Second Third Fourth Fifth Sixth Seventh
1 1 0 0 0 0 0 0
2 1 0 0 0 0 0 0
3 1 1 0 0 0 0 0
4 2 1 0 0 0 0 0
5 2 1 1 0 0 0 0
6 2 2 1 0 0 0 0
7 3 2 1 1 0 0 0
8 3 2 2 1 0 0 0
9 3 3 2 1 1 0 0
10 4 3 2 2 1 0 0
11 4 3 3 2 1 1 0
12 4 4 3 2 2 1 0
13 5 4 3 3 2 1 1
14 5 4 4 3 2 2 1
15 5 5 4 3 3 2 1
16 6 5 4 4 3 2 2
17 6 5 5 4 3 3 2
18 6 6 5 4 4 3 2
19 7 6 5 5 4 3 3
20 7 6 6 5 4 4 3

Demonology Spells
All spells of "Summon demon" type require the caster to roll 1d20 under a value calculated this way: Demonologist's level +
Demonologist's intelligence - Demon's intelligence. This value is modified by +2 if the summoner is Lawful and the demon is a
Baatezu, +2 if he is Chaotic and the demon is a Tanar'ri, -2 if he is Lawful and the demon is a Tanar'ri, -2 if he is Chaotic and the
demon is a Baatezu. There's another -2 for every demon the demonologist is currently controlling. Depending on the demon, other
modifiers might apply. If the demonologist passes this check, the demon is under his control. Otherwise, it's free for the duration of
the spell, and the it returns to its plane. Particularly for the most intelligent demons, the check should be made in secret by the DM: a
demon could have interest in feigning being submitted for a certain period.
If a demonologist successfully summons a True, Greater or Guardian Tanar'ri, a Greater Baatezu or a Greater Yugoloth, he can order
the fiend to reveal its True Name. In that case, the demonologist must roll the control check again; if he passes it, the demon must tell
him its name, otherwise it is free. If a demonologist knows the True Name of a demon, the next time he casts a summoning of the
same type, he can decide to call that particular demon again. This doesn't give evident advantages, but can become useful.
To give orders to a demon, one must speak in a high voice and clearly, in its tongue. When it is said that a demon tries to warp the
meaning of an order, it means that, for example, to the order of "put this item in a safe place", the fiend might take it to the fortress of
Malsheem, in Nexus, and leave it there. The demon will try in any way to interpretate the literal meaning of the order so as to bring a
disadvantage to the demonologist. A demonologist must be very precise in his orders, or limit himself to simple, direct,
unmistakeable requests.
If a demon fails a morale check for any motive, the control check must be remade immediately. If it fails, the fiend immediately
returns to its home plane. In addition, if the demonologist attacks or casts a spell on the demon, the demon has right to attack him
once or use one special ability. The demon can do this every time the demonologist attacks it or uses a spell or item on it.
For example, a Chaotic Evil demonologistof the 5° level with 16 Intelligence tries to summon a Lemure. A Lemure has 2 to 4
intelligence; the DM secretly decides that this particular demon has 4 intelligence. The control test is:
5 (level) + 16 (intelligence) – 4 (int. of the demon) – 2 (the demon is a Baatezu and the demonologist is Chaotic) = 15. The
demonologist rolls a 5: the demon is at his orders. If he rolled 17, instead, the Lemure would have been free to do what it wanted.
It is impossible to summon or control demons while being in their home plane!
There are two ways to summon a demon: 'lengthy' method and 'short' metod. In the first case, the casting time and the spell duration
are those indicated. In the second, the casting time is that of a normal spell, with an Initiative modifier equal to the number of rounds
which would be used with the 'lengthy' method. For example, a casting time of 11 rounds will become a casting time of 11. This is
very useful in combat, when there isn't much time to summon, but it has the disadvantage that the demon doesn't remain so long. The
fiend's permanence is reduced by ten times.: 1 turn becomes 1 round and a demon which, if summoned with the 'lengthy' method,
would remain 10 turns, remains 10 rounds.
Hasting summonings: a demonologist can decide to cast a summoning spell 'hasting' the procedure. This meanse that he can decide to
use less time to cast the spell, but he has -1 to the control test for every round (if using the 'lengthy' method) or initiative point (with
'short' method, but he must decide before rolling initiative) he subtracts. This because normally a demonologist takes all the
precautions to avoid that a summoned demon rebels, so as to have the maximum control roll possible. Willing, he can ignore partly
or entirely these procedures, reducing the casting time but also the safety of the summoning. The casting time can't go under 1 round
('lengthy' method) or 1 ('short' method).
It is possible to order a demon to summon more of his kind, if it can, but new demons aren't under the control of the demonologist,
and they will immediately know that the one who called them is under the control of someone else. All summoned demons have their
weapons.
A demon doesn't have a magic resistance roll against summoning, Protection Signs or Circles, but he has it against any other
demonology spell.
All charme and protection spells work on the demons of the specified category and also on the ones of all the inferior categories. So,
the Third Charme on Demons works on any fiend up to the third category, and the Fifth Sign of Protecion works on any demon up to
the fifth category.

