
School of Fiendology V.2
The school of fiendology is perhaps the only school of magic with a worse reputation than the school of necromancy. Fiendologists utterly devote themselves to the study of the various demons and devils that make their homes in the lower planes of existence. The study of such evil lore, dealing with fiends, and fighting them leaves a distinct and sometimes horrid effect on a fiendologist’s mind, body, and soul.
The vast majority of fiendologists are madmen, sadists, and power hungry wizards who have turned to most evil creatures in all the known planes of existence for power. While the majority are evil, there are fiendologists who seek to use the powers of fiends against the Nine Hells and Abyss; they believe that the sacrifice of their bodies and souls are a small price to pay to gain power to drive off greatest threat to the material plane, demons and devils.
Fiendish Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell which deals fire damage and a spell which summons or conjures a fiend into your spellbook is halved.
Flame of the Lower Planes
Also starting at 2nd, you control over hellish flame has greatly increased. Once per round you can reroll one fire damage die. When you reach 6th level you can reroll two fire damage dice, at 10th level three fire damage dice, and at 14th four fire damage dice per round.
Fiendish Form
Starting at 6th level, you take on a portion of the natural abilities of the fiends. You gain resistance to fire and poison damage. You also gain immunity to the charmed and poisoned conditions. Additionally, when you reduce a creature to 0 hit points with a spell to gain temporary hit points equal to half your wizard level (rounded down) + spell level used to reduce the creature to 0 hit points.
Master Summoner
Starting at 10th level, any spell that you cast which has the effect of summoning or conjuring a fiend, the spell is treated as if it were cast from a spell slot of one level higher than the spell slot expended.
Additionally, when making Charisma or Intelligence (arcana) checks against fiends you add your Intelligence modifier to the roll.
Dominant Fiend
Starting at 14th level, when you summon or conjure a fiend they must make a Wisdom saving throw against your spell save DC. On a failed save the fiend is under the effect of the dominate monster spell for 1 minute.
Variant Rule: Deal with the Devils
Call the Contract
3rd-Level Conjuration (ritual)
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (Blood of a humanoid that died no longer than 24 hours ago, which the spell consumes)
- Duration: Concentration, up to 1 hour
You use your Arcane skills to perform a diabolic ritual using the blood of a humanoid creature that died no longer than 24 hours ago. The ritual contacts one Erinyes (MM p.73) summoner variant, which transports itself to your location. The devil is not hostile unless attacked, if attack the Erinyes is capable of casting plane shift (only to the Nine Hells) 3/day, and if it believes that I cannot defeat the creature or creatures that summoned it, it flees back to the Nine Hells. You are able to negotiate infernal contracts with it and also trade souls for magical objects, as described in the soul trade table.
Soul Trader
The soul of a creature may be worth more than another soul, a creature harvested through soul steal that was destined for the lower planes has a soul value of 1, the soul value of a creature harvested through soul steal that was destined for anywhere else has a soul value. The soul value of a creature harvested through soul rend that was destined for the lower planes has a soul value of 3, The soul value of a creature harvested through soul rend that was destined for anywhere else has a soul value of 4.
Spell Scrolls
| Soul Value | Spell Scroll | Wizard Level Requirement |
|---|---|---|
| 8-15 | 1st-Level | 1st |
| 16-23 | 2nd-Level | 3rd |
| 24-31 | 3rd-Level | 5th |
| 32-39 | 4th-Level | 7th |
| 40-55 | 5th-Level | 9th |
| 56-71 | 6th-Level | 11th |
| 72-87 | 7th-Level | 13th |
| 88-103 | 8th-Level | 15th |
| 104-130 | 9th-Level | 17th |
Magic Items
| Soul Value | Item Level | Wizard Level Requirement |
|---|---|---|
| 10-25 | Common | 1st |
| 25-55 | Uncommon | 3rd |
| 55-70 | Rare | 5th |
| 70-120 | Very Rare | 11th |
| 120-220 | Legendary | 17th |
Miscellaneous
| Soul Value | Miscellaneous | Wizard Level Requirement |
|---|---|---|
| 10-40 | Familiar | 1st |
| 1 | 10gp | 1st |
Convenience Verses Core
The Deal with the Devils rule as presented above relies upon two spells detailed later in this pdf, soul steal and soul rend, these spells conflict with the soul cage spell presented in Xanathar's Guide to Everything which places the spell level to capture souls as much higher than the spell level presented here. I have made the decision to keep the spell levels for this new soul trading mechanic at lower levels to allow more spellcasters and players to engage with this mechanic. Should you want to keep the magic required to capture souls at a higher level use the soul rend (alternative) spell and the alternative soul trade tables below.
