Site hosted by Angelfire.com: Build your free website today!

Demonic and Abyssmal Magic

While Demonic Magic is indeed a branch of Abyssmal Magic, the two have key differences that distinguish them in both their nature and application. Despite their common roots in dark, infernal power, they draw from different aspects of the Abyss and its denizens, with distinct purposes and consequences. Abyssmal Magic draws directly from the Abyss, the dimension of ultimate evil, chaos, and entropy. The Abyss is a vast, cosmic realm of corruption and malevolent energy, where eldritch horrors and the most ancient dark forces dwell. This type of magic taps into the primal, universal forces of the Abyss, often more abstract or cosmic in nature. Its spells can affect the fabric of reality itself, warping time, space, and the boundaries between worlds. Here's a breakdown of how they differ:

  • Abyssmal Magic

    (Broader, more ancient and chaotic form of dark magic)
    • Power Source:
      Abyssmal Magic pulls from the raw power of the Abyss itself, dark, unshaped energy that can manifest in various forms, not necessarily connected to any specific demon or entity.
      This makes it more versatile but also harder to control, as it is rooted in the chaotic and unpredictable nature of the Abyss.
    • Spell Effects:
      Spells in Abyssmal Magic are often grand in scale and cosmic in their implications. They might involve warping dimensions, corrupting entire landscapes, summoning horrific entities from beyond time and space, or reshaping reality in nightmarish ways.
    • Consequences:
      Abyssmal Magic is more likely to cause widespread corruption not just to the caster but to everything around them, landscapes, cities, even entire realms can be warped by the use of such magic. The risks are often cosmic insanity, exposure to eldritch knowledge that breaks the mind, and even causing permanent rifts between dimensions.
  • Demonic Magic

    (Focused, Infernal Power)
    • Nature:
      Demonic Magic is a specialized branch of Abyssmal Magic that specifically draws its power from demonkind, the entities that inhabit the Abyss. It is infernal in nature, focused on tapping into the strengths, abilities, and essence of demons. While Abyssmal Magic might touch on the raw chaos of the Abyss, Demonic Magic focuses on channeling the power and will of specific demons, demonic hierarchies, or lords of the Abyss. It is typically more focused, often relating to the demon's particular realm or form of influence (fire, destruction, corruption, etc.).
    • Power Source:
      Demonic Magic draws specifically from the demonic entities within the Abyss, whether from minor demons or the most powerful Demon Princes. A caster using Demonic Magic is typically channeling power granted (or stolen) from a specific demon, meaning it is less raw and chaotic than Abyssmal Magic but more tied to the interests and influence of those demons.
    • Spell Effects:
      Spells from Demonic Magic are often infernal in nature, dealing with fire, torment, possession, and summoning demonic creatures to do the caster's bidding. These spells are generally destructive, meant to corrupt, destroy, or dominate mortals.
    • Consequences:
      Demonic Magic is more focused on personal corruption of the caster. With each spell, the caster becomes more demonic, with their body and soul slowly warping toward that of a demon.
      The caster's mind becomes enslaved to demonic forces, and they risk being completely taken over by the demon whose power they are channeling. The end result is that they could become a demon themselves, losing all traces of their humanity.
      The Effects are more personal and direct compared to Abyssmal Magic, though Demonic Magic users often manipulate their surroundings through summoning infernal creatures or cursing others.

    Abyssmal

    Abyssmal Magic is a highly dangerous and forbidden form of magic. It typically represents the pinnacle of dark, malevolent sorcery, often tied to infernal realms, ancient gods, or eldritch forces far beyond mortal comprehension. Its use is usually frowned upon by most societies, considered taboo, or outright illegal due to its destructive nature and the horrific price it exacts on its wielders. Here's a detailed look at what Abyssmal Magic entails:

    • 1. Origins and Sources
      Otherworldly Power: Abyssmal Magic is often drawn from dimensions or realms beyond the mortal plane, tapping into chaotic, dark energies that are inimical to the natural order. These sources could be infernal planes, dimensions ruled by elder gods, or the domain of beings of pure malevolence.
      Ancient and Forbidden Knowledge: This magic is likely passed down through secretive cults, demonic patrons, or unearthed from ancient tomes hidden away from the world. It is older than recorded history, often written in languages long dead.
      Pacts with Dark Entities: Practitioners often form pacts with demonic or abyssal beings to gain access to these dark powers. The price might be one's soul, servitude, or a corruption of one's spirit and mind.
    • 2. Types of Magic and Effects Abyssmal Magic is incredibly diverse but tends to be rooted in chaos, destruction, and corruption. Its spells and rituals usually focus on:
      Destruction: Enabling the user to wreak havoc through curses, blasts of dark energy, or summoning destructive forces.
      Corruption: The ability to corrupt people, places, or even nature itself. Those affected might rot away, become monstrous, or turn into undead or demonic beings.
      Control of Infernal or Eldritch Beings: Users of Abyssmal Magic can summon and control demons, devils, or eldritch horrors that exist beyond time and space, though at great risk to themselves.
      Soul Manipulation: This magic often deals with the manipulation of souls, whether it's stealing them, consuming them for power, or using them to fuel spells.
      Necromancy: A common branch within Abyssmal Magic, necromantic spells raise the dead or enslave spirits and can cause entire armies to rise from the grave.
    • 3. Costs and Consequences Abyssmal Magic comes at great personal cost. The user's body, mind, and soul can be ravaged over time by the malevolent energies they command. Potential consequences include:
      Corruption of the Soul: Prolonged use erodes the practitioner's morality, causing them to lose touch with their humanity or descend into madness.
      Physical Deformities: As a result of channeling dark energy, the body may twist and become monstrous, marked by horns, claws, or other demonic traits.
      Sanity Loss: Abyssmal Magic often warps the mind, leading to paranoia, delusions, or complete insanity as the user glimpses the incomprehensible horrors of the abyss.
      Eternal Damnation: Many wielders of Abyssmal Magic risk their souls being eternally damned, bound to the abyss or to the service of dark gods after death.
    • 4. Use in Rituals Abyssmal Magic is rarely subtle. Its rituals are grand and often horrifying, requiring blood sacrifices, the destruction of sacred objects, or the invocation of powerful abyssal entities. Rituals might take place at sites of great evil, such as ancient battlefields, cursed ruins, or at specific celestial alignments, where the boundary between worlds is thinnest.
    • 5. Famous Users and Places
      Necromancers and Warlocks: These are the most common practitioners, often seeking power, immortality, or revenge.
      Cult Leaders: Worshippers of dark gods or ancient eldritch beings, leading followers in rituals designed to invoke catastrophic changes or summon entities.
      Ancient Ruins or Tombs: These dark magics are often found hidden away in ancient structures, guarded by undead or demons.
    • 6. Thematic Elements
      Opposition to Light: Abyssmal Magic is often the direct opposite of holy or celestial magic, clashing with paladins, clerics, or druids who work to protect life and order.
      Symbolism: Dark symbols, such as pentagrams, runes, or sigils associated with ancient evil, are often used in casting these spells, along with blackened flames, shadowy tendrils, and the wails of the damned.
      Environmental Impact: Prolonged use of Abyssmal Magic can corrupt the surrounding environment, transforming once beautiful landscapes into desolate, cursed wastelands.

    In essence, Abyssmal Magic is a force of pure corruption, power, and chaos that destroys both its victims and users alike. Its spells are potent but carry immense risks, making it a compelling yet perilous option.

    Key Differences

    • Scope of Power:
      Abyssmal Magic is broader in scope, affecting entire planes of existence, warping reality, and calling forth unspeakable horrors that are not necessarily tied to demonkind.
      Demonic Magic is more focused on demons and the infernal. It deals with spells that enhance demonic influence, summon demonic forces, or bring forth specific types of corruption rooted in demonkind.
    • Power Source:
      Abyssmal Magic draws from the cosmic chaos of the Abyss, an impersonal, formless energy that is difficult to control but extremely potent.
      Demonic Magic draws from the personal power of demons, Demon Lords, and Demon Princes, making it more structured in terms of which entities the caster must appease or control.
    • Corruption:
      Abyssmal Magic corrupts reality itself, often warping the world around the caster, making it more prone to catastrophic events and cosmic-level consequences.
      Demonic Magic is more about the personal corruption of the caster's soul and body, turning them into a demonic entity over time.
    • Mind and Soul Effects:
      Abyssmal Magic risks driving the caster insane through exposure to eldritch, chaotic forces. The insanity here is often abstract, cosmic in scope, and related to forbidden knowledge or glimpses into the Abyss.
      Demonic Magic leads to enslavement or domination by demonic entities, causing a more direct form of madness as the caster's mind is corrupted and twisted toward evil.

    Demonic Magic is a subset of Abyssmal Magic that focuses on the specific, infernal powers of demons, while Abyssmal Magic itself encompasses a wider, more chaotic form of dark magic that can reshape entire realities and pull from the raw, unfiltered energies of the Abyss. Both are dangerous, but Abyssmal Magic is grander and more chaotic, while Demonic Magic is more focused and personal, dealing directly with infernal powers.