First level

Summon Lemure
Components: VSM (chalk dust) Duration: 1 turn per level (max. 12)
Range: 3 meters Saving throw: none
Casting time: 4 rounds Effect: 1 lemure
This spell summons a Lemure, if possile under the control of the demonologist. To summon the lemure, the demonologist must
perform a complicated ritual, at the end of which the Lemure appears. If he succeeds, the demonologist can give the Lemure any
order, even suicide. The fiend executes the orders literally. If it goes to zero hit points, it instantly returns to its plane.

Summon Nupperibo
Components: VSM (a piece of rope) Duration: 1 turn per level (max. 12)
Range: 3 meters Saving throw: none
Casting time: 5 rounds Effect: 1 nupperibo
As Summon Lemure, but calls a Nupperibo. The demon, if controlled, executes any order literally.

Summon Mephit
Components: VSM (the appropriate element) Duration: 1 turn per level (max. 12)
Range: 3 meters Saving throw: none
Casting time: 6 rounds Effect: 1 mephit of the appropriate element
There is a different version of this spell for each kind of mephit. The demonologist has a +3 bonus to his control roll, because
summoning mephits is relatively easy. Mephits obey interpretating orders, but without warping their meaning. They can refuse to
execute evidently suicidal orders.

First Circle of Protection


Components: VSM (a candle) Duration: 1 turn per level
Range: 0 Saving throw: none
Casting time: 5 Effect: 25 cm. radius per level
This spell creates a circle of protection against the First Category of demons. None of these demons can cross the circle, entering or
getting out of it, or attack in any way a person on the other side of the circle. It's a good idea to cast this spell before summoning one!
The circle is immediately destroyed if a being with 2 or more intelligence crosses it, or attacks in any way a being on the other side of
the circle. If a demon can teleport, it can't do it from the inside of the circle to outside or vice versa.

First Charme Demons


Components: VS Duration: 5 rounds per level
Range: 3 meters per level Saving throw: neg.
Casting time: 1 Effect: a demon of the first category
If the target, a demon of the First Category, fails a save versus spells, he is subject to Charme towards the demonologist.

First Sign of Protection


Components: VSM (a stick) Duration: 1 turn per level
Range: 50 centimeters Saving throw: none
Casting time: 5 Effect: 1 meter length per level
With this spell the demonologist can draw a straigth sign that no fiend of the first category can cross, as per a Circle of Protection.
The conditions are the same of a circle, but a teleporting demon can teleport on the other side of the line freely.

Second level

Lower Magic Resistance I


Components: VS Duration: special
Range: 3 meters per level Saving throw: neg.
Casting time: 2 Effect: 1 magic resistant creature
This spell lowers the magic resistance of a creature of 1% per level of the demonologist. The creature regains the resistance at the
rate of 1% per round, starting after the following round. A magic resistance roll against this isn't allowed, but a save versus spells can
be done.

Summon Manes
Components: VSM (a lock of hair) Duration: 1 turn per level (max 12)
Range: 3 meters Saving throw: none
Casting time: 6 rounds Effect: 1 manes
Summons a Manes, which if controlled obeys literally to any order as per Summon Lemure.

Summon Dretch
Components: VSM (some dust) Duration: 1 turn per level (max 12)
Range: 3 meters Saving throw: none
Casting time: 7 rounds Effect: 1 dretch
Summons a Dretch which if controlled obeys literally to any order as per Summon Lemure.

