Demonology Point Buy
Demonology is an often forgotten school of Magic that is considered too extreme for even the most pro-Occult of Mages, due to the inherent dangers of submitting oneself to the wants and needs of Demons. This craft involves the summoning and binding of Demons, a form of a contract with a Demonic entity that is not strong enough to fully take over the host, but also not weak enough to not be a considerable risk to the sanity or health of the summoner. Demonology is by far one of the most lethal crafts in the world, with many Demonologists going insane, or being fully consumed by the Demon because of carelessness. Yet, there is power in Demonology, and many find great boons in creating a symbiotic relation with their summoned spirit. Demonology was originally developed by the Kathar and Suvial Altalar independently of one another, and then spread to the other Races as Demon-mancers traveled the world. Among the Suvial, Demonology is called Karamatology (a practitioner being a Karamat), and among the Kathar, it is called Tharracology (a practitioner being a Tharrac).
Types of Demonology
There exist several types of Demonology that this page will cover, each with their own unique spin on Infestation (the term used to define an inhabiting Demon in a host). Most of these differences are aesthetic dress-up, though some may affect the way Abilities are used. Generally speaking, if even just a single Demonology Pack is bought, the Character becomes an Occult. It is not possible to mix Void and Exist Demons, one type must be chosen, and then the wielder is an Aberrant of that Dimension.
- The most common form of Demonology is Bidding. Bidding is when a Demonologist collects several lesser or smaller nameless Demons that are not individually very strong, but collectively capable of doing a lot of damage.
- The less common form of Demonology is Merging. Merging is when a Demonologist faces a single larger or more powerful Demon that is individually capable of corrupting and overtaking the host.
- The least common form of Demonology is Anchoring. Anchoring is when a Demonologist indirectly feeds a larger or more powerful named Demon, but that Demon more-so follows them around instead of inhabiting them directly.
It is possible to have multiple forms of Demonology active at once. For example, while Bidding allows the collection of several smaller Demons, it is not uncommon for such a Demonologist to also have one bigger and stronger Demon bound to their body and soul, acting like a captain or commander among the host of smaller Demons. Any of the Point Buy packs do not conflict with one another, except for the Anchoring Pack and Merging Pack, which are mutually exclusive.
Additionally, Demonology is extremely obvious. Utilization of Demonology is never something someone is capable of hiding, and anyone can look at someone summoning demons and call it out in RP as demon-usage.
Becoming a Demonologist
There are several ways to become a Demonologist, though by far the most common one is to find another Demonologist and learn the required rituals of summoning and binding from a Demon-Master. This process itself is usually quite dangerous, as Demonology is universally illegal across all nations save the Suvial Realm and the Dread Empire. Most Demonologists hide their work in the shadows, and even then, their practice is usually rushed and imperfect, resulting in deaths and accidents. Demons inherently do not want to be bound to a person, and will do anything they can to either take over the host, kill them, or be set free. Someone who is involuntarily made a Demonologist can also exist. Even though they did not choose it, the term Demonologist still applies to them, because they are Infested nonetheless. The difference usually is that a formally defeated and bound Demon will be more obedient and co-operative with the host, while a forceful Infestation outside of the control of the host, will be combative, and sometimes even act against the interests of the host, sabotaging them. Involuntary infestations are common for those who roam too close to the lair of a Demon out in the world, or use too much Magic too quickly and without self control. Demons are inherently attracted to places of great Magic and Magic usage, and when a Mage starts casting a lot of Magic, they light up like a large fire beacon.
Exorcizing a Demonologist
It is not officially possible to exactly “cure” a Demonologist. When a person has been Infested by a Demon or more Demons, it is not possible to remove the Demons without killing the host, as they are bound to the Soul rather than the body itself. This is further complicated by the fact that Regalian law demands the death penalty for those who are Demonically infested, and a sizeable number of infested individuals are in fact blame-less, just found in the wrong place at the wrong time, and were Infested against their will. This is why Exorcists have developed a more consistent regiment of expelling the Demon, not neutering it to the point where it can’t act independently or even influence the host. While the death penalty is usu ally requested for one who is Infested, due to a mixture of sympathy and the fact that absolute guilt cannot be established, many State Metropolitan Officers opt for a form of house arrest where a weekly visit to an Exorcist becomes mandatory. If a Demonologist is Exorcized, any Demons bound to them become inert for roughly a week, and are unable to affect the host or the world around them. They will still be carrying the Demon, it will just be slumbering. Needless to say, this also affects any Specials and Abilities they might have, meaning they are disabled. A pseudo way of curing Demonology is by turning the host into an Archon (excluding Attendant Archon). This does not actually cure A Demonic infestation, but forcibly converts the Void or Exist Demon into a Primal Revenant by re-programming it in the will of Caius, essentially turning it from a malignant entity to a violent anti-Occult ghost. For more information, see the Archon Page.
