Optional Skill (NWP) for AD&D

This page is a suplemental set of rules for a FANTASY game. If you somehow ended up here doing a search for "real" occult information, your in the wrong place. If this is the case, you sould not only not waist your time reading any further, you might want to consider doing some public service to get out of the funk youve gotten yourself into.

Demonology Skill


Ranks 1-7

Recognize "True" Infernalism- At this level of knowledge the character is capable of determining true infernal workings and practices that he witnesses as opposed to those that are less than authentic.


Ranks 8-9

Knowledge of Infernal Realms- Character is knowledgeable enough to have a limited understanding of how the underworld is arranged, divided, connected as well as a bit about how and by whom it is ruled. Character also has limited knowledge of many of the greatest "landmarks" and places of significance in the infernal realms.


Ranks 10-11

Identify Infernal Beast- At this level of aptitude the character is capable of distinguishing real infernal beasts form simply horrific magical monsters. The more successful the roll to identify is, the more information can be obtained about the infernal creature who is the topic of inquiry. Often generalizations about powers, abilities and even cast and loyalties can be known


Rank 12

Callings and Granted Possession- At this rank the user has enough know how to really hurt himself. He becomes familiar with a number of methods by which infernals may be called out to and attracted. These methods are generally simple such as chants, dedications, etc. The first concern that a demonologist over looks doing this is that he/she is putting out a pretty general call, having no idea who/what the call is being heard by. Doing such may in the near future lead to contact in a number of ways with one or more infernals. The results of these contacts can be varied. Fortunately at this point, the contact is primarily not a physical manifestations. Generally the contact is in form of whispers, dreams, etc. Occasionally however familiars have been known to come. Once contacts are established, all sorts of dealings and interactions may be had. Any infernal involved purely has his own interests at heart. Many will offer powers, wealth and pleasure to those who do as they will. Some even hold up their end. Many infernals will seek entrance to this world by possessing the demonologist. Some infernals can do it if the demonologist wants it or not. Most times, the demonologist must initially agree, and then must share their mind and body with the infernal. In the MOST RARE occasion, the demonologist is possessed and then is mentally able to dominate that infernal. Some speculate that these stories are false and spread by infernals to further tempt the confident.


Rank 13

Identify Sigel- Sigels are similar to hieroglyphics and are how infernals of importance identify themselves. A sigel is more than simply a written name, its symbology tells much about the nature of the infernal. Those skilled in demonology become familiar with important sigels as well as many of the elements that make up less well known ones. When sigels are encountered, the character may make a roll to determine if he is familiar with the sigel, or if not, at least able to make out some of its more important elements.


Rank 14

Read Demonic Script- With a successful demonology roll and some considerable time spent, the character can slowly decipher and read writing in demonic script. the term "demonic script" is not necessarily one language, but a couple different ones used in different ways and mashed together to form sub languages by a large majority of infernal creatures. When name are encountered in demonic script, they will be in the form of demonic sigels. A successful identification as described above must be made for each new sigel encountered in the text.


Rank 15

Protection Circle- Traditionally, users of magic have been known to create magical circles and other patterns within which to stand that convey to them protection from infernal beings. Within the discipline of demonology there are 6 different circle types which seem to work. The problem is that these 6 different circles seem to work without any real rime of reason as to which types they keep at bay. One might think that infernal denizens could be categorized in to 6 general and logical types which would dictate a type of classification system upon which the circle types worked... Yet that is not seemingly the case. When making a protection circle the maker must have fore knowledge of the specific type of infernal which he is making a protection form. If he is incorrect, or does not know, there is the 1 in 6 that he will have the appropriate circle against the infernal he encounters. A successful roll is necessary to make a circle that functions at all, and the knowledge of the circles working will not be known till its too late.

A successful circle against an appropriate infernal will stop that infernal from physically entering the circle, or any of its magic functioning within. This does not however stop it from hurling things in if it wishes, and many a demonologist have had building collapse in on them from powerful and angry infernals.