Demonic Magic and Abyssmal Magic share many similarities with everyday magic used by mortals, but there are two key differences that set these dark arts apart from the typical mortal spellcasting:

  1. Source of Power and Influence
    Demonic Magic and Abyssmal Magic are directly tied to the infernal realms, drawing power from demons, dark entities, or the abyss itself. Unlike mortal magic, which draws on natural energies or divine sources, demonic and abyssal magic taps into the chaotic, malevolent energies of the underworld. This connection means that every time a spell is cast, the practitioner risks corrupting their soul or becoming enslaved to the entities that grant them their power. Mortal magic, by contrast, typically uses energy from neutral or positive forces and does not carry the same inherent spiritual cost. Casters of Demonic or Abyssmal Magic can cast Mortal Magic by powering the spells with either Abysdsmal or Demonc force, thus reshaping the spell into a darker version. once converted these spells are treated just like any Demonic of Abyssmal magic. They become more Powerful and inherently less controlable.
    Demonic Pacts: To access demonic magic, a caster often makes pacts with demons or dark entities, binding their will to these powerful forces. This could involve offering a piece of their soul, committing acts of evil, or becoming a thrall to the demon. Examples of this are the magics used by Necromancers and Witches.
    Corruption and Influence: Prolonged use of demonic or abyssal magic gradually erodes the user's morality and humanity. Their appearance may alter, with signs of corruption such as glowing eyes, withered skin, or other infernal traits. In the case of abyssal magic, the caster may be consumed by madness or nihilism, as the abyss is associated with nothingness and despair.
  2. Unpredictable and Malevolent Nature: Unlike everyday mortal magic, which is generally reliable and follows established rules, Demonic Magic and Abyssmal Magic are inherently chaotic and dangerous. These spells may backfire, twist in unexpected ways, or cause harm to the caster and those around them. The dark forces that grant this magic have their own agendas, and they are often unpredictable, using the caster as a pawn to sow chaos or further their goals in the mortal realm. In contrast, mortal magic tends to be safer and more predictable, drawing from stable sources of energy like ley lines or elemental forces.
    Unstable Effects: Even the most experienced practitioners of demonic or abyssal magic are never fully in control. A spell intended to summon a minor demon might instead call forth a greater demon, one that cannot be controlled.
    Malevolent Consequences: The power of demonic and abyssal spells often comes with a price. A spell of healing might restore life to the body but corrupt the soul, while a protection spell could unintentionally bind the caster to the will of a demon. These consequences are rarely spelled out in advance and can unfold in disastrous ways.

Additional Details:

  1. Intent Behind Magic: Mortal magic can be used for both good and evil purposes, but Demonic and Abyssmal Magic are almost always driven by malevolent intent. They are built around destruction, domination, and chaos, often designed to harm, corrupt, or control others. While a mortal mage might cast a healing spell or a spell of light, a demonic mage would instead deal in curses, blood magic, and life-draining powers.
  2. Unholy Energy: Demonic magic operates by tapping into unholy energy, which is considered a "poison" to the natural world. When this magic is used, it can warp reality, cause distortions in time and space, and leave a lasting blight on the land. Abyssmal magic, meanwhile, is often connected to void-like energies that drain life, hope, and sanity.
  3. Loss of Control: The more a caster relies on these dark forces, the more they lose control over their own mind and body. With each spell cast, the connection to these infernal forces grows stronger, and the risk of possession or total corruption increases.

Example Comparison:

  • Mortal Magic (Fireball): A mage casts a fireball, using elemental fire to attack their enemies. The spell is cast, it hits its target, and does it's normal damage with no side effects to the Caster.
    Demonic Magic (Hellfire Blast): A demon mage casts a hellfire blast. The blast is infused with infernal fire, and while it deals immense Damage (typically 2 to 5 times the damage of a normal fireball), it also risks causing the caster's hands to burn, or even summoning an uncontrollable demon that spreads chaos.
  • Mortal Magic (Healing): A typical healer casts a restoration spell, healing the wounds of a friend. The magic is pure and works as intended.
    Abyssmal Magic (Necrotic Regeneration): An abyssal caster attempts to regenerate a wounded ally. While the ally's body heals, their life force is corrupted, making them more vulnerable to future curses and eventually turning them into a shadow creature.

A crucial aspect of Demonic and Abyssmal Magic: they inevitably lead to corruption and madness, especially for mortals who are not native to the Abyss or infernal realms.

Corruption and Insanity from Demonic and Abyssmal Magic

  • Inevitable Corruption: Mortals who delve into Demonic Magic or Abyssmal Magic are exposed to the malevolent energies of the Abyss, which are corruptive by nature. Over time, these energies begin to taint the user's soul, warping their thoughts, desires, and even physical form. The more they rely on these dark forces, the faster this corruption takes hold.
    Physical Corruption: Prolonged use of demonic or abyssal magic results in visible signs of corruption. The caster may develop demonic traits such as horns, glowing eyes, sharp teeth, or distorted features. These transformations mark their descent into something less than human.
    Spiritual Corruption: The user's soul becomes tainted, making it increasingly difficult to resist evil urges. The caster may start to take pleasure in inflicting pain, manipulating others, or spreading chaos. Their moral compass becomes completely skewed as they embrace the darkness.
    Loss of Free Will: As the user becomes more corrupted, their autonomy is gradually eroded. They may become enslaved to the will of the demon they serve or the dark powers they draw upon, ultimately losing their free will entirely.
  • Descent into Madness: Abyssmal Magic, in particular, is tied to the void, nothingness, and despair. Prolonged exposure to these forces drives the user insane. The mind is not built to handle the void-like, nihilistic energies that exist beyond mortal understanding.
    Paranoia and Delusions: Early stages of madness may manifest as paranoia, with the caster believing they are constantly being watched or manipulated by dark entities. Delusions may follow, where they can no longer distinguish between reality and the twisted visions the magic exposes them to.
    Loss of Identity: As the madness deepens, the caster may lose their sense of self. They may forget who they were, become consumed by a desire for power, or obsess over the abyss, believing they are part of a greater, malevolent plan.
    Psychotic Breaks: In the final stages of madness, the caster loses all grip on reality. They may lash out violently, betray allies, or even perform dark rituals that consume their own life force, all in the belief that they are serving some higher dark purpose.
  • Rebirth as a Demon: Upon death, the final consequence of the corruption takes hold: those who have been consumed by Demonic or Abyssmal Magic are reborn as demons themselves.
    Eternal Damnation: The soul of the caster, now completely corrupted, is drawn into the Abyss upon death. There, the soul undergoes a metamorphosis, becoming a new demon. This process strips away any remaining humanity or free will, turning the once-mortal being into a thrall of the Abyss or its demon masters.
    Nature of the Demon: The form and power of the reborn demon depend on the level of corruption and the amount of dark magic the caster wielded. A particularly powerful and deeply corrupted user might become a Mane or Demon Larvae, depending on their strength in life. Weaker, less corrupted souls might become mindless larvae, will more corrupt souls become mane.
    Loss of Identity: Upon becoming a demon, the individual's mortal identity is erased. While they may retain vague memories or echoes of their past life, they are now fully absorbed into the demonic hierarchy, serving their new infernal masters without question or resistance.

    Corruption and Insanity Stages

    Each time a mortal spellcaster uses Demonic Magic or Abyssmal Magic, they face a percent chance of corruption and insanity based solely on the spells cast. The deeper the caster goes into these dark arts, the greater the risk and more severe the
    Effects become.