Summon Rutterkin
Components: VSM (a coin) Duration: 1 turn per level (max 12)
Range: 3 meters Saving throw: none
Casting time: 8 rounds Effect: 1 rutterkin
Summons a Rutterkin which if controlled obeys literally to any order as per Summon Lemure.

Second Circle of Protection


Components: VSM (two candles) Duration: 8 rounds per level
Range: 0 Saving throw: none
Casting time: 6 Effect: 25 cm. radius per level
This spell creates a circle of protection against the Second Category of demons, exactly like the First Circle of Protection

Second Charme Demons


Components: VS Duration: 5 rounds per level
Range: 3 meters per level Saving throw: neg.
Casting time: 2 Effect: a demon of the second category
If the target, a demon of the Second Category, fails a save versus spells, he is subject to Charme towards the demonologist.

Second Sign of Protection


Components: VSM (a stick) Duration: 8 rounds per level
Range: 50 centimeters Saving throw: none
Casting time: 6 Effect: 1 meter length per level
With this spell the demonologist can draw a straigth sign that no fiend of the second category can cross, as per a Circle of Protection.
The conditions are the same of a circle, but a teleporting demon can teleport on the other side of the line freely.

Third level

Summon Spinagon
Components: VSM (a wilted rose) Duration: 1 turn per level (max 12)
Range: 3 meters Saving throw: none
Casting time: 9 rounds Effect: 1 spinagon
If the demonologist succeeds, he can summon and control a spinagon. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Imp
Components: VSM (a jewel 500 GP worth) Duration: 1 turn per level (max 12)
Range: 3 meters Saving throw: none
Casting time: 12 rounds Effect: 1 imp
If the demonologist succeeds, he can summon and control an imp. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Abishai
Components: VSM (a vial of poison) Duration: 1 turn per level (max 12)
Range: 3 meters Saving throw: none
Casting time: 10 rounds Effect: 1 abishai
If the demonologist succeeds, he can summon and control an abishai. The type of abishai depends on the demonologist's level: from
fifth to ninth level he calls a black abishai; from tenth to fourteenth level he summons a green abishai; from fifteenth level on he calls
a red abishai. The fiend executes orders, but tries to warp their meaning to the demonologist's disadvantage, and he can refuse to
execute evidently suicidal orders.

Third Charme Demons


Components: VS Duration: 5 rounds per level
Range: 3 meters per level Saving throw: neg.
Casting time: 3 Effect: a demon of the third category
If the target, a demon of the Third Category, fails a save versus spells, he is subject to Charme towards the demonologist.

Lesser Demonic Weapon


Components: VS Duration: 2 rounds per level
Range: 0 Saving throw: none
Casting time: 3 Effect: a weapon of a demon
This spell enables a demonologist to wield any weapon that is typical of a demon, even if his class wouldn't allow it or if the weapon
would normally hurt him (as the sword of a Balor). It doesn't give him the proficiency in that weapon, so the demonologist must
attack with the relative penalties.

First Command
Components: VSM (chalk dust) Duration: special
Range: 0 Saving throw: neg.
Casting time: 9 turns Effect: a first category demon
This spell binds to a definite location a demon of the first category, which is under the control of the demonologist by means of a
summoning or a charme demons. The demon must make a save versus spells, anc check any magic resistance. If it fails, it can't leave
the place to which it is bound. The demonologist must then give a simple order to the demon, of a number of words lower or equal to
the intelligence of the demon. It must then continually execute that order, until the demonologist frees it (for ex. "attack anyone but
me", "spy what happens and tell me", "clean the toilet except when I'm in there!", "cast hold person on everybody you see except me
and my friends"). The area to which the demon is bound can be defined in two ways: 1) a singlw room or cave. 2) a square area with
a side of maximum the level of the demonologist in meters and minimum 5 meters. It is impossible to bind more than a demon to the
same area, and it is also impossible to overlap two Command areas.

