SATANISM

The worship of Satan is a Christian heresy and was the sin imputed to the thousands of witches burned in Europe during the 15th, 16th, 17th and 18th centuries. Although the Satan-worshipping religion was a creation of the witch hunters, it is included here because of the strong influence it had on European folklore. The rites and practices of Satanists are a parody of Christian rites and practices, and a Christian society will unfailingly persecute Satanists. Other religions will be more inclined to judge the witch by his or her actions. Since the central doctrine of Satanism is the pact with the Devil, considered to be the great force for evil in the world, reactions will tend to be negative. The Satanic Cleric(Witch) will sell his or her soul for great temporal power. The basic unit of organization is the coven, composed of 6 men, 6 women and a coven leader. A Witch will usually have Mage or a Fighter Disciplines, although any sort of profession may be coupled with Satanism. However, a Satanist may not employ the Mage Spell List, Demonology.

HEALING: A Witch may not employ the DoM 10 Spell, Raise Dead.

HIERARCHY(sk)

Base Statistics: (Faith+Magic Talent+Intellect)/4

DoM 1) Initiate

The Witch is initiated into the coven and its practices.

DoM 2) Novice

The Witch signs a pact with the Devil promising his or her soul when they die. Once the Character has achieved this DoM, he or she may not be raised from the dead. At this time the Witch will receive a Familiar as detailed in DoM 1 of Granted Powers, if he or she has not yet received a Familiar.

DoM 3) Coven Member

The Witch becomes a Coven Member in good standing. The Witch adds +1 to his or her Cast Chance when casting any of the Satanistic Spell lists.

DoM 4) Senior Coven Member

The Witch becomes the head of the six individuals of his or her sex. Satan will quite often supply an income at this Degree of Mastery.

DoM 5) Coven Leader

The Witch becomes the Coven leader, quite often by assassination.

DoM 6) Master/Mistress

The Witch becomes the leader of a Coven of Covens (i.e., 13 covens).

DoM 7) Grand Master/Mistress

The Witch becomes responsible for all of the covens in a country or region (i.e., France, or Northern Germany).

DISGUISED HIERARCHY

The Witch may join any of the other eleven religions' Hierarchies, receiving all temporal benefits detailed in the Hierarchy. The Witch will be accepted normally and will rise normally. This deception is aided by Lucifer (the Prince of Lies). This Hierarchy will not aid the Witch in Clerical Learning Rate and may be learned in addition to the normal Satanist Hierarchy. The Witch uses the Base Statistics from the religion's Hierarchy.

APPEALS

Base Statistics: ((Faith*2)+Intellect+Leadership)/6

Special: This Spell List will allow the Witch to ask the various Infernal powers for aid. The Witch cannot compel them and must bargain for any aid forthcoming. Human sacrifice is often a powerful tool in this regard. The more powerful the demon, the more sacrifices needed to win aid. The Witch may not take this Discipline unless he or she has signed a pact with Satan. Detailed descriptions of the various Demons to whom Satanist Clerics may Appeal are contained in the Monster Manual.

DoM 1) Contact Demon Knight

CT: 3 Rounds R: As Needed D: Varies ST: None
The Witch may contact a Demon Knight and bargain for its aid. If agreeable, the Knight will always appear in person.

DoM 2) Contact Power

CT: 3 Rounds R: As Needed D: Varies ST: None
The Witch may contact one of the Powers detailed in the Monster Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Witch), although it may appear in person.

DoM 3) Contact Principality

CT: 3 Rounds R: As Needed D: Varies ST: None
The Witch may contact one of the Principalities detailed in the Monster Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Witch), although it may appear in person.

DoM 4) Contact Dominion

CT: 3 Rounds R: As Needed D: Varies ST: None
The Witch may contact one of the Dominions detailed in the Monster Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Witch), although it may appear in person.

DoM 5) Contact Throne

CT: 3 Rounds R: As Needed D: Varies ST: None
The Witch may contact one of the Thrones detailed in the Monster Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Witch), although it may appear in person.

DoM 6) Contact Cherub

CT: 3 Rounds R: As Needed D: Varies ST: None
The Witch may contact one of the Cherubim detailed in the Monster Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Witch), although it may appear in person.

DoM 7) Contact Seraph

CT: 3 Rounds R: As Needed D: Varies ST: None
The Witch may contact one of the Seraphim detailed in the Monster Manual and bargain for its aid. The Demon will usually just cast a few Spells through the link (they can only affect the Witch), although it may appear in person.

PROTECTIONS

Base Statistics: (Faith*2+Magic Talent)/4

Special: The Witch may not advance beyond DoM 2 unless he or she has signed a pact with Satan.

DoM 1) Accordance (sk)

No Demon will harm the Witch, even involuntarily. This protection does not, of course, extend to the Witch's companions.

DoM 2) Mind Screen

CT: 1 Round R: Self D: 20 Rounds ST: None
The Witch may add +4 to Saving Throws against mental attacks and intrusions.

DoM 3) Shields

CT: 1 Round R: Self D: 20 Rounds ST: None
The Witch may add +1 to all Saving Throws and to damage absorption.

DoM 4) Spell vs. Enchanted Creatures

CT: 1 Round R: 10 foot radius D: 30 Rounds ST: Will at -4
No Enchanted creature, save demons, may approach closer than 10 feet to the Witch, or cast a Spell at anyone in the radius of the Spell's effect, without a Saving Throw against Will with a -4 penalty.