    • Stage 1 Initial Corruption: A mortal mage begins experimenting with Demonic Magic, perhaps summoning lesser demons or using dark rituals for personal gain. They begin to feel an irresistible thirst for more power.
      Triggers: After casting 1–5 Demonic or Abyssmal Magic spells.
      Chance of Corruption: 5% per spell cast.
      Signs: Minor physical changes and subtle psychological
      Effects begin. The caster might notice small mutations (e.g., glowing eyes, slight darkening of veins) and mild paranoia or disturbing dreams, Nightmares, small physical changes like glowing eyes, and an increasing sense of dread.
      Saving Throw vs. insanity (roll vs. ME) after each spell cast. Failed save results in a minor insanity (e.g., mild paranoia, obsessive thoughts about power).
      Effects: Physical Beauty (PB) is reduced by 1D4 due to these subtle physical changes.
    • Stage 2 Escalating Madness:The caster becomes more proficient with the dark arts, summoning more powerful demons, and casting abyssal spells. They start experiencing hallucinations, paranoia, and begin to question reality. Their moral decisions lean more toward evil.
      Triggers: After casting 6 to10 Demonic or Abyssmal Magic spells.
      Chance of Corruption: 10% per spell cast.
      Signs: More prominent physical mutations begin, like sharpened teeth or darkened skin, alongside a growing sense of madness. Nightmares increase in severity, and the caster may experience frequent hallucinations. Physical deformities, fractured relationships, and delusional beliefs about their place in the world.
      Saving Throw vs. insanity with a -1 penalty after each spell. Failed save results in moderate insanity, such as auditory hallucinations (hearing infernal whispers), or an obsession with casting more spells.
      Effects: Physical Beauty (PB) drops by 1D6, and alignment might shift one step toward evil.
    • Stage 3 Complete Corruption: At this point, the caster is completely consumed by dark magic. They may have performed sacrifices, sealed pacts with demon lords, or unleashed abyssal horrors. Their mind is shattered, and they have lost all semblance of humanity.
      Triggers: After casting 11 to 20 Demonic or Abyssmal Magic spells.
      Chance of Corruption: 15% per spell cast.
      Signs: The caster's body shows serious signs of corruption. Larger demonic traits such as horns, claw-like nails, or reptilian eyes appear, and their mind suffers under the strain of exposure to dark magic. Fully demonic appearance (horns, claws, blackened skin), constant whispers from the Abyss, uncontrollable urges for power and destruction.
      Saving Throw vs. insanity with a -3 penalty after each spell. Failed save results in major insanity, such as schizophrenia or megalomania, where the caster believes they are becoming a demon.
      Effects: Mental Endurance (ME) is reduced by 1D4 due to mental strain, and Physical Beauty (PB) drops by 1D6+2. Alignment is forced into evil, with increasingly malevolent behavior.
    • Stage 4 Complete Corruption:
      Triggers: After casting 21+ Demonic or Abyssmal Magic spells.
      Chance of Corruption: 25% per spell cast.
      Signs: The caster is now a near-complete demonic hybrid, exhibiting wings, tail, horns, or scales. Their mind is fully broken, and they are completely consumed by madness and power lust.
      No Saving Throw vs. insanity at this stage; the caster is permanently insane. They suffer from extreme conditions like homicidal tendencies or complete devotion to destruction and chaos.
      Effects: Mental Endurance (ME) drops by 1D6, and Physical Beauty (PB) is permanently altered, reducing it to demonic levels. Any residual humanity is effectively gone.
      Once a mortal has fully succumbed to the effects of Demonic or Abyssmal Magic, they are beyond redemption. When they die, their soul is claimed by the Abyss, they immediately lose all stats, abilities, and knowledge of their former life, their soul is twisted and reshaped, and reborn as a demon Mane or Larvae forever serving the infernal lords. The newly reborn demon is likely bound to serve a demon lord, or they may roam the Abyss, driven by the same desires that consumed them in life. Once a mortal caster has succumbed to the full effects of Demonic Magic or Abyssmal Magic, they are no longer considered human upon death. Their soul, thoroughly corrupted by exposure to dark powers, will descend into the Abyss, where they are stripped of their former identity and reborn as a lesser demon. The type of demon they become is typically one of the most pitiful, either a Demon Larvae or Mane.
      Roll for Demon Type: If the player or GM wants to determine which type of demon the character becomes, use a simple roll:
      • 01-70%: Reborn as a Demon Larvae.
      • 71-100%: Reborn as a Mane.

      Demon Larvae


      Description: A Demon Larvae is a grotesque, worm-like creature that crawls through the lowest pits of the Abyss. They have vestigial faces resembling their former mortal appearance but are otherwise featureless and worm-like. Larvae are often consumed or enslaved by greater demons or used as currency in demonic dealings.
      Rebirth Process: When a mortal dies after fully succumbing to corruption, their soul is consumed by the Abyss and twisted into a Demon Larvae. The transformation is agonizing, erasing almost all traces of their former self. They lose all former abilities, memories, and connections to the mortal realm.
      Attributes: Demon Larvae are weak and have minimal intelligence (IQ 3-5), with low-level demonic powers such as basic magic resistance and immunity to aging or conventional death.
      They are often used as fodder or traded by greater demons, and while it is technically possible for them to evolve into higher forms of demons, the likelihood is exceedingly rare.

      Mane


      Description: A Mane is a bloated, rotting demon that serves as the 2nd lowest rank among demon-kind. They are ugly, squat, and dim-witted creatures, eternally suffering and barely more than cannon fodder in the demonic Realms
      Rebirth Process: Upon death, a mortal corrupted by Demonic or Abyssmal Magic may be reborn as a Mane. In this form, they retain only the most twisted and degenerate elements of their former personality. They retain some remnants of intelligence (IQ 4-6), but their personalities are now dominated by rage, suffering, and servitude to more powerful demons.
      Attributes: Manes have slightly more physical power than Demon Larvae but are still incredibly weak in comparison to other demons. They have basic demonic abilities, such as low-level regeneration, darkvision, and damage resistance to mundane weapons.
      Manes can sometimes be promoted to higher forms of demons through service or dark rituals, but this is rare and typically involves long-term servitude or sacrifice.

      No Resurrection: Once a mortal is reborn as a Demon Larvae or Mane, they cannot be resurrected or returned to their former life. Any attempts to Resurrect or Restore Soul will fail, as the soul has already been irrevocably claimed by the Abyss and transformed.

      Evolution Possibility: In extremely rare cases, beings that were very powerful in life, with sufficient service to higher demons or after a millennia of suffering, a Demon Larvae or Mane might slowly evolve into a higher demonic form. However, this is usually at the GM's discretion and often involves impossible odds.

    Abyssmal

    Abyssmal Magic is a highly dangerous and forbidden form of magic. It typically represents the pinnacle of dark, malevolent sorcery, often tied to infernal realms, ancient gods, or eldritch forces far beyond mortal comprehension. Its use is usually frowned upon by most societies, considered taboo, or outright illegal due to its destructive nature and the horrific price it exacts on its wielders. Here's a detailed look at what Abyssmal Magic entails:

    • 1. Origins and Sources
      Otherworldly Power: Abyssmal Magic is often drawn from dimensions or realms beyond the mortal plane, tapping into chaotic, dark energies that are inimical to the natural order. These sources could be infernal planes, dimensions ruled by elder gods, or the domain of beings of pure malevolence.
      Ancient and Forbidden Knowledge: This magic is likely passed down through secretive cults, demonic patrons, or unearthed from ancient tomes hidden away from the world. It is older than recorded history, often written in languages long dead.
      Pacts with Dark Entities: Practitioners often form pacts with demonic or abyssal beings to gain access to these dark powers. The price might be one's soul, servitude, or a corruption of one's spirit and mind.
    • 2. Types of Magic and Effects Abyssmal Magic is incredibly diverse but tends to be rooted in chaos, destruction, and corruption. Its spells and rituals usually focus on:
      Destruction: Enabling the user to wreak havoc through curses, blasts of dark energy, or summoning destructive forces.
      Corruption: The ability to corrupt people, places, or even nature itself. Those affected might rot away, become monstrous, or turn into undead or demonic beings.
      Control of Infernal or Eldritch Beings: Users of Abyssmal Magic can summon and control demons, devils, or eldritch horrors that exist beyond time and space, though at great risk to themselves.
      Soul Manipulation: This magic often deals with the manipulation of souls, whether it's stealing them, consuming them for power, or using them to fuel spells.
      Necromancy: A common branch within Abyssmal Magic, necromantic spells raise the dead or enslave spirits and can cause entire armies to rise from the grave.
    • 3. Costs and Consequences Abyssmal Magic comes at great personal cost. The user's body, mind, and soul can be ravaged over time by the malevolent energies they command. Potential consequences include:
      Corruption of the Soul: Prolonged use erodes the practitioner's morality, causing them to lose touch with their humanity or descend into madness.
      Physical Deformities: As a result of channeling dark energy, the body may twist and become monstrous, marked by horns, claws, or other demonic traits.
      Sanity Loss: Abyssmal Magic often warps the mind, leading to paranoia, delusions, or complete insanity as the user glimpses the incomprehensible horrors of the abyss.
      Eternal Damnation: Many wielders of Abyssmal Magic risk their souls being eternally damned, bound to the abyss or to the service of dark gods after death.
    • 4. Use in Rituals Abyssmal Magic is rarely subtle. Its rituals are grand and often horrifying, requiring blood sacrifices, the destruction of sacred objects, or the invocation of powerful abyssal entities. Rituals might take place at sites of great evil, such as ancient battlefields, cursed ruins, or at specific celestial alignments, where the boundary between worlds is thinnest.
    • 5. Thematic Elements
      Opposition to Light: Abyssmal Magic is often the direct opposite of holy or celestial magic, clashing with paladins, clerics, or druids who work to protect life and order.
      Symbolism: Dark symbols, such as pentagrams, runes, or sigils associated with ancient evil, are often used in casting these spells, along with blackened flames, shadowy tendrils, and the wails of the damned.
      Environmental Impact: Prolonged use of Abyssmal Magic can corrupt the surrounding environment, transforming once beautiful landscapes into desolate, cursed wastelands.

    In essence, Abyssmal Magic is a force of pure corruption, power, and chaos that destroys both its victims and users alike. Its spells are potent but carry immense risks, making it a compelling yet perilous option.