Fourth level

Summon Shadow Fiend


Components: VSM (a black pearl 100 GP worth) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 13 rounds Effect: 1 shadow fiend
If the demonologist succeeds, he can summon and control a shadow fiend. The fiend executes orders, but tries to warp their meaning
to the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Lesser Hordling


Components: VSM (some gray rock dust) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 11 rounds Effect: 1 hordling
This spell summons a hordling. If the being has 4 intelligence or less, it obeys literally to the orders, even suicidal ones. If it has more
than 4 intelligence, it tries to warp their meaning and can refuse to execute suicidal orders. The hordlings summoned with this spells
are randomly generated and must subtract one from the CA, Movement, HD, MR rolls, and 2 from the strength one. In both cases,
the result of the roll is minimum 1.

Summon Cambion Major


Components: VSM (a human skull) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 14 rounds Effect: 1 cambion
If the demonologist succeeds, he can summon and control a cambion major. The fiend executes orders, but tries to warp their
meaning to the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Alu-fiend
Components: VSM (a small golden rimmed mirror) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 15 rounds Effect: 1 alu-fiend
If the demonologist succeeds, he can summon and control an alu-fiend. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and she can refuse to execute evidently suicidal orders. If the demon is a wizard, it will try to hide
her powers. Because the fiend's intelligence is very variable, the DM should roll the control check secretly.

Summon Barbazu
Components: VSM (rotten algae) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 15 rounds Effect: 1 barbazu
If the demonologist succeeds, he can summon and control a barbazu. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Hamatula
Components: VSM (a poisonous mushroom) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 14 rounds Effect: 1 hamatula
If the demonologist succeeds, he can summon and control a hamatula. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Lower Magic Resistance II


Components: VS Duration: special
Range: 3 meters per level Saving throw: neg.
Casting time: 4 Effect: 1 magic resistant creature
This spell lowers the magic resistance of a creature of 2% per level of the demonologist. The creature regains the resistance at the
rate of 1% per round, starting after the following round. A magic resistance roll against this isn't allowed, but a save versus spells can
be done.

Intermediate Demonic Weapon


Components: VS Duration: 2 rounds per level
Range: 0 Saving throw: none
Casting time: 4 Effect: 1 weapon
As per Lesser Demonic Weapon, but the demonologist gains proficiency in that weapon for the duration of the spell.

Third Circle of Protection


Components: VSM (three candles) Duration: 7 rounds per level
Range: 0 Saving throw: none
Casting time: 7 Effect: 25 cm. radius per level
This spell creates a circle of protection against the Third Category of demons, exactly like the First Circle of Protection

Third Sign of Protection


Components: VSM (a stick) Duration: 7 rounds per level
Range: 50 centimeters Saving throw: none
Casting time: 7 Effect: 1 meter length per level
With this spell the demonologist can draw a straigth sign that no fiend of the third category can cross, as per a Circle of Protection.
The conditions are the same of a circle, but a teleporting demon can teleport on the other side of the line freely.

Larvae
Components: VSM (an insect) Duration: 1 rounds per level
Range: 10 meters per level Saving throw: none
Casting time: 4 Effect: a square with a side of 50 cm. per level
This spell summons dozens of larvae from the Lower Planes, confining them in a definite area. All the creatures present in that area
suffer 1d4+1 damage per round, and after the first round the suffer 1 additional damage from bleeding until they are healed. They
must also roll a save versus poison or contract a disease (see "larva" in the Planescape Monstrous Compendium Appendix).

Second Command
Components: VSM (iron dust) Duration: special
Range: 0 Saving throw: neg.
Casting time: 9 turns Effect: a second category demon
This spell is similar to First Command, but it works on the demons if the Second Category.

Fourth Charme Demons


Components: VS Duration: 5 rounds per level
Range: 3 meters per level Saving throw: neg.
Casting time: 4 Effect: a demon of the Fourth category
If the target, a demon of the Fourth Category, fails a save versus spells, he is subject to Charme towards the demonologist.

Fifth level

Demonic Horde
Components: VSM (some ants) Duration: instantaneous
Range: 1,5 meters Saving throw: ½
Casting time: 5 Effect: a cone 12 meters long and 6 meters wide at the base.
This spell summons from the Gray Waste a hord of Hordlings for a very short period. The Hordlings charge towards the enemy
sweeping the area of effect with their rage and inflicting a complessive damage of 1d6 per demonologist level up to 10d6, which can
be halved with a ST. In addition, a roll of 1d6 must be made on this table to know the additional effect due to the randomness of the
Horling powers.
1) Targets are also subject to a stinking cloud effect. They must roll a second ST.
2) Targets are also subject to a ray of enfeeblement effect. They must roll a second ST.
3) Targets are also subject to an entangle effect. They must roll a second ST.
4) Targets are also subject to a fumble effect.
5) The fiends are in a total battle frenzy. There is no possibility to halve the damage with a saving throw.
6) All the enemies suffer an additional 2d4 damage (no ST).

