Daemons
Daemonic entities in this are not just beings of good and evil, they are a type of being much like a python is a type of snake or a whale a type of mammal. Daemons are magically attuned beings, a pure daemon is completely attuned to magical currents, humans by contrast are not and must train to use magic. All gods and goddesses are very very powerful daemons, this means that in theory you could become one.The default daemon type is, if you'll pardon the expression, a little mundane. It is possible to become a specific type of daemon with advantages and disadvantages of it's own. Once you have chosen your daemonic type it's fixed and can only be re-chosen by losing all progression.
Downsides
Though daemonic progression results in much power, with that power often comes downsides. Common daemons bring with them only the weakness of banishment spells, the lowliest of mages can temporarily sap your power and in numbers bring you down to the level of a basic footman.Cost
Some types have an extra "cost" associated with them. This can range from a specific way to get the progression in the first place to actually paying something extra. Below is a list of the soul points values of special beings.- Chosen: 1 point
- Transfigured: 2 points
- Metamorphosed: 3 points
- Ascended: 5 points
- Demigod: 8 points
- First one: 4 points
- Daemonic first one: 8+ points
Standard abilities
All daemons need to eat, breathe, rest, drink and suchlike. More powerful daemons will often be able to store more energy up but none can function without attending to these common needs. Daemons are however able to stand much more sulphur in their food, water and air.Daemonic chosen and first ones only get half of the normal bonus from stat boosting spells as they are already magically augmented.
Common types
CommonNo cost and no special abilities, this is the common daemonic type and what everybody becomes unless they choose otherwise. It is possible to convert from this to another type if there is no special cost with the other type.
Minor
Minor daemons lose all size bonuses and are thus far weaker than most others. The upside is that far less power is needed to progress and all progression costs are halved. Minor daemons cannot progress beyond Demigod. Minor daemons are also twice as vulnerable to the banish spell.
Shifter
Shifter daemons are trickier than most as they can alter their appearance at will. All growth bonuses are instead altered to be twice as strong and give a bonus to both health recovery and stamina recovery. Shifters can as the name implies change shape, they can grow up to 10% larger/smaller per tier and can change species if wished. Changing shape takes 5 minutes and drains three quarters of the full stamina of the shifter (so you must be rested to shift). Shifters do not exude an aura of power and are not detectable as mages until they use spells. Shifters can additionally change their face, this takes a second but allows them to easily evade capture.
Hunter killer
All size bonuses are swapped for both an agility bonus and a time speed difference. The latter allows the hunter killer to experience time at a % slower speed and thus have more time to think and react to sudden changes. Instead of wings the hunter killer will gain the ability to first sense the presence of a magic in an area of 50m, then when ascended extend this to 100m and know the direction of all mages in the area and when at demigod to extend it to 150m and know the exact location of all mages in that area. To become a hunter killer, all kills must be of mages or special beings. Hunter killers do not exude an aura of power.
Uncommon types
MidianMidian daemons keep only the size bonuses at each tier and instead get a toughness bonus. Midian daemons are coated in a thick metallic skin made of a gold-titanium alloy. Each level of transfigure makes their skin 3% tougher, metamorphose makes it 6% tougher, ascension makes it 8% tougher and demigod makes it 12% tougher. These stack as simple interest, a level 10 metamorphosed Median would have a 30% bonus from the transfigure and an extra 60% from the metamorphose for a total of a 90% bonus. Median daemons are unique in that they require the absorption of wealth, all kills must be of special beings but only half as many as normal are needed, then 100 materials per soul point needed must be expended to progress.
Elemental
Elementals are formed of either fire, water, earth or air. They can shift between forms taking 60 minutes to do so each time. Elemental daemons swap the stat and ability bonuses for the elemental abilities of each element. Fire is semi-gaseous and exudes intense heat, hurting them is very hard. Water can obviously not drown and can drown and pass around most physical objects. Earth is impervious to anything but kinetic damage but cannot move very fast. Air can obviously fly but cannot hurt others. During transformation all forms are vulnerable.
When in air, water or fire form the banish spell will do direct damage to the chosen, approximately 0.5% of their remaining health per level of the spell. Reduced low enough and an elemental can become vulnerable to things such as hurricanes, intense heat or water.
Oiixoi
Oiixoi need neither rest nor food. They never tire and are impervious to any "lifeforce" type damage such as the Sazulu spell. Oiixoi have a unique link with lifeforce and cannot summon daemons or travel to Enkhingi without a gate of power, their bodies however are pulsing with energy and in the event of death will re-knit themselves. At base speed this takes 7 days from scratch, the size bonus normally given to them is swapped for a bonus of twice that for the regeneration (the regen bonus is twice what the normal size bonus is). The only way to properly kill an Oiixoi is in some way reduce it to dust. Oiixoi can only progress through the slaughter of many.
Banish spells do not affect the stamina of Oiixoi, instead each banish spell prevents any healing for an additional 30 seconds per level, these stack so being hit with 10 level 10 banishments will mean you cannot heal for 50 minutes. If slain while in this time the Oiixoi will not regenerate and instead will turn to dust.
Regenerator
When a regenerator daemon is hurt in any way they are unable to cast spells until the damage is healed. Regenerator daemons however regenerate damage very quickly. A limb can be regrown in 3 minutes but it takes 10 times as long to regenerate a wound caused by magic or anything with an energy field ability. In addition, cold temperatures will slow wound regeneration until at freezing point it stops. Temperatures above 15 degrees C will not help or hinder regeneration.
Rare types
LegerdemainThe size bonus for a Legerdemain is swapped for a reduction to the cooldown time of spells. Additionally any miscasts simply result in the spell failing rather than exploding in the face of the daemon. When a spell is miscast it's cooldown is not started. Most of all a Legerdemain may cast a spell currently in it's cooldown but with the result that it will count as a tier higher for the miscast cap. Casting it a third time will only make it one tier above the original, it will not keep on getting more expensive. The cost of all this is that all kills used to progress must be the cause of either magic or summoned creatures. While under the effects of a banish spell Legerdemain cannot cast any spells.
Splitter
Splitters are able to reform themselves into a number of smaller versions of themselves. Each part is completely autonomous but can be no smaller than a a child. For any two parts to recombine they must be touching. Killing one part causes each other part to take a fraction of damage equal to the remaining number of parts, killing one of three halves the health of the remaining two. To become a splitter, all kills must have had their minds devoured either through a psychic spell or physically by the daemon. Splitters are immune to the banish spell.
Angelic
Angelic daemons have half the size bonuses as normal but gain immunity to the energy field ability. They shine and glow with a light that weakens common daemons by the half size bonus that the Angelic daemon loses. Angelic daemons must progress by killing daemonic beings rather than mortals. Angelic daemons suffer from the effects of a banish spell for only half as long as normal.
Thirster
Thirsters are often called immortals. All size bonuses are lost and replaced by a strength, agility and toughness bonus of the same amount. They are unable to be healed magically and nor will they heal over time, instead they must kill, the closer to them their victim the more life force is absorbed. Thirsters are completely immune to any spells that sap life force, stamina or deal direct "health" damage. To progress as a thirster, all kills used for progression must be by your direct action, either blade or spell. Summoned creatures do not count as direct action in this case. Thirsters are especially vulnerable to banish and take twice the stamina hit.