These mages practice Black Magic, they are hunted by the Witchunters and the Omarim College of magic. They reach beyond the mortal place and risk extraplanar invasion, their magic is dangerous and if their will falters they could let powerful creatures loose into the realm.
Much like Evocation this school of magic functions differently to others, it has only 3 spells, each additional spell is a Name you know of a daemon you can summon.
Cantrip: Line of Salt
When you lay down an unbroken line of salt you can bless it to slow any Daemon of less than [level] HD from crossing it. It will take them 1 additional round, or 1 hour reinforcing a houses threshold.
1: Bind Daemon
Ritual([dice])
You attempt to bind a daemon of [dice] HD or less to your Will. The daemon, or it's summoner may save, adding the difference in their HD and [dice] to their save. Daemons you know the name of automatically fail their save, but their summoner can still save for them, with a [dice] penalty.
The creature is bound to your Will, the GM will let you know their will cost now, for [dice] hours, or rounds on a successful save, and must follow your commands. When the duration ends the Daemon will be aware of its actions and your location.
2: Banish
Ritual(1)
You reach into the planes and attempt to pull a daemon of no more than [sum] HD within Mid range back to it's home plane. It, or it's summoner, must save or have the creature Banished to it's home plane. On a successful save the daemon is instead slowed for [dice] rounds as the fabric of the world pulls at it.
3: Summon Outsider
Ritual(2)
You summon a creature according to the rules below, this creature may have [dice] traits beyond its tier. It lasts for [sum] hours before your binding will expire. At which point you may chose to Banish it without risk or retain it's services for an additional [sum] hours but it's Will cost doubles.
You have a pool of Will equal to 2 + INT + CHA. If you summon more creatures than your will can support you must Save MENT or have them escape your binding being free to do whatever they wish.
A summoned creature costs Will equal to it's Tier, it gains the same number of Traits for free. You may then add additional traits for 1 will each, and finally you may invest 2 will to gain a major trait.
Will Cost: [tier]+[extra traits]+[2 if Greater Trait]
When you Banish a summoned creature you regain the Will invested in it, however if a summon is destroyed, or banished against your will, you do not regain the Will until you Recover.
When you summon a creature you may choose 1 trait, this is guaranteed, then roll a d12 for each additional trait. If the traits are undesired they can be rerolled but you gain 1 less trait ( min 1) while still spending the will for it.
Named summons are creatures whom you know of their name. These summons always have the same traits when summoned, as a skilled Diabolist you begin knowing 4 names (or 1 for each spell you would learn from this school).
Tier | HD | Ar | Attack | Minimum Level |
|---|---|---|---|---|
I | 1 | 0 | 2d; 1d10 dmg | 1 |
II | 4 | 1 | 4d; 1d10+2 dmg | 3 |
III | 8 | 2 | 5d; 1d10+4 dmg | 7 |
d12 | Ability |
|---|---|
1 | Curse: Summon can, As an action, give a nearby enemy a -HD/2 penalty to checks and attack rolls. Only one curse can be active at a time. |
2 | Favor: Summon can, as an action grant an ally favor, granting a +1d bonus to a non-combat skill check |
3 | Supernatural Mobility: Summon can swim supernaturally fast, Climb walls like a spider, jump incredible heights or some other supernatural method of mobility, not including flight. |
4 | Merciful Hands: Summon can, as an action, heal a close ally by 1d8, losing the same amount of health. |
5 | Feral Pact: Summon can command animals of the same general type as the monster. Animals will follow these command provided it's not contrary to their nature. |
6 | Mighty Form: Summon has incredible strength, being able to lift wagons effortlessly. However this strength is too slow to use in combat. |
7 | Spiritual Form: Summon can move through any barrier that isn't watertight without impeding its movement and is invisible. However it has limited effect on the world and cannot make attacks. |
8 | Mortal Disguise: Summon appears to be a normal mortal to casual inspection. Careful inspection will reveal it's uncanny nature. |
9 | Natural Immunity: Choose a type of damage appropriate to it's nature, the spirit becomes immune to that damage. This cannot apply to normal weapons or attacks. |
10 | Skilled: Choose simple skill, like smithing, history or hunting. The Summon gains it as a skill equal to it's teir. |
11 | Bloodthirsty: Summon gains a bonus to hit equal to your Int bonus, however it will resist commands to spare downed opponents or stop attacking. |
12 | Spirits Eye: Summon can see in complete darkness and identify scents. |
The following Abilities can be granted to a summon of teir 2 or above by expending an additional 2 will, a summoned creature may only have 1 of these.
Airy Steps. The Summon can fly at it's normal rate, teir 2 summons can carry a character, if slowly. A teir 3 may carry characters effortlessly or multiple slowly.
Aura of Destruction. Characters in engagement range with the summon will take HD+2 damage at the start of the summons turn.
Hideous Talons. The summon has natural weapons that grant it additional power, you may select 2 weapon tags to add to it's attacks.
Iron Eidolon. With scales, armor or some other defense the summon gains 4 armor against non-magical attacks.
Myrmidons Sheild. The Summon may, as a reaction, take a hit an ally in engagement range would have taken.
Mut, Lesser Imp (1 Will)
This small imp was tricked into giving it's name away long ago, now many summoners make use of it for housework and menial duties.
Traits: Tier 1, Skilled (Housekeeping)
Dhark, Brute of the bloodwar (1 Will)
A brutal and cruel being it cares not that it's servitude is demanded, only that it gets to spill blood.
Traits: Tier 1, Bloodthirsty
Cerbus, Hellhound (2 Will, Min Level 3)
A relative of the famous Cerberus, Cerbus is but a simple hellhound.
Traits: Tier 2, Feral Pact (Dogs), Spirits Eye
This stalwart defender is made of icy crystals so clear it is invisible, it's many limbs each hold a shield of ice. It can do nothing but defend it's owner from harm but can never strike out itself.
Tier 2, Myrmidons Shield, Merciful Hands, Spiritual Form.