Summon Erinyes
Components: VSM (eagle feathers) Duration: 1 turn per level (max 9)
Range: 3 meters Saving throw: none
Casting time: 18 rounds Effect: 1 erinyes
If the demonologist succeeds, he can summon and control an erinyes. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and she can refuse to execute evidently suicidal orders.

Summon Intermediate Hordling


Components: VSM (diamond dust) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 15 rounds Effect: 1 hordling
If the demonologist succeeds, he can summon and control a hordling. If the demon has 4 or less intelligence, he executes any order
literally, otherwise the fiend executes orders, but tries to warp their meaning to the demonologist's disadvantage, and he can refuse to
execute evidently suicidal orders.

Summon Osyluth
Components: VSM (a scorpion's tail) Duration: 1 turn per level (max 9)
Range: 3 meters Saving throw: none
Casting time: 17 rounds Effect: 1 osyluth
If the demonologist succeeds, he can summon and control an osyluth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Bar-lgura
Components: VSM (monkey blood) Duration: 1 turn per level (max 9)
Range: 3 meters Saving throw: none
Casting time: 17 rounds Effect: 1 bar-lgura
If the demonologist succeeds, he can summon and control a bar-lgura. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Greater Demonic Weapon


Components: VS Duration: 2 rounds per level
Range: 0 Saving throw: none
Casting time: 5 Effect: 1 weapon
As Lesser Demonic Weapon, but it gives specialization in that weapon for the duration of the spell.

Fourth Circle of Protection


Components: VSM (four candles) Duration: 6 rounds per level
Range: 0 Saving throw: none
Casting time: 8 Effect: 25 cm. radius per level
This spell creates a circle of protection against the Fourth Category of demons, exactly like the First Circle of Protection

Fourth Sign of Protection


Components: VSM (a stick) Duration: 6 rounds per level
Range: 50 centimeters Saving throw: none
Casting time: 8 Effect: 1 meter length per level
With this spell the demonologist can draw a straigth sign that no fiend of the fourth category can cross, as per a Circle of Protection.
The conditions are the same of a circle, but a teleporting demon can teleport on the other side of the line freely.

Third Command
Components: VSM (silver dust) Duration: speciale
Range: 0 Saving throw: neg.
Casting time: 9 turns Effect: a demon of the third category
This spell is similar to First Command, but it works on the demons of the Third Category.

Sixth level

Summon Nabassu Fledgling


Components: VSM (a 100 GP gem) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 20 rounds Effect: 1 nabassu
If the demonologist succeeds, he can summon and control a nabassu fledgling. The fiend executes orders, but tries to warp their
meaning to the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Succubus
Components: VSM (a black flower) Duration: 1 turn per level (max 9)
Range: 3 meters Saving throw: none
Casting time: 19 rounds Effect: 1 succubus
If the demonologist succeeds, he can summon and control a succubus. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and she can refuse to execute evidently suicidal orders.

Summon Greater Hordling


Components: VSM (ruby dust) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 17 rounds Effect: 1 hordling
This spell summons a hordling. If the being has 4 intelligence or less, it obeys literally to the orders, even suicidal ones. If it has more
than 4 intelligence, it tries to warp their meaning and can refuse to execute suicidal orders. The hordlings summoned with this spells
are randomly generated and must add one to the CA, Movement, HD, MR rolls, and 2 to the strength one. In all cases, the result of
the roll is maximum the greatest one in the table.

Fifth Charme Demons


Components: VS Duration: 5 rounds per level
Range: 3 meters per level Saving throw: neg.
Casting time: 6 Effect: a Fifth Category demon
If the target, a demon of the Fifth Category, fails a save versus spells, he is subject to Charme towards the demonologist.