    Abyssmal Magic Levels:

    1. Level 1 (Sub-Demons)
      • Shadow Pounce
        PPE Cost: 10
        Range: Self
        Duration: 1 melee round
        Effect: The caster can move up to 30 feet (9.1 meters) in a blink, appearing behind an enemy for a surprise attack. The next attack made gains a +2 bonus to strike.
        Saving Throw: None
      • Infernal Light
        PPE Cost: 15
        Range: 60 feet (18.5 meters)
        Duration: 10 minutes
        Effect: Creates a dim light in a small area, allowing the caster to see in darkness and providing a -1 penalty to enemies' actions within the light.
        Saving Throw: None
      • Demonic Flare
        PPE Cost: 12
        Range: 100 feet (30.5 meters)
        Damage: 1d4
        Duration: Instant
        Effect: The caster releases a burst of hellish energy that damages a target and may dazzle them, imposing a -2 penalty to their next attack roll.
        Saving Throw: Standard, half damage if successful
      • Fearful Gaze
        PPE Cost: 15
        Range: 30 feet (9.1 meters)
        Duration: 1 minute
        Effect: The caster targets a creature, instilling fear. The target must make a Saving Throw or be unable to attack the caster and must flee for the duration.
        Saving Throw: Standard, vs. horror factor
      • Hellfire Bolt
        PPE Cost: 18
        Range: 100 feet (30.5 meters)
        Damage: 3d6 fire damage
        Duration: Instant
        Effect: A concentrated bolt of hellfire strikes the target, dealing significant fire damage.
        Saving Throw: Standard, half damage if successful
      • Cloak of Shadows
        PPE Cost: 20
        Range: Self
        Duration: 5 minutes per level of the caster
        Effect: Envelops the caster in shadows, providing a +2 bonus to stealth rolls and making it harder for enemies to target them.
        Saving Throw: None
      • Demon's Grasp
        PPE Cost: 15
        Range: 30 feet (9.1 meters)
        Damage: 1d4
        Duration: 1d4 melee rounds
        Effect: The caster conjures ghostly hands to grip the target, dealing damage and reducing their movement speed by half for the duration.
        Saving Throw: Standard, vs. magic to avoid damage
      • Soul Tether
        PPE Cost: 25
        Range: 60 feet (18.5 meters)
        Duration: 1 minute per level of the caster
        Effect: Creates a bond with the target, allowing the caster to inflict pain from a distance (1d4 damage each round).
        Saving Throw: Standard, vs. magic
      • Demonic Laughter
        PPE Cost: 10
        Range: 30 feet (9.1 meters)
        Duration: 1 minute
        Effect: The caster emits a cackling laugh that can cause distraction, imposing a -2 penalty on enemies' attack rolls and skill checks within the area.
        Saving Throw: Standard, vs. magic
    2. Level 2 (Minor Demons):
      • Abyssal Grasp
        PPE Cost: 10
        Range: 20 feet
        Duration: 1 minute per level of the caster
        Description: The caster summons shadowy tendrils from the Abyss that latch onto a target, reducing their speed by half and causing physical pain. These tendrils drain the victim's strength, imposing a -2 penalty to all physical attributes (PS, PE, and PP) while active.
        Saving Throw: Standard save vs magic.
      • Cloak of Shadows
        PPE Cost: 15
        Range: Self or one target within 10 feet
        Duration: 10 minutes per level of the caster
        Description: The caster envelops themselves or an ally in a swirling cloak of Abyssal shadows, granting +4 to Prowl and invisibility in darkness. This effect can also impose a -2 penalty on ranged attacks aimed at the cloaked target, as the shadows disrupt the perception of would-be attackers.
        Saving Throw: None
      • Abyssal Whispers
        PPE Cost: 20
        Range: 60 feet
        Duration: Instant
        Description: The caster projects maddening whispers from the Abyss directly into the mind of a target. The victim must make a save vs insanity or be afflicted with temporary confusion for 1D6 minutes, suffering a -2 penalty to all combat actions and skill checks.
        Saving Throw: Save vs insanity.
      • Siphon Life
        PPE Cost: 25
        Range: 10 feet per level of the caster
        Duration: Instant
        Description: The caster draws life force from a living target, dealing 2D6 SDC or 1D6 HP damage and transferring it to the caster as healing. If the target fails their save, the caster heals for half the damage dealt.
        Saving Throw: Save vs magic to half the damage.
      • Corrupt Waters
        PPE Cost: 30
        Range: 30 feet
        Duration: 1 hour per level of the caster
        Description: The caster transforms a small body of water (up to 100 gallons per level) into a toxic, black liquid imbued with Abyssal energy. Anyone who drinks or comes into contact with it must save vs poison or suffer 1D4 damage per round and become nauseated, suffering -3 to combat actions for 2D4 minutes.
        Saving Throw: Save vs poison.
      • Crippling Fear
        PPE Cost: 35
        Range: 50 feet
        Duration: 1 minute per level of the caster
        Description: The caster summons an overwhelming fear rooted in the Abyss, forcing up to 1D4 targets within range to save vs horror. Those who fail suffer a -3 penalty to all combat actions, -2 to strike, parry, and dodge, and are unable to approach the caster for the duration.
        Saving Throw: Save vs horror.
      • Abyssal Eyes
        PPE Cost: 40
        Range: Self
        Duration: 1 hour per level of the caster
        Description: The caster gains the Eyes of the Abyss, allowing them to see invisible or ethereal beings, track in total darkness, and detect magical auras. They also gain +2 to save vs illusions. However, using this spell warps the caster's vision, giving them a -1 penalty to ranged combat attacks while it's active.
        Saving Throw: None.
      • Despairing Touch
        PPE Cost: 45
        Range: Touch
        Duration: 1 minute per level of the caster
        Description: The caster's touch invokes despair in the target, causing 1D6 damage and inflicting a -4 penalty to morale. Affected targets must succeed on a save vs magic or become disheartened, unable to act aggressively toward the caster or their allies for the duration.
        Saving Throw: Save vs magic.
      • Flesh of the Abyss
        PPE Cost: 50
        Range: Self
        Duration: 10 minutes per level of the caster
        Description: The caster temporarily infuses their body with the essence of the Abyss, granting them +2 to all combat rolls and resistance to one type of elemental damage (fire, cold, or electricity) for the duration. However, the caster must make a save vs insanity at the end of the duration.
        Saving Throw: Save vs insanity after the spell ends.
    3. Level 3 (Lesser Demons):
      • Dark Bolt
        PPE Cost: 15
        Range: 100 feet (30.5 meters)
        Damage: 2d6
        Duration: Instant
        Effect: A bolt of dark energy strikes a target, dealing damage and potentially causing a -1 penalty to their next action.
        Saving Throw: Standard, half damage if successful
      • Umbral Veil
        PPE Cost: 20
        Range: Self
        Duration: 5 minutes per level of the caster
        Effect: Cloaks the caster in shadows, granting a +2 bonus to stealth rolls and making them harder to detect.
        Saving Throw: None
      • Eldritch Curse
        PPE Cost: 25
        Range: 60 feet (18.5 meters)
        Duration: 1 hour per level of the caster
        Effect: Inflicts a curse on a target that reduces one of their primary attributes (caster's choice) by 1d4.
        Saving Throw: Standard, vs. magic
      • Infernal Wind
        PPE Cost: 18
        Range: 30 feet (9.1 meters)
        Duration: 1 minute
        Effect: Creates a swirling gust of dark wind that deals 1d4 damage per melee round to all within the area.
        Saving Throw: Standard, half damage if successful
      • Soul Drain
        PPE Cost: 30
        Range: 60 feet (18.5 meters)
        Damage: 2d6
        Duration: Instant
        Effect: The caster drains the life force from a target, healing themselves for half the damage dealt.
        Saving Throw: Standard, half damage if successful
      • Abyssal Mark
        PPE Cost: 15
        Range: Touch
        Duration: 24 hours
        Effect: Marks a target with a sigil of darkness, allowing the caster to track the target and granting a +1 bonus to all attack rolls against them.
        Saving Throw: None
      • Doomsday Fog
        PPE Cost: 25
        Range: 100 feet (30.5 meters), affects a 30-foot radius
        Duration: 10 minutes
        Effect: Creates a thick fog that obscures vision and causes a -2 penalty to actions for all creatures within the fog.
        Saving Throw: None
      • Nightmare Visions
        PPE Cost: 20
        Range: 100 feet (30.5 meters)
        Duration: 1 minute
        Effect: The target is bombarded with nightmarish visions, causing them to make a morale check or suffer a -3 penalty to all rolls for the duration.
        Saving Throw: Standard, vs. magic
      • Binding Chains
        PPE Cost: 30
        Range: 60 feet (18.5 meters)
        Duration: 1 minute per level of the caster
        Effect: Conjures chains of darkness that bind a target in place, preventing movement. The target can make a Saving Throw to break free at the end of each round.
        Saving Throw: Standard, vs. magic
    4. Level 4 (Greater Demons):
      • Void Bolt
        PPE Cost: 20
        Range: 100 feet (30.5 meters)
        Damage: 3d6
        Duration: Instant
        Effect: A bolt of pure void energy strikes the target, dealing significant damage and potentially causing them to become staggered (-1 penalty to actions for 1d4 melee rounds).
        Saving Throw: Standard, half damage if successful
      • Abyssal Grasp
        PPE Cost: 25
        Range: 30 feet (9.1 meters)
        Duration: 1 minute
        Effect: Shadowy hands reach out to grasp a target, immobilizing them for the duration unless they succeed on a Saving Throw.
        Saving Throw: Standard, vs. magic to escape
      • Doomsayer's Curse
        PPE Cost: 30
        Range: 60 feet (18.5 meters)
        Duration: 1 hour per level of the caster
        Effect: Inflicts a debilitating curse on the target, causing them to take 1d4 damage each round until the curse is lifted or they succeed on a Saving Throw.
        Saving Throw: Standard, vs. magic
      • Hellstorm
        PPE Cost: 40
        Range: 100 feet (30.5 meters)
        Duration: Instant
        Effect: Summons a storm of dark energy that deals 4d6 damage in a 30-foot radius, affecting all creatures in the area.
        Saving Throw: Standard, half damage if successful
      • Necrotic Aura
        PPE Cost: 25
        Range: Self
        Duration: 5 minutes per level of the caster
        Effect: The caster radiates an aura of necrotic energy, dealing 1d4 damage to all nearby creatures at the start of their turn.
        Saving Throw: Standard, half damage if successful
      • Nightmare Shroud
        PPE Cost: 35
        Range: Self
        Duration: 10 minutes
        Effect: The caster becomes enveloped in shadowy illusions, gaining a +3 bonus to stealth and a -3 penalty to attackers' rolls.
        Saving Throw: None
      • Soul Rend
        PPE Cost: 30
        Range: 60 feet (18.5 meters)
        Damage: 3d6
        Duration: Instant
        Effect: The caster rends the target's soul, dealing damage and possibly reducing their maximum hit points by the same amount for 1 hour.
        Saving Throw: Standard, half damage if successful
      • Demonic Manifestation
        PPE Cost: 50
        Range: 100 feet (30.5 meters)
        Duration: 1 hour
        Effect: The caster can temporarily summon an additional lesser demon to aid them in battle.
        Saving Throw: None
      • Blasphemous Wail
        PPE Cost: 40
        Range: 60 feet (18.5 meters)
        Duration: 1 minute
        Effect: Unleashes a wail of despair that can cause all creatures within range to make a morale check or be immobilized with fear.
        Saving Throw: Standard, vs. magic
    5. Level 5 (Demon Lords):
      • Abyssal Conflagration
        PPE Cost: 50
        Range: 100 feet (30.5 meters)
        Damage: 6d6
        Duration: Instant
        Effect: The caster unleashes a wave of hellfire in a 30-foot radius, dealing damage to all creatures in the area.
        Saving Throw: Standard, half damage if successful
      • Devouring Shadows
        PPE Cost: 40
        Range: 60 feet (18.5 meters)
        Duration: 1 minute
        Effect: Shadows engulf a target, draining their life force and dealing 2d4 damage each round. The caster heals for half of the damage dealt.
        Saving Throw: Standard, half damage if successful
      • Frightful Visage
        PPE Cost: 25
        Range: 60 feet (18.5 meters)
        Duration: 1 minute
        Effect: The caster reveals their true, horrific form, forcing targets to make a morale check or become frightened, suffering a -2 penalty to actions.
        Saving Throw: Standard, vs. horror factor
      • Dark Empowerment
        PPE Cost: 30
        Range: Self
        Duration: 10 minutes per level of the caster
        Effect: The caster gains a +2 bonus to all damage rolls and attacks while under the influence of this spell.
        Saving Throw: None
      • Oblivion's Grasp
        PPE Cost: 35
        Range: 30 feet (9.1 meters)
        Duration: 1 round per level of the caster
        Effect: The caster ensnares a target in a grip of dark energy, immobilizing them and dealing 1d4 damage per round.
        Saving Throw: Standard, vs. magic to escape
      • Cacophony of Despair
        PPE Cost: 40
        Range: 100 feet (30.5 meters)
        Duration: 1 minute
        Effect: The caster creates a horrifying sound that causes all creatures within range to suffer a -3 penalty to skill checks and attack rolls.
        Saving Throw: Standard, vs. magic
      • Summon Abyssal Beast
        PPE Cost: 50
        Range: 100 feet (30.5 meters)
        Duration: 30 minutes per level of the caster
        Effect: Summons a powerful abyssal creature to fight for the caster. The creature's statistics depend on the specific type summoned.
        Saving Throw: None
      • Hellish Chains
        PPE Cost: 45
        Range: 60 feet (18.5 meters)
        Duration: 1 minute
        Effect: Chains of darkness wrap around a target, preventing movement and causing 2d6 damage if they attempt to break free.
        Saving Throw: Standard, vs. magic to escape
      • Eternal Night
        PPE Cost: 60
        Range: Self
        Duration: 10 minutes per level of the caster
        Effect: The caster can plunge an area of up to 200 feet (61 meters) in radius into magical darkness, granting themselves enhanced stealth and imposing penalties on enemies.
        Saving Throw: None
    6. Level 6 (Demon Princes):
      • Infernal Apocalypse
        PPE Cost: 75
        Range: 100 feet (30.5 meters)
        Damage: 8d6
        Duration: Instant
        Effect: The caster unleashes a massive wave of hellfire that engulfs a 50-foot radius, dealing significant damage to all creatures in the area.
        Saving Throw: Standard, half damage if successful
      • Eclipse of Despair
        PPE Cost: 60
        Range: Self
        Duration: 1 hour
        Effect: The area around the caster becomes steeped in magical darkness, providing a +4 bonus to stealth and causing enemies to suffer a -4 penalty to perception rolls.
        Saving Throw: None
      • Life Drain
        PPE Cost: 50
        Range: 60 feet (18.5 meters)
        Damage: 4d6
        Duration: Instant
        Effect: The caster drains the life force from a target, dealing damage and healing themselves for half the amount drained.
        Saving Throw: Standard, half damage if successful
      • Flesh to Shadow
        PPE Cost: 40
        Range: Touch
        Duration: Permanent until dispelled
        Effect: Transforms the target into a shadowy version of themselves, granting a +4 bonus to stealth and allowing them to pass through small openings.
        Saving Throw: Standard, vs. magic
      • Terror's Embrace
        PPE Cost: 55
        Range: 60 feet (18.5 meters)
        Duration: 1 minute per level of the caster
        Effect: Instills profound terror in a target, forcing them to make a morale check or become paralyzed with fear for the duration.
        Saving Throw: Standard, vs. horror factor
      • Summon Greater Demon
        PPE Cost: 70
        Range: 100 feet (30.5 meters)
        Duration: 30 minutes per level of the caster
        Effect: Summons a powerful Greater Demon to aid the caster in battle, with statistics determined by the specific type summoned.
        Saving Throw: None
      • Chains of Oblivion
        PPE Cost: 65
        Range: 60 feet (18.5 meters)
        Duration: 1 minute per level of the caster
        Effect: Dark chains wrap around the target, immobilizing them and dealing 3d6 damage if they attempt to break free.
        Saving Throw: Standard, vs. magic to escape
      • Veil of Eternal Night
        PPE Cost: 80
        Range: Self
        Duration: 10 minutes per level of the caster
        Effect: Creates a sphere of darkness that grants the caster and their allies enhanced stealth and imposes severe penalties on enemies' perception checks.
        Saving Throw: None
      • Doomsday Prophecy
        PPE Cost: 75
        Range: 60 feet (18.5 meters)
        Duration: Permanent until dispelled
        Effect: Curses a target with an ominous prophecy that causes them to suffer a -5 penalty to all skill checks and attacks until they can make a successful Saving Throw.
        Saving Throw: Standard, vs. magic