Bidding Demonology Point Buy
The following Packs are a type of Bidding Demonology, the act of binding several smaller and weaker Demons to the will of the user. The user themselves are never Demonic or possessed directly, though other Demonologists who do allow possession of their body consider this very mild and unskilled in the arts of Demonology. Bidding Demons do not have much of a personality and are usually more akin to wild animals or very simple minded creatures. Bidding Demons can be specific lesser Demons of Arken or Void Gods or Estellon Gods. For a full list of Arken and their themes, consult the Silven Page. For a full list of the Void Gods and their themes, consult the Void Worship Page. For a full list of the Estellon Gods and their themes, consult the Estellon Page.
Demon Warlock Pack
- The user gains a passive Demon familiar that follows them around like a domestic pet. It cannot speak or have higher intelligence, but can look like practically anything demonic the player wants them to look like, ranging from a blob of shadowy tentacles, to a miniature satyr. Demon familiars are more often than not corrupted things that exist in Aloria, horribly mutated. Demon Familiars can also share mutations with the host, but cannot be used in combat roleplay.
- The user gains a form of Demon-fueled telekinesis. They can move or operate (non weapon) objects from afar, either by summoning smaller Demons from portals or pocket dimensions to do their bidding, or by directly summoning a demonic arm from a portal and having it do what they want it to do. This aesthetic can also passively apply to a Rental/Estate/Base region to perform household chores.
- The user is allowed to apply the Demon aesthetic to any Abilities or Mundane Techniques they have. For example, they might summon a small fire Demon to cast their Fire Magic for them. This does not change the mechanics or origin point or distance rules of the Ability, it is purely aesthetic by nature, but allows a great deal of design freedom.
Demon Hexlord Pack
The user binds and summons smaller Hex-Demons who place all kinds of negative effects on those affected by the Link Powers they grant. This Pack grants three Link Powers of which the host can only use one at a time, though they can stack if multiple Demonologists use them on the same Target. The user can engage in Combat Roleplay while one of these Abilities is active, and being attacked does not break them, only leaving Emote Distance and any anti-Link Powers will break them.
|Ability Name||Ability Type||Ability Range||Ability Description||Modifiers|
|Enfeebling Hex||Link Power||Emote Range||Grants the user Enfeebling Hex||N/A|
|Weakening Hex||Link Power||Emote Range||Grants the user Weakening Hex||N/A|
|Slowing Hex||Link Power||Emote Range||Grants the user Slowing Hex||N/A|
Merging Demonology Point Buy
The following Packs are a type of Merging Demonology, the act of binding a stronger and larger Demon that is sentient and has its own personality to the host's body and soul. A Merging possession is a lot more complicated, because the host can either voluntarily let the Demon take over their body and be in control of it, though the Demon can also seize control of the host's body and blank out their memory and awareness of their own actions (though the latter is far less common if the Demon was subjugated). These Higher Demons (one rank below the Greater Demons found in Sihndar lore) are usually styled after the Void Gods/Estellon Gods or Arken, depending who created them (see links to pages above for references to themes). It is possible for an Arken or Void God/Estellon Gods to have forced a Higher Demon into a host, as a form of involuntary Infestation. In such a case, the Demon may be hostile to the host and forcibly take over whenever it wants to screw with them. Because of the influence of a higher demon, a character cannot combine Merging Demonology with Anchoring Demonology.
