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Daemonic magic
High and master tier mages are assumed to have twice the control over a mid tier daemon than a mid tier mage. Tier of mage has no effect on the possession type daemons.Daemonic progression makes a daemon more powerful but at the cost of magic, using magic reduces their Strength and Agility. The amount reduced is equal to the chance to miscast, a 50% chance to miscast halves their strength and agility. Each stage of the progression increases the cap by 20% (ascension is stage 3 and thus the cap is 60%, you can't lose more than 60% of your strength and agility when ascended). Daemons below the cap suffer no ill effects from miscasting a low or mid tier spell and reduced effects from miscasting high and master tier spells.
Low tier spells
Banish Cooldown: 3 minutes Cast time: 1 secondBanish affects only daemonic beings (including those affected by daemonic progression) and has a range of 100m. The energy weakens the link between Enkhingi and the world of Arl causing the bonds to weaken. Summoned daemons lose 0.5% of their remaining strength and stamina per level of the spell though this lasts only 30 seconds. Multiple castings will stack with diminishing returns as it only affects the daemon's remaining strength. Those affected by daemonic progression have much stronger bonds and the spell is only half as powerful (0.25% per level) against them but this also affects the strength of any special abilities that the progression brings with it. Note that though the strength is returned after the 30 seconds the stamina must be recovered through resting.
Those under the effect of possession lose any special daemonic abilities for 2 seconds per level of the spell.
Elgr Cooldown: 24 hours Cast time: 5 minutes
Elgr can only be used for possession, they bring the abiltiy to walk through walls as if the wall were thick mud. The downside is that Elgr are frail beings and tire quickly, stamina recovers at a tenth of the normal rate and agility is reduced by 100% minus 5% per level of the spell (95% at level 1, 50% at level 10).
Gragar Cooldown: 12 hours Cast time: 2 minutes
Gragar are also limited to use in possession, they gift their host with wings capable of lifting a normal human from the ground even when wearing some metal armour (plate is too heavy for even short flight). The downside is that Gragar drain energy very quickly, stamina is used up 4 times as fast as it should for using the wings (which are very stamina intensive anyway), this effect is reduced by 5% per level of the spell. The muscles conncted to the wings are however very strong and though they lack hands at the ends of the wings there are many uses for them.
Red widow Cooldown: 24 hours Cast time: 5 minutes
Red widows can only be used for possession but bring with them several abilities. The host is able to take two different forms, that of a seductive male/female (same as host's gender) or into a giant spider-creature. The human form is physically as strong as a normal human while the spider form is twice the size of a human (but can fold up to be the size of a child if needed). The spider form is light and thus very agile but by default halves the strength of the caster, this effect is reduced by 5% per level of the spell.
Screamer Cooldown: 24 hours Cast time: 5 minutes
Screamers too are for possession only and come with far more of a sting than most others. Screamers cause the host to temporarily grow two extra pairs of arms, each is very strong and ends in a sharp blade of metal. The skin of the host is also hardened giving a 20% toughness boost per level of the spell. Screamers have massive stamina reserves and are very agile making them an excellent killing machine.
The sting is that a screamer feeds on pain and slaughter, it is common for those possessed by screamers to lose their minds and count as a casulty.
Shifter Cooldown: 24 hours Cast time: 10 minutes
Shifters are limited to use in possession only, they allow their host to take on a new shape and to change that shape at will (though this takes several hours and requries rest so is normally done during sleep). Shifters cannot grow or shrink more than 5% per level of the spell and can taken on any racial form that the host knows about, if they have a specific specimin (such as a dead guard) then they can take on the exact form and even absorb some memories from them.
The downside is that after being possesesd by a shifter a mage cannot be possessed by any other type of daemon for 3 months and in those three months cannot cast any daemonic type spells.
Transfigure Cooldown: 2 days Cast time: 5 minutes
The caster turns themselves into a Daemonic entity. They grow 5% larger per level and additionally gain a 20% boost per level to their strength and agility. Transfigure requires the souls of 5000 people that died violently within the last 24 hours in one area or the soul of a single special being (such as a chosen) in the last year, the latter method is unable to use allied souls. Once you cast this on yourself you can no longer possess yourself. For more information, see the daemonic progression rules.
Translocate Cooldown: 60 seconds Cast time: Instant
The caster transports themselves through the planar dimensions and reappears up to 5m away. The spell makes a distinctive noise and takes 1 second to actually move them during which time they will exist in another plane of existence. Upgrading this spell reduces cooldown by 6 seconds per level, at level 10 it's cooldown will be 6 seconds.
Translocating into a physical object is a bad idea.
Mid tier spells
Gymander Cooldown: 24 hours Cast time: 10 minutesGymanders are humanoid and dress in flayed human skin; they fight with long cutting knives, weilding them with amazing accuracy and speed. They feed off of the pain of their victims, each wailing victim gives them a small boost to their toughness and speeds regeneration of health. Each level increases the speed of the Gymander by 15%.
Gymanders can be controlled for an infinite period but as each victim boosts their health they begin to slip the bonds of their captors, using a Gymander in a battle is a sure way to set it free. Gymanders cannot be used for possession.
Implode Cooldown: 20 minutes Cast time: 6 seconds
A target inanimate object up to 50m away of up to 1 litre volume per level is compressed to a quarter it's size and the energy released. If the object was dense it will probably explode, tougher objects throw out better shrapnel. The spell takes 10 seconds to complete and in this time requires a caster's full concentration.
If the spell for any reason fails or is cancelled mid-casting in any way the energies are instead all directed upon the caster.