DoM 5) Household

CT: 5 Rounds R: Witch's home D: 1 month ST: None
This Spell will protect the Witch's home from fire, accident and theft.

DoM 6) Major Shields

CT: 1 Round R: Self D: 20 Rounds ST: None
The Witch may add +2 to all Saving Throws and to damage absorption.

DoM 7) Cloak

CT: 10 Rounds R: Self D: 1 day ST: None
This Spell will block all attempts to magically trace the Witch.

DoM 8) Invulnerability

CT: 1 Round R: Self D: 20 Rounds ST: None
This Spell will stop 10 points of cumulative damage which penetrate the Witch's armor, per Round it is in effect, from any and all sources. The Witch takes no damage until the 10 point limit is exceeded in a single Round.

MALEFICIA

Base Statistics: (Will+Faith+Magic Talent)/4

Special: The Witch may not advance beyond DoM 2 unless he or she has signed a pact with Satan.

DoM 1) Minor Curse

CT: Immediate R: 15 feet D: 1 day ST: Faith
The Caster may curse the target with acne, warts, -1 CR, -1 Cast Chance or -1 DR.

DoM 2) Disease

CT: 1 Round R: Touch D: As disease ST: Constitution
The Witch may inflict any disease the Caster knows of on the target. The disease will be at an advanced state and will generally be non-communicable. The effects of the disease are left to the discretion of the Game Master, although there is a section in the Operations Manual.

DoM 3) Ligature

CT: 5 Rounds R: Line of sight D: Until dispelled ST: Faith
This curse will prevent the target from being interested in sex.

DoM 4) Major Curse

CT: 1 Round R: 30 feet D: Permanent ST: Faith
The Caster may blight fields and cattle, make a woman barren or a man impotent, make anyone hideous in appearance, or curse the target with -2 to CR, DR or cast chance. Alternatively, the Witch could cause three targets to suffer from the effects of a Minor Curse.

DoM 5) Pain

CT: 1 Round R: Touch D: 6 Rounds ST: Will
The touch of the Caster causes great pain in the target. If the target fails its initial Saving Throw, the target must make a Saving Throw against Will at -6 to act (even then acting with a -3 penalty to CR and Cast Chance).

DoM 6) Weakness

CT: 3 Rounds R: 15 foot radius D: 10 Rounds ST: Will
Waves of weakness emanate from the Caster. Anyone in the radius of effect when the Spell is first cast and any who enter the radius during the Spell duration must make a Saving Throw or have their Physical Strength drop to 2, leaving them too weak to move. If the Saving Throw is made, the target(s) lose 1 from Physical Strength.

DoM 7) Life Drain

CT: 1 Round R: Touch D: 3 Rounds ST: Magic Talent-6
Once the Caster touches the target, the Witch drains 1/3 of the vitality of the target per round. The drained blood points will replenish the Witch's blood(up to normal maximums) and if the target has any Spell Power Points, these will be drained as well, adding to the Caster's total (up to the normal maximum). When the target is totally drained, it dies and the Spell ends. The target must make a Saving Throw against Magic Talent-6 in order to act. If the Spell is interrupted, it ends at whatever stage of draining was attained.

DoM 8) Slay Living

CT: 3 Rounds R: Touch/20 miles D: None ST: None
With this Spell the Cleric may slay any living creature. If he or she has some example of the target's body (i.e. fingernail, hair, etc.) the witch may slay the target from as far as 20 miles away. Otherwise, he or she must touch the target.

GRANTED POWERS

Base Statistics: ((Faith*2)+(Magic Talent*2))/6

DoM 1) Pact (sk)

The Witch formally makes a pact with Hell. Once a Witch has pacted with these powers, he or she may never be raised from the dead. In return, the Witch receives a familiar (a specialized imp in the form of a small animal). As long as the Witch is within 15 feet of the familiar, he or she will receive +3 to his or her Magical Talent and Faith for purposes of SPP, attaining Degrees of Mastery and Cast Chance. The Witch's Faith and/or Magic Talent may exceed 20 with a Familiar.

DoM 2) Transvection

CT: 1 Round R: Touch D: 120 Rounds ST: None
The Witch receives an ointment that allows him or her and others to fly at a speed of 40 mph (when naked and unburdened). This Spell may not be pushed, and the Witch will usually have a limited supply of ointment. The Spell worked at full effectiveness only when the recipient is nude. The more covered the recipient's body is, the slower the flight.

DoM 3) Information (sk)

The Devil will pass on information that is relevant to the Witch. To receive the information, the Witch must roll under his or her Base Statistic number on a d20.

DoM 4) Material Success (sk)

All of the Witch's mercantile or agricultural enterprises will yield an extra +10%.

DoM 5) Skill (sk)

The witch will add +5% to all of his or her Learning Rate to increase his or her Degree of Mastery in any Discipline.

DoM 6) Physical Prowess (sk)

The Witch may add +1 to Physical Strength, Manual Dexterity, Agility and Constitution.

DoM 7) Lycanthropy

CT: 5 Rounds R: Self D: 120 Rounds ST: None
This Spell imparts true, controllable Lycanthropy to the Witch. While in animal form, the Witch may only be harmed by silver, fire, and magic. The Witch may choose the animal form.