Demon Alter Pack
- The user has a Demon Infestation, meaning a second personality and second identity resides within their body separate of their own. This Demon can speak through them, act through them, and may have been submitted into a contract to only act when permitted, or feel bold enough to control the host whenever it feels it needs to, or wants to. Additional aesthetics when the Demon is in control are permitted, like glowing eyes, or a ghostly overlay.
- The user has a Demonic Form when they let the Demon take over their body fully, and change their entire body into a so-called Demon Form. The Demon Form can act as a disguise, but must always look the same, and can have wide ranging aesthetic appearances, based on the theme of the Demon, though must remain vaguely humanoid in appearance. If the user possesses a Vampire/Cahal Form, the Demon and Vampire/Cahal Form are the same.
- Demonic Form: Demonic Forms can have a number of additional traits such as extra arms, eyes, horns, wings, tails, spikes, tendrils, appendages and more. It is important to remember however that a Demon Form is purely aesthetic when it comes to Combat Roleplay, so for example, extra arms cannot be used to wield extra weapons, though outside of Combat Roleplay they can be functional to perform non-hostile/competitive actions like pouring a drink or holding an item.
- This Special cannot be combined with, or used at the same time as, any other Disguise Ability or Special.
- Players may design their own Demon Form, but the description must be placed on a Character Application under “Demon Form” somewhere in Abilities.
- The Player may decide that their Demon Form is unrecognizable from their normal appearance, or has the same face. It functioning as a disguise is optional.
- The user can steer other Abilities through the Demon Form as if the Demon grants them. For example, even if the user used Point Buy for Magic Packs, it is permitted to change the backstory and say that these Magic Packs instead came from the Demon. They may also apply the Demon's aesthetic to all Abilities, for example, if the Demon's theme is chains, they can use chains instead of Fire Magic's native fire aesthetics for its Specials and Abilities.
Demon Weapon Pack
- The user has a Demonic Infested Weapon, meaning a weapon they have used to ritualistically bind a demon to, where that demon is permanently trapped and resides. This Demon can speak through the weapon, or through them while wielding the weapon, and may have been submitted into a contract to only act when permitted, or feel bold enough to control the host whenever the host is wielding the weapon.
- The user has a singular Demonic Weapon, that has an always defined shape, but can have minor alterations depending on how much 'control' the Demonic Weapon has. This can include more pronounced demonic features, glowing lights, smoke, etc.
- The Demonic weapon can be a singular melee weapon, or a singular ranged weapon (including firearms). This weapon can have any number of unique demonic features determined by the player, such as color, shape, extra spikes, lights, eyes, mouths, etc, but is always obviously known as a demonic infested or influenced weapon. Whatever the extra features are, they do not confer any extra bonuses or combat effectiveness to the weapon.
- When the user is wielding the demonic weapon, they can choose to have aesthetic 'corruption' effects radiating out from where they hold the weapon, even covering most of their body while the demonic weapon has taken control of them.
- This pack cannot be combined with the Demon Alter pack.
- The user gains the following Ability:
|Ability Name||Ability Type||Ability Range||Ability Description||Modifiers|
|Weapon Summon||Summon Power||Self||Grants the user Weapon Summon||Demonology Modifier|
Anchoring Demonology Point Buy
The following Packs are a type of Anchoring Demonology, the act of binding a stronger and larger Demon that is sentient and has its own personality, but specifically not housing the Demon inside the host, yet feeding it with the host's power and soul. Anchoring Demonology Point Buy is a bit more unique because it offers roleplay opportunities. An Anchored Demon can be played by another player, or the player themselves can play them, but if the player themselves plays their demon, they cannot have both summoner and demon present and active in the same scene at the same time (except briefly when summoning/de-summoning). An Anchored Demon is a separate entity from the host that can freely move around and away from the host, but must always return to the host because they feed off their power, and must in most instances, follow their commands (unless they are being rebellious, or the host failed to fully subjugate them). Because of the influence of a higher demon, a character cannot combine Anchoring Demonology with Merging Demonology.
Demon Attendant Pack
- The Demon Attendant Pack allows another chosen player (or themselves) to portray the role of a user's Demon Attendant. They may make their own Character Application, but their Proficiency spread is always the same: 7 Point Buy Divided between (player choice): Magic, Wisdom, and Charisma, with Point Buy within them following normal rules. Demon Attendants can only spend their Magic Points on Spell Point Buy. They do not gain Racials, because they are not of a Race, and cannot be afflicted. Demon Attendants cannot have their Stats altered or changed in any way (positively or negatively).