    Note: Demons have the ability to use any spells from it's level or lower.

    Demonic

    Demonic Magic is a form of Abyssmal Magic also known as infernal sorcery. It draws its power from demons or demonic realms. It's inherently malevolent and associated with chaos, corruption, and destructive forces. Practitioners of Demonic Magic often risk their souls and sanity, as the magic tends to corrupt those who wield it. In many settings, it involves making pacts with demonic entities or directly channeling their power.

    1. Origins and Sources

      Infernal Realms: Demonic Magic is fueled by energies from the planes of demons, known as the Abyss or Hell in many traditions. These realms are chaotic, filled with powerful and malevolent beings, and rich in raw destructive magic.

      Pacts with Demons: To access this magic, mortals often make deals or form pacts with demons. In exchange for power, the practitioner might offer their soul, carry out dark tasks, or serve the demon's will on the material plane. The more potent the magic, the higher the cost.

      Infernal Artifacts: Ancient demonic artifacts or cursed tomes might serve as conduits for this magic. These objects are often found in forbidden libraries, ancient ruins, or passed down by infernal cults.

      Corrupted Bloodlines: Some practitioners inherit demonic magic due to a tainted bloodline, where an ancestor made a pact with a demon or was transformed by demonic forces. Their descendants may have a natural affinity for dark magic.