Circles can be made from a wide variety of materials that are each in their own way unusual or hard to find. Substitutions seem to be exceptionally easy with other unusual and hard to find materials. As a simple rule these materials may be gathered in a few hours for around 5 gold in a civilized environment, or over 2 days for free in the wilderness. Drawing circles requires about a half hour. The amount of weight in materials for each circle to be made is near 5 pounds


Rank 16

Invoking Names and Powers- At this level of knowledge the demonologist has a vast enough understanding where he can call upon important names and powers and invoke their wrath. Simply uttering a name is generally all it takes. However the understanding of the full significance of that name is needed to open the necessary connection. Only a person with at least rank 16 has a vast enough understanding to be open these connections. There are many many names and power that may be invoked, though they are secrets guarded well. Some may only be invoked by particular sorts of being or person. Listed below are a few names that may be invoke by anyone with rank 16 Demonology, and are considered to be "common knowledge" in arcane literature. Others than these must be found, purchased or bargained for.

Yam-Paj-Kerean: A horrible invocation that strikes all intelligent mortals looking at the demonologist at the time of speaking blind. The cost of this is that the demonologist's eyes are burnt instantly from his skull. In addition to this, those victims struck blind may be cured with high level clerical magic, yet the demonologist is forever blind. This is a once in a lifetime assault from the demonologist, and often a "parting shot" just before death. Occurrences of this have greatly decreased the public spectacle of witch burning.

Maratom- Kai: A single target is chilled to the bone with infernal coldness. this numbs his limbs and slows his responses. Target will suffer a -2 penalty to his movement rate and initiative scores for an entire day. Targets with any sort of level drain or negative plane protection are immune to this as are undead themselves or other such Negative energy beings. The cost of this Invocation is the temporary loss of 2 points of DEX which will return at a rate of 1 per day. Azaran-Torel: A single target of caster's choice suffers 1D4 HPs of damage in a way similar to having been struck with a dagger unless a save vs spell is made. This assault works only on mortal and magical creatures, though not constructs, undead or extraplanar ones. In addition, it only works on worlds of the prime material plane. Enacting this power costs the Demonologist 2 points of CON which will return at a rate of one per day.

Kaldamon-Zale: This incantation strikes dead any normal/mundane animal of the caster's choosing which he can see at the time of the incantation. There is no save of any sort for this casting. The cost however is a temporary loss of STR equal to the current HPs of the animal being slain. If this casting drops the Demonologists STR to 0 or less, he dies lacking the strength to breath and have his heart beat. Lost STR returns at a rate of 1 per day.


Ranks 17-18

Summoning Fiends- The dangerous craft of aiding infernals to physically manifest is not the most wise practice, yet it has been attempted on none too few occasions. Doing such requires a great variation of long complicated rituals. If the user so desires (which he normally will) he may attempt to adjust the ritual to attract a particular type of infernal, usually of a decided power level, type or "religion". A successful roll indicates a successful summoning attempt. Any attempts to limit or specialize a type of infernal summoned reduces chances of success. Penalties of between -1 - -5 are appropriate. Specific individuals may not be summoned. Lords and Prince level can not be summoned at all. Greater infernals are summoned only if they desire to be so. Summoning an infernal requires all form of materials, sacrifices, and acts. In addition to these, it drains a caster of 1 CON and STR per hit dice of the infernal summoned. These return at a rate of 1 per day. Infernals summoned may be "pushed back" if the caster desires, but must be done immediately upon the beast arriving. This requires yet another point of CON and STR per Hit Die of the caster, and the infernal is allowed a save if it wishes to stay. As noted earlier, a character who is reduced to 0 or less CON or STR dies. Once an infernal is here, its ability and duration of stay are dictated only by that particular internal's nature.


Ranks 19-20

Worshipful Pacts- At this level of knowledge the Demonologist is capable of founding an infernal religion or cult to an infernal power of his choosing. Assuming the infernal power and the character have similar enough wants and methods, his power will grant him clerical spells in all ways similar to a cleric character class so long as the character continues to serve appropriately as a religious figure. Particulars of these things are at the discretion of the player and GM considering characters and Infernal powers are so varied. Generally the character will have a good idea of what types of things are appropriate for his power, and where he is wrong, he will no doubt be corrected. Having this skill at rank 19 allows his progression to only clerical casting grade 5 ( equal to a 5th level cleric). A 20 rank however allows unlimited progression.


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