Fifth Circle of Protection


Components: VSM (five candles) Duration: 5 rounds per level
Range: 0 Saving throw: none
Casting time: 9 Effect: 25 cm. radius per level
This spell creates a circle of protection against the Fifth Category of demons, exactly like the First Circle of Protection

Fifth Sign of Protection


Components: VSM (a stick) Duration: 5 rounds per level
Range: 50 centimeters Saving throw: none
Casting time: 9 Effect: 1 meter length per level
With this spell the demonologist can draw a straigth sign that no fiend of the fifth category can cross, as per a Circle of Protection.
The conditions are the same of a circle, but a teleporting demon can teleport on the other side of the line freely.

Lower Magic Resistance III


Components: VS Duration: special
Range: 3 meters per level Saving throw: neg.
Casting time: 6 Effect: 1 magic resistant creature
This spell lowers the magic resistance of a creature of 3% per level of the demonologist. The creature regains the resistance at the
rate of 1% per round, starting after the following round. A magic resistance roll against this isn't allowed, but a save versus spells can
be done.

Fourth Command
Components: VSM (gold dust) Duration: special
Range: 0 Saving throw: neg.
Casting time: 9 turns Effect: a fourth category demon
This spell is similar to First Command, but it works on the demons of the Fourth Category.

Bind
Components: VSM (varies) Duration: special
Range: special Saving throw: special
Casting time: 12 hours Effect: special
This spells enables the demonologist to creat magical items by binding demons inside them and forcing them to infuse the items with
some of their peculiar characteristics. The item must be of excellent quality, often built with rare and special materials and following
mystical procedures, different for every item. Depending on the power it needs to have, it can be more or less difficult to make: a +1
sword is relatively easy, while a ring which casts charme at will, or a magical armor immune to less than +3 weapons would be
almost impossible, though these powers are relatively common among demons. It is possible to make objects with limited versions of
the powers, such as a ring that casts charme once every day. It is duty of the demonologist to discover the correct procedures. With
Bind it is possible to infuse in an item one or more special abilities of the demon. The demonologist, after preparing the item, must
cast on it a Command (without demon) strong enough to affect the demon he is going to bind. Then he must summon the demon,
control it, block it in a Circle of Protection together with the item and cast Bind. The demon, while the demonologist casts the spell,
will free himself of control, but since the demonologist begins casting Bind, the Circle is considered permanent only for the demon to
be bound, until a day passes without the demonologist trying to bind the demon, or the demon is attacked, or an intelligent being
crosses the circle (as per First Circle of Protection). When the demonologist has finished casting Bind, the master must make a
percentile roll under this value:
Intelligence of the demonologist + Level of the demonologist – Intelligence of the demon – Hit dice of the demon.
If the roll fails, the demonologist can try again the following day, with a +1% cumulative to the test. If one day the rollis 96, 97 or 98
the Bind fails and the Circle of Protection is dispelled. The demon will probably try to attack the demonologist, if he thinks he can
win, and the demonologist is automatically surprised because he must recover from the 12 hours of casting. He must start again, all
the +1% bonuses due to the past days are nulled.
If the check results in 99-00, the bind seems to succeed but the item is cursed. The details of the curse are left to the DM.
If the check succeeds, the demon immediately disappears, being sucked in the item. Now the demonologist can choose one of the
special abilities of the demon (except psionics): the item will have that power. If the item is a weapon, instead of choosing a special
ability, the demonologist can make a weapon with a magical plus equal to the ability of the demon to hit magical targets. For
example if a demon can hit targets which can be hit only by +2 or better weapons, a weapon can be made +2 by binding that demon
inside it. In the same way, an armor can be made magical by binding a demon that requires to be hit the same bonus as the plus of the
armor. A demon that can be hit by +2 weapons or better can be used to make a +2 armor.
If the roll is one or two points over the check value, the bind works anyway but the item is intelligent, of the same alignment and
intelligence of the demon, and an ego equal to twice its catgory. The item can communicate as an intelligent magical item, depending
on its intelligence. It can only be used by people of a similar alignment, as for the other magical items. A demonic item can be
intelligent without being a weapon; in that case it tries to control its wearer when it is used or worn. For the shock, for 1d6 months,
the demon won’t remember anything of what happened, but after that it will have a great desire of revenge against the demonologist.
If a demonic item is destroyed, the demon instantly returns to its home plane. If the item is destroyed in the demon’s home plane, the
fiend appears, free.