Infernal Cooldown: 24 hours Cast time: 10 minutes
Infernals are twice the height of a human; built from rocks and awash in a green flame. Cumbersome yet strong; they are however vulnerable to water as rapid cooling causes them to shatter. Though made of rock they are brittle and heavy weapons (hammers etc) can bring them down. Each level of the spell boosts the size of the Infernal by 10%.
Infernals are impossible to completely control, any control you have is fleeting and lasts for minutes at the most. The good thing is that Infernals are single minded and once fighting the enemy will not realise that they are now free of their bonds. Loosing an infernal outside of combat however and you will soon find it returns to exact a price for it's temporary slavery.
Metamorphose Cooldown: 7 days Cast time: 20 minutes
The caster must already be transfigured to perform this and cannot metamorphose to a higher level than they can transfigure. Metamorphosed grow 5% larger per level of the spell and have their toughness and maximum health increased by 5% per level of the spell. Additionally they gain a 50% increased rate of regeneration of health and stamina. Metamorphosis brings with it small wings useful for falling from great heights. Metamorphose requires the souls of 35,000 people that died violently within the last 36 hours in one area or the souls of 4 special beings that died within the last year (first ones count for 3 souls). The latter method cannot use allied souls. For more information, see the daemonic progression rules.
Plane Jump Cooldown: 10 minutes Cast time: 10 seconds
4 targets per level of the spell are moved to a different world. They will be disorientated for a few seconds but there are no serious or long lasting effects. If cast on an enemy then it's range falls to 4m per level. Reappearing inside a physical object is a bad idea.
Tesauro Cooldown: 24 hours Cast time: 10 minutes
Tesauro are adept at fighting other daemons, they look like a small human child but are possesed of three times the strength of a normal human. Tesauro additionally have the energy field power, their attacks slice through daemonic flesh as if it were nothing. Tesauro are strong yet small making them quite agile, but for each level of the spell they become 20% faster.
Tesauro typically can be controlled for a few hours but this diminishes with heavy fighting and greater distances, those that break free will generally not come after their summoner right away, they'll strike when least expected. Tesauro cannot be used for possession.
High tier spells
Ascension Cooldown: 28 days Cast time: 40 minutesThe caster must already be metamorphosed to perform this and cannot ascend to a higher level than they can metamorphose. Ascended can cast plane jump to Enkhingi at any location on the world and physically grow 10% bigger per level of Ascension. Ascended daemons also gain a 5% resistance to all spells per level, things such as fireball will hurt just as much but purely magical effects such as Doom will have their effects lowered in power.
In addition the short stubby wings grow large enough for full flight, when fighting with their bare hands they deal daemonic damage which can have more of an effect on first ones, daemons and some other special beings (not Chosen or most First ones). Ascension requires the souls of 100,000 people that died violently within the last 48 hours in one area or the souls of 8 special beings that died within the last year. The latter method cannot use allied souls. For more information, see the daemonic progression rules.
Cyrgai Cooldown: 24 hours Cast time: 10 minutes
A squad of six Cyrgai daemons are summoned to serve the caster, they are loyal only to strength, as long as they do not think that they can overpower their summoner and his guardians they will remain loyal. Allowing the Cyrgai to travel too far away may cause them to question their commands and not carry out orders. When determining if the Cyrgai can overpower their summoner they will also take into account other Cyrgai all teaming together, summon too many and you will find yourself without summoners.
Cyrgai appear to be men, they carry a small shield, spear and wear only a breastplate and leathers, they are however very skilled warriors and twice as strong as a man. Each level causes the Cyrgai to become 10% faster, stronger and tougher. Cyrgai cannot be used for possession.
Gate Cooldown: 3 hours Cast time: 10 minutes
A giant circular portal 3m in radius is created before the caster. This gate may go to any of the other worlds and will last as long as the caster maintains it, this requires their full concentration. When the spell ends the caster is also taken through the portal as it closes. The portal will always come out in the exact same location on the other world, those traveling through will find themselves weak and in need of rest, mages will be in a state as if they just cast a high tier spell with a 3 hour cooldown (20% miscast chance). The effects on the stamina of the travellers is reduced by 4% per level of the spell.
Should the gate collapse early or unintentionally the energy will all be deposited on the caster.
While the gate is forming it will be visible on the target world.
Master tier spells
Demigod Cooldown: 186 days Cast time: 60 minutesThe caster must already be ascended to perform this and cannot use this spell at a higher level than they are ascended to. Demigods radiate power and their presence will be noticeable to all within 100m, the energy field of the daemon will extend to cover any melee weapon they use. Demigods grow 10% larger per level of Demigod. The hide/skin of the daemon becomes 20% tougher against physical attacks per level of demigod. The wings of the daemon also double in strength meaning that they can fly even in bad weather.
Demigod requires the souls of 320,000 people that died violently within the last 24 hours in one area or the souls of 16 special beings that died within the last year (first ones count for 3 souls), the latter method cannot use allied souls. For more information, see the daemonic progression rules.
Loki Cooldown: 7 days Cast time: 15 minutes
The Loki is angelic in appearance, glowing with inner power and standing 3m tall. It is strong enough to take down an elephant with it's bare hands yet carries a massive greatsword. They posses strong wings and are capable fliers. Loki are also very cunning, any orders must be agreed with the Loki, should a Loki wish they can fight the bonds upon them and exact vengeance on their summoner though doing so would severely weaken them which is what stops them from doing so.
Loki grow powerful through killing, an extra 0.1% stronger per level for each kill, a Loki fed well on a slaughter is a dangerous foe. Loki despise being summoned for a purpose they consider below them, a battle too small or too easy but never do they hate being summoned against overwhelming odds. Loki cannot be used for possession.