To summon a demon a sorcerer must know the spell of
Conjure Demon. This spell searches through the Spheres to find a creature
dwelling there and bring it to the plane of the caster. On a normal success, a
totally random specimen appears. On a special success, the caster's POW is
doubled in all attempts to control the conjured demon. On a critical, the caster
is considered to have summoned a member of a Breed. (Breeds may be summoned with
a normal Summon spell thereafter).
Summoning are essentially alike, but breeds or individuals
may require special ingredients, procedures, or location. Every demon resents
being summoned. Though negotiations may soothe them, some demons do their
best to spite the sorcerer who have called them.
In summoning a demon to negotiate, the summoner sacrifices
magic points for the demons characteristics, abilities, and skills.
The Ritual
A summoning usually takes place inside a binding and
normally takes 1d8 hours. Each summoning requires the sacrifice of at least nine
magic points. If a particular breed is wanted the sorcerer must specify
the breed or a True Name of an individual demon.
Defining the Demon
If an unknown demon is being summoned then it must be
defined. This is done with the magic points sacrificed during the ceremony.
The magic point cost per ability, stat, or skill is listed in the Demonic
Abilities table
Negotiating
The sorcerer should have in mind something to exchange for
the demon's services. If the negotiation succeeds, the demon then
undertakes one limited task, and does it to the best of its ability. A
limited task is some clearly finite action: "Let no one open this door for a
year and a day". A demon would demand much more for this task than it
would to defend it for one day.
The sorcerer's most common offer is to return the creature to its own plane
after performing the desired service. But this must often be supported by
promises of sacrifices, POW, etc... It is also wise to extract from the demon a
pledge to do the summoner no harm. To see whether the demon agrees to the
magician's bargain, the GM roll a D100. If this is below the binder's CHAx3%,
the demon will obey. If not, the demon will betray the summoner at some time and
possibly attack him. The GM should keep the dice roll secret until the demon
acts: Dealing with demons is always risky business...
A mortal can either offers his/her own life force, in the form of worship, or
the one of another sentient being in sacrifice. He can pledge to serve the demon
lord for a certain period of time, or for the eternity of his afterlife. The
successful summons of a demon lord creates a psychic bond between the demon and
the sorcerer. As the sorcerer can attempt to summon the demon more easily, so
can the demon summon the sorcerer to his plane.
Demons or spirit lords cannot be compelled by mortals, and the human must
offer some form of bargain to gain the otherworld lord's cooperation. The player
attempting the summons should be aware of this and have some sort of offer
ready. Demon lords cannot be bribed with material possessions. They feast on
other things: sometime on pain, beauty or sanity, sometime on life force and
services. The following example of a successful bargain with a demon lord was
sent to by Sandy Petersen. After reading the text, none of player ever
attempted a summon again. Enjoy...
You finish the incantation exactly at midnight, as
prescribed by the ancient book. After lighting the seventy candles in
counterclockwise order around the circle, you lay the trail of kinsblood in
an outgoing spiral. Then you pour the Unholy Ale upon the floor and speak
the Word that cost you your thumbs and big toes to learn. Nothing happens
for a minute or two, then a dim light begins to shine from the horizon, as
though it were almost sunrise, but from every direction at once. Suddenly
there are lightning flashes overhead in the clear sky, and a deep corrupt
Voice booms from beneath the Earth:
WHAT IS ASKED?
Tremulous, you make your demands.
HAVE YOU A TOKEN?
You hold up the bloody form of your dead kinswoman.
NAY, the Voice thunders. THIS IS THE SECOND OF
TIMES. HAVE YOU A TOKEN?
This time the Voice sounds closer, more eager.
Confused and frightened (this wasn't in the books),
you present the sacrificial dagger.
The Voice groans, so softly you can barely hear It,
but a dismal hunger slices through every word. Gently, It speaks,
NAY, MY SON. THIS IS THE THIRD OF TIMES. HAVE YOU A
TOKEN?