- Demon Attendants always have the Common Language, plus their Summoner's Native Language (it must be exactly that language and not changed).
- Demon Attendants have two forms: Corporeal, and Incorporeal. They are both visible, but the Demon Attendant can only interact with the world while Corporeal. Incorporeal Demon Attendants can still see and speak through their Demonologist, but no longer use any Abilities, or interact with the world.
- A Demonologist can summon or de-summon their Demon Attendant. Summoned Demon Attendants always start as Corporeal. Un-Summoned Demon Attendants are not visible or present, and are inert. Demon Attendants can refuse de-summoning.
- Demon Attendants cannot be killed, though also do not surrender Kill Perms as a result. Each Corporeal Demon Attendant has a pool of 5 Hitpoints, meaning after 5 unique mundane attacks, or Abilities or Mundane Techniques with specific harm applied, they are rendered inert, and phase out of reality back to their incorporeal state. They return to their Corporeal state after 30 minutes, with full Hitpoints.
- Demon Attendants can look like whatever the player has creativity to imagine, so long as they are vaguely Humanoid. A Demon will always be able to identify other Demons, and will always hate Demons of opposing Dimensions. Demon Attendants should roughly have theme designs corresponding to the Arken or Void/Estellon God they were inspired by and feel affiliation towards them.
- Demons are generally entities of desire, so a Demon Attendant should never just be a background character, but crave attention and more importantly action and experiences. This is not recommended for timid players or players who generally struggle to seize part of the conversation or scene for themselves.
- Attendant Demons require a lot of communication between host and Attendant. It is generally recommended that OOC agreements about asking each other to log on are made. The Attendant Demon should not start overly and independently acting from the host. While it is okay to occasionally wander away from the host, the Attendant should ideally always remain in Emote Distance of the Host (if played by another player).
- Demons usually have Katharic first names only for the Nelfin, and Suvial for the Suvial Karamatologists, though Ailor summoned and bound Demons usually have Latin names, which is a reference to early Ailor language formed under the slave communities of the Allorn Empire. Other Races usually name their own Demons. Demons in theory have a name themselves, but will never share it, because names give power.
- If a player is actively playing a Demon Attendant, they are not allowed to play another character (even on an alternate account) in the same scene.
- Looking for a player to be your attendant Demon, or looking or a Demonologist to be your host? Consult your friends group first, it is always easier to find a way in roleplay there. If that does not fulfill your needs, consider putting an OOC request or advertisement on the Rp Community Discord, looking for Demon/Demonologist.
- Demon Attendants have innate Shapeshifting Abilities that do not count as a disguise. They can change their size, gender presentation, race presentation, and much much more, so long as their silhouette remains the same, and their identity is never obfuscated from their design, or their themes become invisible.
The Nuance of Demonology
Demons are never strictly evil, and Demon hosts are never strictly blameless when they are forcibly infested. Demonology is a lot more complicated than meets the eye, and a surface reading cannot fully explain the subtext of how Demon relations function. While there certainly are Demons who loathe to exist, there are also plenty of Demons who, like the Arken, enjoy the fruits of the living, to experience things and have memories in the world versus the complete nothingness or everythingness of the Void and the Exist. As such, an Infestation is never as obliquely hostile or beneficial to the host. Even in an involuntary situation, a host and Demon might grow fond of one another, and even though a host might say they hate their unwilling passenger, they are secretly very fond of their alter ego, and more importantly the power it brings. There is often a lot of danger in subscribing Demons with anthropomorphized traits, after all, Demons aren't real people and so they aren't capable of feeling exact emotions the way real people do spontaneously, but rather an approximate experience based on what they think it should be like. Equally however, religious dogma brushes Demons with an all too generalizing approach, to say that all Demons are self serving assholes is not exactly correct either. Like Arken, Demons are morally gray until their actions are directly and indirectly defined by their host and how society around them reacts to them. Demons are capable of actions of great mercy and godliness on accident, or actions of great evil and decay without meaning to.