    2. Types of Demonic Magic

      Demonic Magic typically focuses on destruction, domination, and corruption, with spells designed to overpower or corrupt the minds and bodies of others.

      Rituals and Practices: Demonic Magic is often cast through elaborate rituals that involve blood sacrifices, invocations, and symbols that align with demonic lore. These rituals typically take place in desecrated temples, cursed altars, or at locations of great evil, and may involve:

      Blood Sacrifice: A common feature, where the practitioner must offer the blood or life force of another living being (or even themselves) to fuel powerful spells.

      Demonic Circles and Seals: Practitioners use infernal symbols or pentagrams to summon demons or protect themselves from their chaotic influence during rituals.

      Dark Incantations: Chanting or invoking the true names of demons is often required to wield demonic power, though doing so improperly can result in disastrous consequences.

    3. Consequences and Costs

      As with most dark magics, Demonic Magic exacts a high cost on its users. This might include:

      • Corruption of the Soul: Frequent use of Demonic Magic corrupts the practitioner's soul, binding it more and more to infernal realms and making them susceptible to possession or eternal damnation.
      • Physical Degradation: The more the caster uses Demonic Magic, the more their body might warp, displaying demonic traits like horns, claws, wings, or fiery eyes.
      • Mental Decay: Prolonged exposure to demonic energy can drive a practitioner insane, twisting their mind and making them paranoid or prone to violent outbursts.
      • Possession Risk: Demons are manipulative and seek to corrupt or possess the minds and bodies of those who summon them. Even the strongest-willed summoner can eventually fall prey to the demon's influence.
    4. Key Locations

      The Abyss: The chaotic, infinite layers of the Abyss are home to countless demons, each layer ruled by a powerful Demon Lord. These realms are filled with dark magic and immense danger, but also ancient tomes and infernal power.

      Hell: In some settings, Hell is a more structured realm ruled by Archdevils or infernal princes. Practitioners of Demonic Magic often seek out connections to these beings, though the devils are just as dangerous as demons, if not more so due to their cunning. Infernal Citadels: Places of great evil, often found in the ruins of ancient kingdoms, where demons have been summoned in the past or where dark artifacts are hidden.

    5. Pact Consequences: When making a demonic pact, the practitioner may gain immense power, but the terms of the deal often lead to eventual ruin. The demon almost always finds a loophole, leading to a soul being claimed, or twisting the intent of the caster's wishes in cruel ways. Demonic Magic is a path fraught with danger, offering immense power in exchange for one's soul and sanity. It is the magic of chaos, corruption, and domination, typically wielded by those willing to pay the ultimate price for their ambitions.