Suddenly the light over the horizon vanishes. The
thunder ceases. Everything is still. You hear your heartbeat, but nothing
else. What the Hell does It want? Your fevered brain flashes through
possibilities. Suddenly a wind springs from nowhere, the table overturns,
the candles are extinguished. You fall to the ground, engulfed in total
blackness. Huge claws grip your head and body and in desperation you pluck
out your own eyes and hurl them into space, shrieking with pain and terror.
The claws release you, the wind vanishes, but you no longer can see to tell
if the light has reappeared.
The Voice speaks as before, quiet, eager, but no
longer a-hungered.
BETAKE YOURSELF TO THE GATE, AND YOUR ASKING WILL
BE GRANTED.
Scrabbling on hands and needs, blood pouring from
your eye sockets and drenching the front of your robe, you climb the hill to
the ancient ring of stones. Almost dead from pain, fatigue, and terror, you
collapse in the center of the ring.
The Voice now speaks again, whispering softly, and
seemingly right by your ear.
MY SON, THE FACES OF DECEIT ARE YOURS TO COMMAND.
Then the voice whispers the names of the Five Faces
of Deceit and at last departs.
Something furry, clammy, and stinking of rot
nuzzles your cheek. You pull back, but it chatters in speech, "I am high
Magikin. I am your slave, and you are now and forever my master."
It licks your gory eye sockets and the pain
dwindles. Your hands grope over the creature, and you feel that it is
vaguely catlike, with prehensile hands and a human face. It chatters again.
"The names of the Six Faces of Deceit, spoken
aloud, tap the Sacred Might of the Powers you conversed with tonight. When
you Speak the First Name, you lose a year of your life. The Second Name is
two years, and so forth. Each Name taps into a different Aspect of the Six
Faces of Deceit. The Titles of the Faces, which are safe to speak aloud (but
not their Names) are, order; ENVY, LIAR, THEFT, BETRAYAL, and MURDER."
You ask, "Magikin, you speak of Six Faces of
Deceit, but you, and the Voice each told me but five Names."
Magikin chirps, "The Sixth Face of Deceit is your
own face. The Sixth Name of Deceit is your own name. The Sixth Title of
Deceit, which it is safe to speak, is that name which you must now choose to
be called among men. Speak your old name aloud, and lose six years of life,
but invoke unspeakable power.
When ever you hear your old name from another's
lips, you shall suffer. Speak each Name but once. If ever you must speak a
name a second time, the years of your life shall be shortened by six times
as much as the first time. If ever you speak a Name a third time, That Whom
you spoke with tonight shall return and do with thee as It wilt."
You mourn, "Magikin. I am blind by mine own hand.
How shall I live? How shall I perform my spells."
Magikin squeaks softly, "I will be thy eyes." And
suddenly you see again, but through Magikin's eyes. The creature leaps upon
your shoulder and curls around your neck. "Let us be off", it squeaks again.
"For I hunger and must be fed." Your lore tells you that a being such as
Magikin may feed on nothing but human milk, and you depart to find it.
Binding
Several bindings exist. A demon can be bound as
itself, or can be bound into an object or a place. A binding is good for
the binders life, or until it is dismissed.
Bound demon counts against the binders CHA for a number of
creatures that can be bound at any one time. No matter if the demon is
bound as itself or is an object, a binding object must be created of points
equal to the number of demon characteristics.
The binding itself can be performed in one of two ways,
the demon can be forced into a binding matrix with a Dominate <Breed> spell, or
by sorcerers will (this cost the binder one point of POW and the sorcerer must
succeed in POW vs. POW roll against the demon)
Demonic Abilities
Ability
MP
sacrifice
Range
Chance
Effect
Absorb
Missile
varies
self
10%/MP
Stops
missile; on 99, 00 or 00 for 110%+, missile gets through.
Acid
Blood
varies
touch
auto
Roll
Table damage to weapon; Luck roll or target is also splattered.