Seventh level

Summon Superior Hordling


Components: VSM (emerald dust) Duration: 1 turn per level (max 10)
Range: 3 meters Saving throw: none
Casting time: 20 rounds Effect: 1 hordling
This spell summons a hordling. If the being has 4 intelligence or less, it obeys literally to the orders, even suicidal ones. If it has more
than 4 intelligence, it tries to warp their meaning and can refuse to execute suicidal orders. The hordlings summoned with this spell
are randomly generated and must add two to the CA, Movement, HD, MR rolls, and 3 to the strength one. In all cases, the result of
the roll is maximum the greatest one in the table. The being has a 30% of possibility of having a special attack and 30% of having a
special defense.

Summon Nabassu Mature


Components: VSM (a gem of 300 GP worth) Duration: 1 turn per level (max 9)
Range: 3 meters Saving throw: none
Casting time: 20 rounds Effect: 1 nabassu
If the demonologist succeeds, he can summon and control a mature nabassu. The fiend executes orders, but tries to warp their
meaning to the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Amnizu
Components: VSM (a 500 GP worth gem) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 24 rounds Effect: 1 amnizu
If the demonologist succeeds, he can summon and control an amnizu. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Cornugon
Components: VSM (a flail) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 25 rounds Effect: 1 cornugon
If the demonologist succeeds, he can summon and control a cornugon. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Farastu
Components: VSM (some slime) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 22 rounds Effect: 1 farastu
If the demonologist succeeds, he can summon and control a farastu. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Babau
Components: VSM (an acid vial) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 23 rounds Effect: 1 babau
If the demonologist succeeds, he can summon and control a babau. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Chasme
Components: VSM (some dead insects) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 24 rounds Effect: 1 chasme
If the demonologist succeeds, he can summon and control a chasme. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Wastrilith
Components: VSM (a crystal) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 23 rounds Effect: 1 wastrilith
If the demonologist succeeds, he can summon and control a wastrilith. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Dergoloth
Components: VSM (a small metal sphere) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 24 rounds Effect: 1 dergoloth
If the demonologist succeeds, he can summon and control a dergoloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Hydroloth
Components: VSM (a 100 GP diamond) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 24 rounds Effect: 1 hydroloth
If the demonologist succeeds, he can summon and control a hydroloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Hezrou
Components: VSM (a skeletal hand) Duration: 1 turn per level (max 8)
Range: 3 meters Saving throw: none
Casting time: 25 rounds Effect: 1 hezrou
If the demonologist succeeds, he can summon and control a hezrou. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Fifth Command
Components: VSM (diamond dust) Duration: special
Range: 0 Saving throw: neg.
Casting time: 9 turns Effect: a demon of the fifth category
This spell is similar to First Command, but it works on the demons of the Fifth Category.

Lower Magic Resistance IV


Components: VS Duration: special
Range: 3 meters per level Saving throw: neg.
Casting time: 7 Effect: 1 magic resistant creature
This spell lowers the magic resistance of a creature of 4% per level of the demonologist. The creature regains the resistance at the
rate of 1% per round, starting after the following round. A magic resistance roll against this isn't allowed, but a save versus spells can
be done.

Eigth level

Summon Mezzoloth
Components: VSM (a dagger) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 27 rounds Effect: 1 mezzoloth
If the demonologist succeeds, he can summon and control a mezzoloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Piscoloth
Components: VSM (a fish spine) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 28 rounds Effect: 1 piscoloth
If the demonologist succeeds, he can summon and control a piscoloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.
Summon Yagnoloth
Components: VSM (a 600 GP jewel) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 29 rounds Effect: 1 yagnoloth
If the demonologist succeeds, he can summon and control a yagnoloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Nalfeshnee
Components: VSM (a prism) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 29 rounds Effect: 1 nalfeshnee
If the demonologist succeeds, he can summon and control a nalfeshnee. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Vrock
Components: VSM (a bird corpse) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 28 rounds Effect: 1 vrock
If the demonologist succeeds, he can summon and control a vrock. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Glabrezu
Components: VSM (a 500 GP jewel) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 29 rounds Effect: 1 glabrezu
If the demonologist succeeds, he can summon and control a glabrezu. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Kelubar
Components: VSM (a sponge) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 28 rounds Effect: 1 kelubar
If the demonologist succeeds, he can summon and control a kelubar. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Gelugon
Components: VSM (ice) Duration: 1 turn per level (max 7)
Range: 3 meters Saving throw: none
Casting time: 30 rounds Effect: 1 gelugon
If the demonologist succeeds, he can summon and control a gelugon. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Sixth Command
Components: VSM (any magical gem) Duration: special
Range: 0 Saving throw: neg.
Casting time: 9 turns Effect: a demon of the sixth category
This spell is similar to First Command, but it works on the demons of the sixth Category.

