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Demonic Powers

Realm of Strife™ > Character Skills  > Faith > Demonic Powers


The Demonic Faith Path represents faith in Demonic forces and beings, sometimes represented as false gods, and have their root in Corruption and can inflict Curses and Diseases against those that oppose them. Some practitioners of Demonic Powers can even wield the forbidden art Necromancy and Summon demonic creatures to do their bidding. While Demonic faith similarly deals in power bestowed upon the faithful, it is of a much more sinister and subversive nature. Most Demons who would lend their power to mortals care little for what motivates the individual, but rather concern themselves with what they gain from the exchange, ever seeking to corrupt and steal the Soul of Creation.

Demonic power can be harnessed through rituals of appeasement and supplication, or even outright bargained for. However the price of such a bargain can often be much higher than what it appears. Those who choose to follow the Demonic path dabble in extremely powerful but volatile forces, often damning their own souls to the Realm of Abomination. As a corrupt offshoot of the Holy and Divine power of the First Creation, Demonic powers are inherently weak to Holy powers. However, their corrupting influence holds a great deal of sway over the Second Creation, for it is the Substance of Creation that the demons coveted and eventually gained mastery over.

Demonic Faith Passives

Those choosing to EXCLUSIVELY follow the Demonic Faith path have the following passive skills:

  • Primal Counter: All offensive Demonic powers receive +5% critical hit chance against any being of the Second Creation (i.e. Creatures, Denizens, and Dragonkind) or those wielding Primal powers or otherwise benefiting from them (including Craftings and Enchants)
  • Possession: Any Demonic power successfully cast against a Creature has a passive 2% per tier chance to cause the target to be possessed by a demon of a level less than or equal to the target
  • Corrupt Creation: Any Demonic power successfully cast on a target has a passive 5% per tier chance to remove a Primal Aspect or cause a Shapeshifted target to instantaneously revert back to its true form (this occurs out of turn and does not effect the targets own next turn in anyway, but also does not trigger the de-buff clearing effect if they are Specialized in Shapeshifting)

Demonic Faith Disciplines

To Specialize in a particular Holy Faith Discipline requires the use of Secondary Skills, see Specialist Secondary Skills.


Rituals are Tier 0 powers that all Demonic Faith classes have access to by default. They do not require Difficulty rolls and cannot critically cast or fail. The Ritual Discipline cannot be selected as a specialization.


single target unless otherwise specified
Critical Hits: causes double damage or if non-damage has 2x as much resistance to being dispelled
Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next turn


Curses are single target abilities that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect. While they generally do not inflict direct damage they can still benefit from a critical hit and therefore can also critically miss. Only one of each Curse per caster can be active at any time on the battlefield. Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) in order to curse them.
Critical Hits: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means.
Critical Misses: the Curse it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn. In subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally).


Diseases are single target abilities, that last until cured or resisted, persisting even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka hit roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted.
Critical Hits: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1).
Critical Misses: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn


single target unless otherwise specified
Critical Hits: double effects for any power that causes damage, healing or shielding; for Animate dead, may roll HP dice twice and choose which number to keep; 2x resistance to dispelling for any other powers
Critical Miss: power fails, turn immediately ends, caster is Vulnerable until start of next turn; for Animate undead, the power works however the Animated creation will relentlessly seek to attack the caster until it is destroyed


The summoning discipline revolves around summoning demons and demonic entities to do the bidding of the caster. However, a careless summoner will quickly find that the demons will gladly turn on their so called ‘master’.

  • At the start of every Summoner’s turn, if the total Difficulty for all summoned entities currently under the Summoner’s control is greater than their current Faith, they must immediately pass a wisdom test or lose control of all summoned entities as well as lose their entire turn (i.e. if at the start of their turn a summoner has control of an Elemental Imp (Difficulty 5) and a Lesser Force Demon (Difficulty 13) they must have at least 18 Faith.
  • Demons or other summoned entities that are out of the summoners control will usually attempt to kill their summoner, and then treat all non-demons as enemies, following Basic Enemy Tactics
  • Once a summoner loses control of one or more summoned entities they cannot regain control unless they successfully cast the same ability with the equivalent Difficulty on the summoned demon, which changes the ability to Subjugate Demon (roll vs. Demonic Resistance to see if successful)
  • Summoned entities act at the same time in the Turn Order as their summoner; however, if the summoner loses control of them they must immediately roll their own Initiative Score and be placed in the appropriate position in the Turn Order
  • Summoners automatically lose control of ALL summoned entities if they are knocked unconscious or killed.
  • Summoned Demons are worth regular XP if slain
  • While Summoning powers do not inflict direct damage they can still benefit from a critical hit and therefore can also critically miss.

Critical Hits: summons two entities of that type, both of which count towards the total difficulty of summoned entities that the caster can control (Summon: Demon Prince cannot critically hit).
Critical Misses: summoning still works, turn immediately ends, caster is Vulnerable until start of next turn;the summoned entity will attack the summoner until Subjugated

Demonic Faith Powers