    Demonic Magic Spells

    • Level 1 (Sub-Demons):
      • Hellfire Bolt
        PPE Cost: 10
        Range: 100 feet
        Duration: Instant
        Description: The caster conjures a bolt of hellfire and hurls it at a target, dealing 2D6 damage (SDC) on a successful hit. This fire burns hotter than normal, igniting the target and causing 1D4 damage each subsequent round until extinguished.
        Saving Throw: Standard save vs magic to negate the fire damage.
      • Infernal Command
        PPE Cost: 15
        Range: 60 feet
        Duration: 1 minute per level of the caster
        Description: The caster exerts their will over one weaker demon or animal, forcing it to obey one simple command. The target must save vs magic or be compelled to follow the caster's order for the duration.
        Saving Throw: Save vs magic.
      • Demonic Shield
        PPE Cost: 20
        Range: Self
        Duration: 5 minutes per level of the caster
        Description: The caster surrounds themselves with a protective barrier of dark energy, granting +3 to all Saving Throws and reducing damage from magical attacks by half.
        Saving Throw: None.
      • Pestilent Breath
        PPE Cost: 25
        Range: 15 feet
        Duration: 1 minute
        Description: The caster exhales a noxious cloud that poisons the air in a 15-foot radius. Creatures within the area must save vs poison or suffer 1D4 damage per round and be incapacitated for 1D6 rounds.
        Saving Throw: Save vs poison.
      • Summon Lesser Demon
        PPE Cost: 30
        Range: 50 feet
        Duration: 10 minutes per level of the caster
        Description: The caster calls forth a lesser demon to serve them for a limited time. The demon appears with 1D6 SDC and will follow simple commands given by the caster.
        Saving Throw: None.
      • Corrupt Flesh
        PPE Cost: 35
        Range: Touch
        Duration: Permanent (until healed)
        Description: The caster corrupts a target's flesh, causing 1D6 SDC damage and leaving a visible mark of demonic influence. The target must save vs magic to avoid permanent corruption that imposes a -1 penalty to all physical attributes until healed.
        Saving Throw: Save vs magic.
      • Doomsayer's Curse
        PPE Cost: 40
        Range: 30 feet
        Duration: 1 hour per level of the caster
        Description: The caster curses a target, causing them to suffer from severe bad luck. For the duration, the target must roll twice and take the lower result on any skill checks or Saving Throws.
        Saving Throw: Save vs magic to negate the curse.
      • Infernal Destruction
        PPE Cost: 45
        Range: 50 feet
        Duration: Instant
        Description: The caster unleashes a wave of destructive energy, dealing 3D6 damage (SDC) to all creatures in a 10-foot radius. All targets may save vs magic to reduce the damage by half.
        Saving Throw: Save vs magic.
      • Demonic Infusion
        PPE Cost: 50
        Range: Touch
        Duration: 10 minutes per level of the caster
        Description: The caster infuses a willing target with demonic power, granting them +1 to all combat rolls and an additional 1D4 damage on melee attacks. However, the target also becomes increasingly susceptible to corruption, incurring a 5% chance of insanity or corruption for each round the spell is active.
        Saving Throw: None.
    • Demonic Magic Spells for Minor Demons
      • Demon's Flame
        PPE Cost: 10
        Range: 30 feet
        Duration: Instant
        Description: The caster conjures a small flame of demonic energy and hurls it at a target. This flame deals 1D6 damage (SDC) and ignites the target, causing an additional 1D4 damage each round until extinguished.
        Saving Throw: Save vs magic to negate the ignition damage.
      • Shadow Step
        PPE Cost: 15
        Range: Self
        Duration: 2 minutes
        Description: The caster can blend into shadows, becoming invisible in dim light or darkness. This grants a +20% bonus to Prowl and allows for quick escapes or stealthy movements.
        Saving Throw: None.
      • Dark Bolt
        PPE Cost: 20
        Range: 60 feet
        Duration: Instant
        Description: The caster fires a bolt of dark energy at a target, dealing 2D4 damage (SDC). If the target is a creature of light or good alignment, they suffer an additional 1D4 damage.
        Saving Throw: Save vs magic to half the damage.
      • Whispers of Madness
        PPE Cost: 25
        Range: 30 feet
        Duration: 1 minute
        Description: The caster sends disturbing whispers into the mind of a target. The target must save vs insanity; failure results in confusion, imposing a -2 penalty to all actions and causing the target to act erratically for the duration.
        Saving Throw: Save vs insanity.
      • Demonic Servitor
        PPE Cost: 30
        Range: 50 feet
        Duration: 10 minutes per level of the caster
        Description: The caster summons a lesser demon or imp to serve them. The servitor obeys simple commands and acts as a scout or distraction, having 1D6 SDC and limited intelligence.
        Saving Throw: None.
      • Corruption Touch
        PPE Cost: 35
        Range: Touch
        Duration: Permanent (until healed)
        Description: The caster corrupts a target's flesh with a touch, causing 2D6 SDC damage and leaving a mark of demonic influence. The target must save vs magic or suffer a -1 penalty to all attributes until healed.
        Saving Throw: Save vs magic.
      • Infernal Shield
        PPE Cost: 40
        Range: Self
        Duration: 5 minutes per level of the caster
        Description: The caster surrounds themselves with a protective barrier of demonic energy, gaining +3 to all Saving Throws and reducing damage from magical attacks by half.
        Saving Throw: None.
      • Cursed Ground
        PPE Cost: 45
        Range: 20-foot radius
        Duration: 1 hour per level of the caster
        Description: The caster corrupts the ground in a 20-foot radius, creating difficult terrain. Enemies moving through this area suffer -1 to speed and have a -2 penalty to combat rolls due to the corruptive energies.
        Saving Throw: None.
      • Infernal Bargain
        PPE Cost: 50
        Range: 10 feet
        Duration: 1 day
        Description: The caster offers a tempting deal to a target, granting them a temporary boon (such as +2 to any one attribute). However, upon using this boon, the target must save vs magic or become susceptible to future demonic influence, imposing a -1 penalty to Saving Throws against demonic magic.
        Saving Throw: Save vs magic to negate the future influence.
    • Demonic Magic Spells for Lesser Demons
      • Doomfire
        PPE Cost: 10
        Range: 60 feet
        Duration: Instant
        Description: The caster summons a small fireball that explodes on impact, dealing 3D6 damage (SDC) to a single target. If the target is a creature of good alignment, they take an additional 1D4 damage.
        Saving Throw: Save vs magic to half the damage.
      • Shadow Bind
        PPE Cost: 15
        Range: 30 feet
        Duration: 1 minute
        Description: The caster ensnares a target in shadowy tendrils, immobilizing them. The target must save vs magic; failure results in being unable to move or take actions for the duration.
        Saving Throw: Save vs magic.
      • Hellish Resilience
        PPE Cost: 20
        Range: Self
        Duration: 5 minutes per level of the caster
        Description: The caster temporarily enhances their durability, gaining +4 to SDC and +1 to all Saving Throws against magical attacks for the duration.
        Saving Throw: None.
      • Corruption Aura
        PPE Cost: 25
        Range: Self (10-foot radius)
        Duration: 10 minutes per level of the caster
        Description: The caster emits an aura of corruption, causing any creatures within a 10-foot radius to suffer -2 to all skill checks and Saving Throws due to the overwhelming influence of demonic energy.
        Saving Throw: None.
      • Soul Drain
        PPE Cost: 30
        Range: 15 feet
        Duration: Instant
        Description: The caster targets a living being, draining their vitality. The target must save vs magic or suffer 2D6 damage (SDC), while the caster heals for half the damage dealt.
        Saving Throw: Save vs magic to half the damage.
      • Horrific Visage
        PPE Cost: 35
        Range: 30 feet
        Duration: 1 minute
        Description: The caster reveals their true demonic form, instilling fear in all nearby creatures. Targets within
        Range must save vs horror; failure causes them to flee or cower in fear, suffering a -2 penalty to all actions for the
        Duration.
        Saving Throw: Save vs horror.
      • Infernal Curse
        PPE Cost: 40
        Range: 50 feet
        Duration: Permanent (until removed)
        Description: The caster places a permanent curse on a target, reducing their luck and abilities. The target suffers a -3 penalty to one chosen attribute (player chooses) until cured by a powerful magic or ritual.
        Saving Throw: Save vs magic to negate the curse.
      • Summon Minion
        PPE Cost: 45
        Range: 50 feet
        Duration: 10 minutes per level of the caster
        Description: The caster summons a lesser creature, such as an imp or a small demon, to aid them. The minion has 1D8 SDC and follows simple commands, providing assistance in combat or other tasks.
        Saving Throw: None.
      • Demonic Transformation
        PPE Cost: 50
        Range: Self
        Duration: 10 minutes per level of the caster
        Description: The caster temporarily transforms into a more powerful demonic form, gaining +2 to PS and PE, and +1 to strike and dodge. While transformed, the caster also gains 1D6
        Damage on melee attacks.
        Saving Throw: None.
    • Demonic Magic Spells for Greater Demons
      • Doomsday Blast
        PPE Cost: 20
        Range: 100 feet
        Duration: Instant
        Description: The caster unleashes a concentrated blast of demonic energy, dealing 6D6 damage (SDC) to all targets in a 20-foot radius. All targets may save vs magic to half the damage.
        Saving Throw: Save vs magic.
      • Malicious Possession
        PPE Cost: 25
        Range: 30 feet
        Duration: 10 minutes
        Description: The caster attempts to possess a target. The target must save vs magic; failure results in the demon controlling the target's actions for the duration. The possessed target retains their intelligence but is compelled to follow the demon's commands.
        Saving Throw: Save vs magic.
      • Infernal Armament
        PPE Cost: 30
        Range: Self
        Duration: 10 minutes per level of the caster
        Description: The caster envelops their weapons in dark energy, increasing damage by 1D6 and granting a +2 bonus to strike. The weapons also bypass armor for an additional 1D4 damage against creatures of good alignment.
        Saving Throw: None.
      • Cursed Ground
        PPE Cost: 35
        Range: 50 feet
        Duration: 1 hour per level of the caster
        Description: The caster curses a specific area, making it hazardous. All creatures entering the area must save vs magic or suffer 1D4 damage (SDC) and have their speed reduced by half while in the area.
        Saving Throw: Save vs magic.
      • Devilish Grasp
        PPE Cost: 40
        Range: 30 feet
        Duration: 1 minute
        Description: The caster creates a spectral hand that grips a target. The target must save vs magic or be held in place, suffering 1D4 damage per round due to the crushing force until freed.
        Saving Throw: Save vs magic.
      • Dreadful Presence
        PPE Cost: 45
        Range: 50 feet
        Duration: 1 minute per level of the caster
        Description: The caster radiates an aura of dread, causing all creatures within range to make a Saving Throw vs horror factor. Those who fail suffer -3 to all actions and may flee in fear for the duration.
        Saving Throw: Save vs horror factor.
      • Soul Harvest
        PPE Cost: 50
        Range: 15 feet
        Duration: Instant
        Description: The caster targets a living being to drain their life force. The target must save vs magic or suffer 3D6 damage (SDC), and the caster heals for half the damage dealt.
        Saving Throw: Save vs magic to half the damage.
      • Infernal Minion
        PPE Cost: 55
        Range: 50 feet
        Duration: 10 minutes per level of the caster
        Description: The caster calls forth a more powerful lesser demon or servitor to assist in battle. The minion has 2D6 SDC and can follow commands, providing combat support or diversion.
        Saving Throw: None.
      • Demonic Cataclysm
        PPE Cost: 60
        Range: 100 feet
        Duration: Instant
        Description: The caster unleashes a wave of destructive energy in a 30-foot radius, dealing 8D6 damage (SDC) to all targets. All affected must save vs magic to half the damage.
        Saving Throw: Save vs magic.
    • Demonic Magic Spells for Demon Lords
      • Armageddon
        PPE Cost: 100
        Range: 500 feet
        Duration: Instant
        Description: The caster unleashes a cataclysmic wave of dark energy in a 100-foot radius, dealing 12D6 damage (SDC) to all creatures and objects within the area. All targets may save vs magic to half the damage.
        Saving Throw: Save vs magic.
      • Demonic Dominion
        PPE Cost: 75
        Range: 200 feet
        Duration: 1 hour per level of the caster
        Description: The caster exerts control over lesser demons within range. All lesser demons must save vs magic or be compelled to follow the Demon Lord's commands without question for the duration.
        Saving Throw: Save vs magic.
      • Soul Rend
        PPE Cost: 80
        Range: 60 feet
        Duration: Instant
        Description: The caster targets a living being, tearing at their very essence. The target must save vs magic or suffer 6D6 damage (SDC) and be stunned for 1d4 rounds as their soul is ravaged.
        Saving Throw: Save vs magic to half damage and avoid being stunned.
      • Shadow of Despair
        PPE Cost: 60
        Range: 50 feet
        Duration: 10 minutes
        Description: The caster casts a shadowy veil over an area, instilling a sense of despair. All creatures within the area must save vs horror; failure results in -4 to all actions and a chance to flee in terror for the duration.
        Saving Throw: Save vs horror.
      • Infernal Fortress
        PPE Cost: 90
        Range: Self (10-foot radius)
        Duration: 1 hour per level of the caster
        Description: The caster creates an aura of protection around themselves, granting +10 to SDC and reflecting 1D6 damage back to any attacker. This fortress also makes them immune to lesser magical effects.
        Saving Throw: None.
      • Searing Chains
        PPE Cost: 50
        Range: 40 feet
        Duration: 1 minute
        Description: The caster summons fiery chains that bind a target. The target must save vs magic; failure results in being immobilized and taking 2D6 fire damage each round until freed.
        Saving Throw: Save vs magic.
      • Horrific Summoning
        PPE Cost: 70
        Range: 100 feet
        Duration: 10 minutes per level of the caster
        Description: The caster calls forth a powerful demon or a group of lesser demons to assist in battle. The summoned creature has 4D6 SDC and follows the commands of the caster for the duration.
        Saving Throw: None.
      • Doomed Bargain
        PPE Cost: 65
        Range: 30 feet
        Duration: 24 hours
        Description: The caster offers a tempting bargain to a target, granting them a temporary boon (such as +5 to any one attribute). However, if used, the target must save vs magic or become cursed with a -3 penalty to
        Saving Throws against demonic magic for the next 24 hours.
        Saving Throw: Save vs magic to negate the curse.
      • Eternal Torment
        PPE Cost: 95
        Range: 60 feet
        Duration: 1 minute per level of the caster
        Description: The caster inflicts debilitating pain on a target. The target must save vs magic or suffer 3D6 damage (SDC) and be incapacitated for the duration, unable to take actions due to overwhelming agony.
        Saving Throw: Save vs magic to half the damage and avoid incapacitation.
    • Demonic Magic Spells for Demon Princes
      • Eclipse of Reality
        PPE Cost: 120
        Range: 500 feet
        Duration: 1 minute per level of the caster
        Description: The caster envelops an area in darkness, obscuring vision and warping reality. All creatures within a 100-foot radius suffer -6 to all attacks and skill checks. Additionally, affected targets must save vs magic or become disoriented, losing their next action.
        Saving Throw: Save vs magic.
      • Siphon Life
        PPE Cost: 100
        Range: 50 feet
        Duration: Instant
        Description: The caster drains the life force of a target, dealing 8D6 damage (SDC) and healing for half the damage dealt. If the target is a creature of good alignment, they take an additional 1D6 damage.
        Saving Throw: Save vs magic to half damage.
      • Demonic Conflagration
        PPE Cost: 110
        Range: 100 feet
        Duration: Instant
        Description: The caster conjures a massive explosion of hellfire that deals 10D6 damage (SDC) in a 30-foot radius. All targets may save vs magic to half the damage. This fire ignores resistance to fire damage.
        Saving Throw: Save vs magic.
      • Terror of the Abyss
        PPE Cost: 90
        Range: 300 feet
        Duration: 1 minute
        Description: The caster channels an aura of primal fear, affecting all creatures within a 50-foot radius. Targets must save vs horror or be paralyzed by fear, unable to move or act for the duration.
        Saving Throw: Save vs horror.
      • Infernal Reinforcement
        PPE Cost: 80
        Range: Self
        Duration: 10 minutes per level of the caster
        Description: The caster fortifies themselves with demonic energy, gaining +20 to SDC and reflecting 2D6 damage back to any melee attacker. While active, the caster is also immune to lesser magical effects.
        Saving Throw: None.
      • Devil's Bargain
        PPE Cost: 75
        Range: 30 feet
        Duration: 24 hours
        Description: The caster offers a dark deal to a target, granting them a temporary boon (like +10 to a skill). If the target accepts, they must save vs magic or suffer a -4 penalty to all Saving Throws against demonic magic for the next 24 hours.
        Saving Throw: Save vs magic to negate the curse.
      • Spectral Chains of Pain
        PPE Cost: 95
        Range: 60 feet
        Duration: 1 minute
        Description: The caster ensnares a target in ethereal chains, causing excruciating pain. The target must save vs magic or take 4D6 amage (SDC) each round while immobilized.
        Saving Throw: Save vs magic.
      • Demonic Manifestation
        PPE Cost: 85
        Range: 100 feet
        Duration: 10 minutes per level of the caster
        Description: The caster summons a powerful demon to do their bidding. The summoned demon has 6D6x10 SDC and can fight or perform tasks as commanded. It remains for the duration unless dismissed or destroyed.
        Saving Throw: None.
      • Doomed Resurgence
        PPE Cost: 100
        Range: 60 feet
        Duration: Instant
        Description: The caster can target a recently slain creature, raising them as a zombie or undead servitor. The creature retains its memories but is bound to serve the demon. The raised entity has 2D6 SDC.
        Saving Throw: None.