Sixth Charme Demon


Components: VS Duration: 5 rounds per level
Range: 3 meters per level Saving throw: neg.
Casting time: 8 Effect: a sixth category demon
If the target, a demon of the Sixth Category, fails a save versus spells, he is subject to Charme towards the demonologist.

Sixth Circle of Protection


Components: VSM (six candles) Duration: 5 rounds per level
Range: 0 Saving throw: none
Casting time: 10 Effect: 25 cm. radius per level
This spell creates a circle of protection against the Sixth Category of demons, exactly like the First Circle of Protection

Sixth Sign of Protection


Components: VSM (a stick) Duration: 5 rounds per level
Range: 50 centimeters Saving throw: none
Casting time: 10 Effect: 1 meter length per level
With this spell the demonologist can draw a straigth sign that no fiend of the sixth category can cross, as per a Circle of Protection.
The conditions are the same of a circle, but a teleporting demon can teleport on the other side of the line freely.
Ninth level

Summon Pit Fiend


Components: VSM (a 1000 GP crown) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 35 rounds Effect: 1 pit fiend
If the demonologist succeeds, he can summon and control a pit fiend. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Shator
Components: VSM (poisonous leaves) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 29 rounds Effect: 1 shator
If the demonologist succeeds, he can summon and control a shator. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Balor
Components: VSM (a 1000 GP sceptre) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 35 rounds Effect: 1 balor
If the demonologist succeeds, he can summon and control a balor. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Marilith
Components: VSM (a snake tail) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 34 rounds Effect: 1 marilith
If the demonologist succeeds, he can summon and control a marilith. The fiend executes orders, but tries to warp their meaning to the
demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Molydeus
Components: VSM (deadly poison) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 33 rounds Effect: 1 molydeus
If the demonologist succeeds, he can summon and control a molydeus. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Arcanaloth
Components: VSM (pages torn out of a book) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 33 rounds Effect: 1 arcanaloth
If the demonologist succeeds, he can summon and control an arcanaloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Nycaloth
Components: VSM (a black gem) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 34 rounds Effect: 1 nycaloth
If the demonologist succeeds, he can summon and control a nycaloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Summon Ultroloth
Components: VSM (a 1000 GP ring) Duration: 1 turn per level (max 6)
Range: 3 meters Saving throw: none
Casting time: 35 rounds Effect: 1 ultroloth
If the demonologist succeeds, he can summon and control an ultroloth. The fiend executes orders, but tries to warp their meaning to
the demonologist's disadvantage, and he can refuse to execute evidently suicidal orders.

Seventh Command
Components: VSM (a philosopher’s stone) Duration: speciale
Range: 0 Saving throw: neg.
Casting time: 9 turni Effect: a Seventh Category demon
This spell is similar to First Command, but it works on the demons of the seventh Category.

Seventh Charme Demons


Components: VS Duration: 5 rounds per level
Range: 3 meters per level Saving throw: neg.
Casting time: 9 Effect: a seventh category demon
If the target, a demon of the seventh Category, fails a save versus spells, he is subject to Charme towards the demonologist.

Seventh Circle of Protection


Components: VSM (seven black candles) Duration: 5 rounds per level
Range: 0 Saving throw: none
Casting time: 1 rounds Effect: 25 cm. radius per level
This spell creates a circle of protection against the seventh Category of demons, exactly like the First Circle of Protection

Settimo Segno di Protezione


Components: VSM (an ebony stick) Duration: 5 rounds per level
Range: 50 centimeters Saving throw: none
Casting time: 1 rounds Effect: 1 meter length per level
With this spell the demonologist can draw a straigth sign that no fiend of the seventh category can cross, as per a Circle of Protection.
The conditions are the same of a circle, but a teleporting demon can teleport on the other side of the line freely.

You might also like