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Demonology Skills

Demonology Skills

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Demonology (12xp)
Required for: Diablerie;

After extensive study, training, and delving into gruesome secrets, the student learns the basic tenets of demonology: knowledge of the names of the Demon Princes, knowledge of the basic theory of the nature of demons, the ability to Recognise Demon (3″ range). Only the user gains the results of this call IC.

Your character may now know all information in the Demonology System document, provided that they retain this skill.
Note: This doc provides all the information needed to perform a demon summoning. However, consider purchasing “Knowledge: Demons” to learn more about how it works in setting.

Diablerie (11xp)
Requires: Demonology
Required for: Rite of SacrificeRite of ClarityRite of WillRite of the SwordThe Final Rite

This skill may be bought in ascending levels [to level VIII]. It may not be bought above level.

Diablerie is the actual skill used to summon demons. It allows the demonologist the loosest of ideas on how to summon a demon, how to bind a demon, and how to bargain with the demon. The higher the level of diablerie, the more powerful the demon that can be summoned and the more chance of success he has in summoning a lesser demon (common demons are measured in circles from 1 to 8. The higher the circle, the more powerful the demon and the harder it is to control).

To gain a level of this skill, the character must have successfully summoned and bargained with a demon of the circle equal to the level of diablerie sought. If you take Diablerie at character creation, your character begins play with the name and attributes of a demon of rank equal to their starting rank of Diablerie with whom they have a positive relationship. See a ref for details on this.

Rite of Sacrifice (5xp)
Requires: Diablerie I

The diablerist has learned how to properly prepare sacrifices so the demons enjoy them more, and gets a better reaction from summoned and bound demons.

Rite of Clarity (5xp)
Requires: Diablerie II

The diablerist can Recognise Demons with a 30′ range. Only the user gains the results of this call IC.

Rite of the Sword (15xp)
Requires: Diablerie IV

The diablerist has learned to recognise the weaknesses of those who appear strong. They may call through, magic, or spirit damage against anything identified as a demon using rec. demon, detect demon, detect creature or another skill approved by the refs for this purpose, whether this be due to item, possession or simply being a demon.

Rite of Will (15xp)
Requires: Diablerie VI

Your willpower in the face of demonic manipulation is completely unbreakable. If a creature that you have identified as a demon (for any reason, be it an item, possession, or simply being a demon) attempts to use any Mind Control miracle on you, you MUST call “NO EFFECT” and are aware of the attempt.

The Final Rite (20xp)
Requires: Diablerie VIII

The diablerist has learned the final secret of the First Diablerist. See a ref.

Thaumaturgy [5 XP]
Requires: Diablerie of equal level
This skill may be bought in ascending levels [to Level VIII]

Through your study of demons and demonic powers, you are able to channel a small amount of energy from the Demonic Planes into yourself, via partial or complete temporary possession. These abilities are the result of a ritual-less deal, wherein you allow a demon to briefly channel itself through you in exchange for use of its power.
As a major action in downtime, you may mentally prepare yourself to use one of the following abilities:

Level provides:
I – Diabolic Strike – You infuse your muscles with a small amount of power. You may call +1 degree of damage via a weapon once.
II – Foul Tongue – You may call “Curse” once.
III – Enticing Words – You may use the miracle “Befriend” once.
IV – Hellish Shot – You may use this to call a ranged THREE of the element of your choosing once (i.e. similar to the spell Fireball, but not necessarily FLAMING damage). You must specify the element when you prepare this ability.
V – Diabolic Strength – You fill your muscles with demonic strength. You may call +1 degree of damage via a weapon for 5 minutes.
VI – Hellish Blast – You may use this to call a ranged FIVE of the element of your choosing once (i.e. similar to the spell Flameblast, but not necessarily FLAMING damage). You must specify the element when you prepare this ability.
VII – Plane Shift – You move into the nearest Demonic Plane for 5 minutes, before reappearing at the spot you vanished from in the Material Plane. You must use the ‘hand in air’ signal to indicate that you are no longer in the same plane as others. This may have some negative consequences on your character’s psyche, and have unusual effects on the area where you used this ability. Inform a ref when you use this.
VIII – Gehenna’s Call – You allow demonic power to fill your body entirely. Call “Time Freeze” when using this ability and see a ref. Use of this ability may cause your character to become permanently unplayable.

The above powers may only be used in the week following your mental preparation. Whilst you have one of these powers prepared, you ping to detect/rec demon as Rank [Level of Thaumaturgy Prepared]. You lose this ping once the ability is used.

As an example, if a Demonologist had Thaumaturgy up to Rank 5, but decided to spend the week preparing to use Hellish Flames, they would ping that week as a Rank 3 demon, ceasing to ping either once the week is over or once the ability was used.

To use these powers the Demonologist must call upon their diabolic power in a minimum 5 word vocal, then either the appropriate call if the ability uses one, or the name of the ability if not. Using these abilities is not interrupted by damage. For example:

By my own diabolic power, Curse Bob!”
I call upon my diabolic power, Diabolic Strength!”
By my own diabolic power, Plane Shift!”
I call upon my diabolic power, RADIANT FIVE!”

While you have a Thaumaturgy effect prepared, any “Dismiss Demon” miracle that targets you will root you in place as if you were a demon of greater rank than the miracle, and you must call “NOTED”. While affected by such a miracle, you are prevented from activating your Thaumaturgy preparations. However, any ongoing Thaumaturgy effects, or preparations you have not yet activated, are not removed by the miracle.