• Sense Demons
At this level, the infernalist is able to sense any demons in the vicinity.
Cost: None.
Dice Pool: Perception + Demonology.
Action: Immediate.
Roll Results
Botch: The character fails to sense any demons in the area, and cannot use this ability again for a number of hours equal to the botch level. Ie. -1 botch, 1 hour, -2 botch, 2 hours, etc.
Failure: The character fails to sense any demons in the area.
Success: The character succeeds in sensing demons. Greater success brings a greater clarity to the sense, such as direction or proximity.
•• See Demons
At this level the caster can see Demons, and the marks on their followers.
Cost: None.
Dice Pool: Perception + Demonology.
Action: Immediate.
Roll Results
Botch: The character fails to see any demons in the area, and cannot use this ability for the remainder of the scene.
Failure: The character fails to see any demons in the area.
Success: The character is now capable of seeing demons and the marks on their followers.
System
This spell requires a 5 minute ritual, as well as the roll. It lasts for one scene.
••• Bind and Ward Demons
This spell allows the infernalist to either bind a demon to a specific area, or place a ward to keep it from entering. This works only on one specific demon which must be named at the time of casting.
Cost: None.
Dice Pool: Wits + Demonology.
Action: Extended.
Roll Results
Botch: The character fails to bind the demon or place a ward against it. This ability cannot be used against the demon for the remainder of the scene.
Failure: The character fails to bind the demon or place a ward against it.
Success: The character successfully manages to bind the demon or place a ward against it.
System
This spell requires a ritual, as well as the roll made. A number of successes equal to the demon's willpower must be achieved. To determine casting time, each roll = 1 turn. The spell lasts for 24 hours or until the ward is destroyed.
•••• Summon
This spell allows the sorcerer to summon any demon whose name he knows.
Cost: None.
Dice Pool: Charisma + Demonology.
Action: Extended.
Roll Results
Botch: The character fails to summon the demon in question, and cannot attempt to again for the remainder of the scene. At storyteller discretion, something much, much worse may occur.
Failure: The character fails to summon the demon in question, and must start the spell (and rolls) over again.
Success: The character manages to successfully summon the demon in question.
System
The player rolls and must accumulate double the demon's willpower in successes. The demon summoned arrives in 15 minutes x the number of rolls required to summon it, and during this time the caster must chant undisturbed. A demon summoned this way is by no means required to be friendly to the caster, and may, in fact, be quite put off by it.
Greater Bind and Ward
Greater Bind and Ward allows the caster to Bind or Ward any number of demons with the same rules as in Level 3. Ten successes must be accumulated and the spell lasts for one week, or until the ward is destroyed.
••••• Command
Command allows the caster to command a demon to perform some task, which it must do before it will be released. The caster needs both the house of the demon and its name.
Cost: One willpower point.
Dice Pool: Manipulation + Demonology.
Action: Extended.
Roll Results
Botch: The character fails to command the demon in question, and cannot attempt to use this ability on the same demon for another week. All willpower spent is lost.
Failure: The character fails to command the demon in question, and cannot attempt to use this ability on the same demon for the remainder of the scene. All willpower spent is lost.
Success: The character manages to successfully command the demon in question.
System
The demon must be summoned and bound, as in Levels 3 and 4. The caster then spends a willpower point, then rolls Manipulation + Demonology. A number of successes equal to the demon's willpower must be achieved. This cannot force a demon to break a contract, but it can be used to order it back to the Abyss.
Greater Summon
As with Summon, except Greater Summon can call more than one demon at a time, and certain more powerful demons that may be unsummonable with the lesser level. For mass summonings, half the combined willpower of the group is used.