Wizard
Base Class: Wizard

Schools of Fiendish Study usually specialise on one particular area of the lower planes' magic. Devilish Arcana focuses on the nine hells, such as the organisation of evil, the deals with devils and the secrets held by the damned. To gain this knowledge a spellcaster must lower their ideals closer to devils, perhaps in an infernal deal similar to warlocks or a forgotten text in infernal. The power of a true name is prevelant in Devil society, along with talismans, both of which devils keep hidden and close to their dead hearts.

Scholars of this school often are the intermediate of contracts between devils and mortals or draft their own contracts. They say proprietors of tabboo magic such as Mephistopheles and Titivilus lent mortals the first of this school, for a steep price of course.

Underworld Contact

You add the find familiar spell to your spellbook if it is not there already. When you cast find familiar you can summon a imp, who you know the true name of. If you consult the imp while making an ability check on devil lore, the imp gives you advantage on that ability check.

Additionally you learn to speak and write Infernal.

Twisted words

Additionally at 2nd level, your tongue has a silver touch like a devils' and you can add your intelligence modifier to charisma checks you make with non-good creatures. Furthermore your spellbook is transformed with devilish countermeasures in order to contian a library of fiendish secrets and arcana. Your spellbook gains the following properties:

  • The writing in your book becomes a dark tongue illegible to anyone except you. An archdevil ignores this feature.
  • The gold and time you must spend to copy a spell written in infernal into your spellbook is halved.
  • If you loose your spellbook you can perform a 1 hour ritual to summon the spellbook back to your person.

Additionally you can use hellish items as your arcane focus such as a soul coin, burned angel feather, demon horn, Etc.

Deal with Devils

At 6th level, you begin your journey to dealing in ways similar to the devils you study. You add the magic circle spell to your spellbook if it is not there already. When you cast magic circle (as an inverted circle), you can tempt a devil from the nine hells to enter through a small one way portal into the magic circle to craft a deal. During the casting of the spell choose a type of devil with a CR equal to or lower than your Proficiency Bonus which appears inside the magic circle at the end of casting the spell.

After summoning the devil it acts in a Cordial matter towards you, as it chose to be summoned to make an infernal contract with you. In writing the contract with the devil, make an Arcana (intelligence) check apposed by the devil's Persuasion (charisma) check. If you fail, the devil is unsatisfied with the deal and returns to the nine hells once the duration of the magic circle spell ends. If you succeed you give the devil something it desires in return for the services of the devil. This may be the true name of another devil, a mortal's soul, the death of another demon, devil or mortal or political knowledge of a particular keep. Lower level devils will usually grasp for whatever powers they can, as such their demands will not be too grand. If the devil is particualrly intelligent the DM may choose for the devil to issue specific clauses in the deal which benefit itself in sneaky ways, such as with clever word play and flowerly language. Unintelligent devils won't bother trying to decieve you, simply taking whatever prize is rewarded for their end of the bargin. If you know the true name of a devil eligable for being summoned by this feature you can choose to summon it instead and you have advantage on checks with that devil. If you and a devil wish to do businuss again the devil can mark itself to be summoned by the spell again if you choose to summon it's type of devil again.

The devil can complete any task agreed upon to the best of its ability (and to the specifics of the wordings of the deal) as possible over the course of the next 24 hours. This may include killing a particular person, delivering a message or guarding you while you sleep. If the devil sees the request as too far out of its abilities or simply too much of a trial even with a great reward your DM may rule you have disadvantage on the initial check or even fail completly if the request is too outlandish. If the act does not include something within the devil's allignment you also have disadvantage on the initial check to make the contract. If the devil drops to 0 hp while completing the deal outside the nine hells it dissapears before reforming some time later in the nine hells.

You can only have a number of contracts in progress equal to your intellignece modifier (min 1.) and each contact magically manifests as a slab of infernal iron on which the terms of the contract are written and signed in infernal. Infernal contracts are written and enforced in Aasmodeus' name. If you break the terms of the contract make a Constitution saving throw (8 + CR of devil summoned + Devil's Charisma mod) or take necrotic damage equal to 2 x your wizard level. If this damage decreases you to 0HP you die and your soul reforms in the river styx as a Lemure

The Devil in the Mirror

Beginning at 10th level, you have become slowly corrupted by interacting with the lower planes for so long. You gain resistant to fire and poison damage and are immune to the poisoned condition. Additionally, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

The nine hells has also corrupted your appearance in subtle ways. You gain a devilish feature such as small horns, a small tail, a forked tongue or devil's eyes.

Mortal Wishes

Starting at 14th level, youno longer need to rely on the magic of other devils to create infernal contracts and can create your own between you and other humanoids. You are no longer restricted to just devils when making an infernal contract and can now make deals with humanoids aswell. When making a deal with a humanoid follow the same rules as with the Deals with devils feature when it comes to dealing and crafting the contract. If you do not bargin for services from the humanoid you may instead ask for a "soul debt" from the creature. This is akin to a devil receiving a creature's [Tooltip Not Found] when it dies. Most mortals do not have experience with devils and as such you have advantage on making deals with creatures who have not made deals with devils before as long as they are not good-alligned and are inclined to make a deal.

You may only have a number of "soul debt"s equal to your proficiency bonus at one time, which manifests as a hollow infernal-iron coin about 5-inches in diameter with no magical properties. Devils will highly seek these items and as such you have advantage on creating a contract with a devil if you are offering the devil a "soul debt" in your possession. In order to gain a "soul debt" the creature must have a soul to barter, such as not having a "soul debt" to another creature and possessing a soul in the first place. 

The number of infernal contracts you have with mortals counts towards the maximum number you can have in total.

School Of Devilish Arcana Image

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