Alternative Spell Scrolls
| Soul Value | Spell Scroll | Wizard Level Requirement |
|---|---|---|
| 2-6 | 1st-Level | 1st |
| 6-10 | 2nd-Level | 3rd |
| 15-20 | 3rd-Level | 5th |
| 20-28 | 4th-Level | 7th |
| 28-38 | 5th-Level | 9th |
| 38-48 | 6th-Level | 11th |
| 48-58 | 7th-Level | 13th |
| 58-68 | 8th-Level | 15th |
| 68-88 | 9th-Level | 17th |
Magic Items
| Soul Value | Item Level | Wizard Level Requirement |
|---|---|---|
| 1-10 | Common | 1st |
| 10-30 | Uncommon | 3rd |
| 30-50 | Rare | 5th |
| 50-70 | Very Rare | 11th |
| 70-100 | Legendary | 17th |
Miscellaneous
| Soul Value | Miscellaneous | Wizard Level Requirement |
|---|---|---|
| 4-10 | Familiar | 1st |
| 1 | 50gp | 1st |

Fiendish Spells
Claws of Bebilith
3rd-Level Transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Concentration, Up to 10 minutes
You magically transform the hands of a willing creature into the claws of a bebilith. For the duration the claws are natural weapons, which you can use to make unarmed strikes. You attacks are considered magical for the purpose of overcoming resistances, your unarmed strikes deal 2d8 + your Strength modifier slashing damage. Additionally, for the duration of the spell you have advantage on unarmed strike attacks made demons.
A creature can attempt to can cantrips and spells however, a creature affected by Claws of Bebilith must make a DC15 Intelligence (arcana) check, on a successful one the spell is cast as normal, on a failed check your spell slot is expended and the spell fails.
Dance of Ruin
3rd-Level Evocation
- Casting Time: 1 Action
- Range: self (30 foot radius)
- Components: V, S
- Duration: Instantaneous
You dance around wildly and chant, with a wave of crackling energy emerging from you. All creatures, other than fiends and tieflings, within a 30 foot radius of you must make a Constitution saving throw, taking 4d12 force damage on a failure, or half as much on a successful on.
At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage increases by 1d12 for each slot level above 3rd.
Devil's Ego
2nd-Level Transmutation
- Casting Time: 1 Action
- Range: Range
- Components: V, S, M (A small amount of sulfur)
- Duration: Concentration, Up to 1 hour
You augment creature with the fel nature of the Nine Hells, with the creature gaining a forked tongue. When you make Charisma checks and saving throws you add 1d6 to your rolls. Additionally, you gain immunity to being charmed, and you are treated as a fiend for the purpose of spells and magical effects.
Diabolic Tongue
4th-Level Transmutation
- Casting Time: 10 minutes
- Range: self
- Components: V, S, M (The tongue of a devil)
- Duration: Concentration, Up to 1 hour
For the duration of this spell your Charisma is 19 (unless it was higher), you are able to speak, read, and write abyssal and infernal, and you gain advantage on all Charisma checks and saving throws.
Fiendcall
4th-Level Divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (The blood of a creature that died no more than 24 hours ago)
- Duration: Concentration, Up to 10 minutes
You tap into demonic and diabolic knowledge, you gain advantage on all Intelligence (arcana), Intelligence (history), and Intelligence (religion) checks relating to both demons and devils for the duration. Fiendcall cannot provide you with information that has been purposefully and effectively kept secret, like a demon's or devil's true name, however, it can provide you with the information as to where or how the true names of demons and devils can be found.
Fiendflesh
3rd-Level Transmutation
- Casting Time: 1 Action
- Range: Touch
- Components: V, S, M (The flesh of a fiend)
- Duration: Concentration, Up to 1 hour
You touch a who's skin transforms into a leathery hide, twisted, malformed, and marked with demonic symbols. until the spell ends the target's AC is equal to 8 + your proficiency modifier + your spellcasting modifier. Additionally, the targeted creature gains resistance to fire.
Fiendish Quickening
3rd-Level Transmutation
- Casting Time: 1 Action
- Range: Self
- Components: V, S, (preserved blood of a fiend or tiefling)
- Duration: Concentration, Up to 1 minutes
For the duration of the spell, you can use a bonus action to teleport yourself to a point you can see within 30 feet of you. A creature does not have the opportunity against you if you leave melee range through teleportation. Additionally, for the duration you gain resistance to fire, if you do not already have it.
Hellflame
5th-Level Evocation
- Casting Time: 1 Action
- Range: Self (30 foot cone)
- Components: V, S, M (sulfur)
- Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, an unending geyser of crimson, black, and green flames spews forth. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 6d8 fire damage, which ignores fire resistance on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 6th Level or higher, the damage increases by 1d8 for each slot level above 5th.