    Note: Demons have the ability to use any spells from it's level or lower.

  • Spell-Like Abilities of Demons
    1. Darkness
      Effect: Creates an area of magical darkness that obscures vision.
      Range: 20-foot radius.
      Duration: 1 round per level.
      Available to: Minor Demons and above.
    2. Fear
      Effect: Instills fear in creatures within a specified area. Targets must save vs magic or flee in terror.
      Duration: 1 round per level.
      Available to: Minor Demons and above.
    3. Charm Person
      Effect: Charms a humanoid, making them friendly toward the demon.
      Duration: 1 hour per level.
      Available to: Minor Demons and above.
    4. Suggestion
      Effect: Influences a target to follow a specific suggestion. Target must save vs magic to resist.
      Duration: 1 hour per level.
      Available to: Lesser Demons and above.
    5. Invisibility
      Effect: Renders the demon invisible.
      Duration: 1 round per level or until the demon attacks.
      Available to: Lesser Demons and above.
    6. Teleport
      Effect: Instantly transports the demon to another location.
      Range: Typically up to a few hundred miles within the same plane.
      Available to: Greater Demons and above.
    7. Summon Lesser Demons
      Effect: Calls forth lesser demons to assist in battle.
      Duration: 1 hour or until dismissed.
      Available to: Lesser Demons and above.
    8. Gate
      Effect: Opens a rift to another plane, allowing the summoning of powerful entities. The summoned entity may have its own agenda.
      Duration: 1 round per level.
      Available to: Greater Demons, Demon Lords, and Demon Princes.
    9. Web
      Effect: Creates a mass of sticky webs that can entangle and hinder movement.
      Duration: 10 minutes per level.
      Available to: Lesser Demons and above.
    10. Blade Barrier
      Effect: Creates a wall of razor-sharp blades that deal damage to creatures passing through it.
      Duration: 1 round per level.
      Available to: Greater Demons, Demon Lords, and Demon Princes.
    11. Diminish or Increase Size
      Effect: Changes the size of the demon for tactical advantages.
      Duration: 1 minute per level.
      Available to: Lesser Demons and above.
    12. Demonic Conflagration
      Effect: Creates a burst of hellfire, dealing damage in an area.
      Duration: Instant.
      Available to: Greater Demons and above.
    13. Regeneration
      Effect: Heals a portion of damage each round.
      Duration: Ongoing.
      Available to: Greater Demons, Demon Lords, and Demon Princes.
    14. Cause Fear
      Effect: Affects a single target with fear unless they succeed on a Saving Throw.
      Duration: 1 round per level.
      Available to: Minor Demons and above.
    15. Cloudkill
      Effect: Creates a cloud of poisonous gas that damages creatures within it.
      Duration: 1 round per level.
      Available to: Greater Demons, Demon Lords, and Demon Princes.
    16. Infernal Reinforcement
      Effect: Fortifies the demon with additional SDC and reflects damage.
      Duration: 10 minutes per level.
      Available to: Greater Demons, Demon Lords, and Demon Princes.
    17. Terror of the Abyss
      Effect: Creates an aura of primal fear affecting all creatures in the vicinity.
      Duration: 1 minute.
      Available to: Greater Demons, Demon Lords, and Demon Princes.
    18. Demon's Bargain
      Effect: Offers a dark deal to a target, granting temporary boons with hidden costs.
      Duration: 24 hours.
      Available to: Lesser Demons and above.
    19. Etherealness
      Effect: Shifts the demon into the Ethereal Plane, allowing it to move through solid objects.
      Duration: 1 round per level or until the demon decides to return.
      Available to: Greater Demons, Demon Lords, and Demon Princes.
    20. Spectral Chains of Pain
      Effect: Chains a target in ethereal chains, causing ongoing damage.
      Duration: 1 minute.
      Available to: Greater Demons, Demon Lords, and Demon Princes.

    Soulmancy: The Dark Art of Power and Domination

    Overview:

    Soulmancy is an ancient and forbidden form of magic that transcends the boundaries of conventional necromancy. This dark art is deeply entwined with the essence of souls, primarily focusing on the manipulation, harvesting, and utilization of these ethereal entities to fuel powerful spells and create potent artifacts. Its practice has been long suppressed across many worlds, yet its secrets persist in the shadowy depths of Hades, known only to a select few, including the Demon princes and Lords and their most loyal followers.

    Origins and Associations:

    Though rooted in necromancy, Soulmancy is considered far more sinister. It is rumored to share connections with Rune Magic, utilizing the power of souls as a living conduit for incantations and rituals. This deep connection to the essence of life and death allows practitioners to harness the raw power of existence itself, making it an incredibly dangerous and seductive discipline.

    The Demon Lords and Soulmancy:

    Demon Princes and Lords, such as Succor-Bemoth, have been pivotal in the advancement of Soulmancy. Their experiments with demon souls have led to the creation of more powerful minions and devastating weapons. The allure of enhancing their own power and crafting superior beings drives these rulers to sacrifice lesser demons, especially formidable entities like the Jinn.

    Applications of Soulmancy:

    • Soul Harvesting: Practitioners can capture and bind souls to fuel their spells, requiring not just magical energy but the essence of a life taken.
    • Creation of Artifacts: Soulmancy can imbue ordinary weapons with extraordinary properties, turning bone and metal into powerful instruments of destruction.
    • Battlefield Artillery: Artillery enhanced through Soulmancy can unleash devastation that far exceeds traditional weaponry, providing Demon Lords with a strategic advantage in conflict.
    • Minion Creation: New, fearsome entities can be born from the fusion of demon souls, each crafted for a specific purpose, whether it be combat or servitude.

    Rituals and Requirements:

    Soulmancy rituals are complex and often perilous, demanding not only the power of a captured soul but also a significant expenditure of Personal Power Energy (P.P.E.). Each incantation is a delicate dance between life and death, with the potential to unleash chaotic forces that may spiral beyond the control of the caster.

    The Threat of Soulmancy:

    As Demon Lords refine their techniques, the potential for creating weapons of mass destruction looms on the horizon. The relentless pursuit of power through Soulmancy could lead to the creation of devastating magical armaments, threatening not only the realms of demons but all realms that exist. If unchecked, this dark magic could alter the very fabric of existence, ushering in an age of darkness and tyranny.

    Soulmancy represents a dire threat, intertwining the souls of the damned with the insatiable hunger for power. Its secrets, while guarded closely, may one day escape into the wider world, sparking conflict and chaos that could reshape the universe itself.

Return to Gods and Religion
Return to Arethane