Hellflame Storm
9th-Level Evocation
- Casting Time: 1 Action
- Range: self (240 feet radius)
- Components: V, S, M (Hell Iron)
- Duration: Concerntration, up to 1 minute
You touch the ground at your feet creating a storm comprised of crimson, black, and green flames from the Nine Hells themselves. You become immune to the effects of the hellflame storm for a long as you maintain concentration on the spell. All creatures within 240 feet of you must make a Constitution saving throw, taking 10d8 fire damage, which ignores fire resistance on a failed save, or half as much damage on a successful one. Creatures that end their turn within the affected area must repeat their saving throw.
Creatures that are killed or reduced to 0 hit points are transformed into Lemures (MM p.76) who immediately plane shift to the Nine Hells.
The storm dissipates 2d8 rounds after the spell fails.
Soul Steal
1st-Level Necromancy
- Casting Time: 1 Bonus Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You divert the soul of a creature that died within the last minute into a nonmagical object you are holding.
Soul Rend
2nd-Level Necromancy
- Casting Time: 1 Bonus Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You target a creature and attempt to rip its soul from its body. The targeted creature must make a Wisdom saving throw. On a successful save the creature takes 1d8 necrotic damage, or half as much on a successful one. A creature that is reduced to 0 hit points as a result of soul rend, is humanoid, and has a hit point maximum of at least 10 has their soul ripped from their body, prior to death, allowing you to transfer their soul into a nonmagical object on your person.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Soul Rend (alternative)
7th-Level Necromancy
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You target a creature and attempt to rip its soul from its body. The targeted creature must make a Wisdom saving throw. On a successful save the creature takes 6d8 necrotic damage, or half as much on a successful one. A creature that is reduced to 0 hit points as a result of soul rend, is humanoid, and has a hit point maximum of at least 10 has their soul ripped from their body, prior to death, allowing you to transfer their soul into a nonmagical object on your person.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.
Summon Bebilith
3rd-Level Conjuration
- Casting Time: 1 Action
- Range: 90 feet
- Components: V, S, M (A chunk of iron)
- Duration: Instantaneous
You summon a bebilith, a CR4 demon that hunts other demons, in an attempt to have the bebilith kill or fend-off another demon. This spell is a risky proposition, as the bebilith can be as likely to attack the conjurer that summoned rather than another demon. You summon the bebilth in an unoccupied space you can see within range. Roll Initiative for the bebilith, which has its own turns. The actions and nature of the bebilith is determined by the bebilith action table.
When you cast this spell make an Intelligence (arcana) check, the result determines the action of the bebilith when summoned.
Bebilith Action Table
| DC | Action |
|---|---|
| DC 10 | Bebilith attacks the creature that summoned it. |
| DC 15 | Bebilith is hostile to all creatures and attacks any creature (of the DM's choice), within 120 feet of where it was summoned. |
| DC 20 | The Bebilith attacks the demon, until either the demon or nobility flees, if the Bebilith survives it then attacks the summoned and its allies. |
| DC 25 | The Bebilith attacks the demon, until either the demon or nobility flees, thereafter the bebilith flees without attacking the summon and its allies unless attacked. |
When you cast this spell using certain higher-level Spell Slots, you can summon an additional bebilith for every two spell slots above 3rd level.
Image Credit
In order of appearance.
Blood War by Mike "Daarken" Lim Source
Infernal Calling, in Xanathar's Guide to Everything
Bebilith, in 4th Edition Monster Manual II
Bebilith
Huge fiend, Chaotic Evil
- Armor Class 15 (Natural Armor)
- Hit Points 76 (8d12+24)
- Speed 40 feet
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 11 (+0) 14 (+2) 7 (-2)
- Saving Throws STR +6 CON +6
- Skills Athletics +6, Perception +5, Stealth +5
- Damage Resistances Cold, Fire, Lightning
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses blindsight 30 Ft., Darkvision 60 ft., Passive perception 15
- Languages Abyssal, Telepathy 120 Ft.
- Challenge 4 CR (1,100 XP)
Bebilith Grapple. The bebilith can plane shift an unwilling creature it has grappled.
Innate Spellcasting. The cebilith's innate spellcasting ability is Wisdom (spell save DC 12, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components
1/day Plane shift
Magic Resistance. The bebilith has advantage on Saving Throws against Spells and other magical Effects.
Actions
Multiattack. The Bebilith makes one bite attack and one claw attack.
Bite. Melee weapon attack: +6 to hit, Reach 5 Foot, one target. Hit: 12 (2d8+3) piercing damage plus 7 (2d6) poison damage.
Claw. Melee weapon attack: +6 to hit, Reach 10 foot, one target. Hit: 8 (2d4+3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or grappled by the bebilith.
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).