Bite
varies
touch
10%/MP
Roll
Table damage.
Burn
8MP
8m
80%
Damage 1d8.
Burrow
varies
touch
auto
Tunnel
through wood, earth, and stones, 1 yard per MP per hour.
Carapace
varies
self
auto
Increases
armor as per Roll Table, per magic point sacrificed.
Claw
6MP
touch
60%
Damage
1d8 +db per claw.
Characteristics
1MP
self
auto
per 1d8 in any Characteristic the demon possess. All
demons have at least 3d8 POW and 1d8 INT. Demons have to be complete
creatures.
Cling
varies
self
1
MP/hour
Clings
to ceiling, etc., 1 MP per hour &+10% Climb skill per MP.
Dazzle
varies
sight
10%/MP
Blinds
single target for # of rounds" to MP sacrificed; target's eyes
have POW x3% chance to be closed.
Demon
Armor
varies
self
auto
Replaces the AP of the armor with
own, as per Roll Table, per MP sacrificed.
Demon
Shield
varies
self
auto
Replaces the AP of the shield
with own, as per Roll Table, per MP sacrificed.
Demon
Weapon
touch
varies
auto
Demon's damage
bonus is added to the weapon's damage; demon chance increases with magic points
sacrificed, but human wielder uses his/her skill.
Dimensions
20MP
self
auto
Travels
between home plane and summoning plane; each leg traveled costs demon 1 CON; can carry its
own SIZ or less; INT-memory loss on 00 result.
Distend
varies
self
auto
Distend,
enlarged body part x1 length per magic point sacrificed.
Drain
Soul
10MP
touch
POW
vs. POW
Robs
1d8 magic points until zero, then robs 1d8 POW until death.
Dust
varies
1m/MP
auto
Obscures
vision for remainder of round; clears at start of next round.
Explode
varies
touch
Wrestle%
Roll
Table damage, as per magic points sacrificed.
Exsanguinate
varies
touch
10%/MP
drains
1d3 hit points per round
Familiar
10MP
touch
auto
Acts as a x3 POW multiplier for the binder.
Fog
varies
10
m/MP
auto
Exudes
stinking obscuring fog, 1 yd wide and 2 meter deep per MP.
Freeze
varies
1
m/MP
10%/MP
Damage 1d8 cold; weapon may break when used.
Gore
varies
touch
10%/MP
Damage
1d8+2, +db if charging.
Gout
Fire
varies
1m/MP
10%/MP
Damage
1d8 fire.
Hear
3MP
sight
CON
x5%
Can
listen to distant sounds; 99, 00 the report is misleading.
Knowledge
varies
self
10%/MP
Answers
reference questions; 99, 00 the report is wrong. Must
possess INT and POW = >1/5 of the skill. A demon with Plants Lore of 55%
must have a minimum INT and POW of 11.
Leap
varies
self
auto
Jump
3 meters high or 5 meters long per MP; add 1 passenger for 1/2 SIZ in MPs.
Lift
3MP
self
auto
Lifts
and carries STR x3.
Locusts
10MP
touch
auto
Damage
1d8 per round in tiny bites.
Manipulate
varies
touch
10%/MP
Builds,
fixes, or does something. Must possess DEX = >1/5 of the
skill.
Paralyze
7MP
touch
CON
vs. CON
Temporary
paralysis; roll CON x1 or less to end effect.
Quills
varies
10m/MP
10%/MP
Damage
1d8+1 per hit, range is 10m per magic point sacrificed.
Regenerate
3MP
self
auto
Regains
1 hit point per round.
See
3MP
sight
CON
x5%
Sees
distant objects more closely.
Seer
varies
place
POW
x5%
Views
past, 1 year further back per magic point; on 99, 00 cryptic result.
Shape
Change
demon
SIZ
self
auto
Alters
to one or more other forms.
Sleep
5MP
sight
POW
vs. CON
Puts
target to sleep for at least an hour.
Smash
varies
touch
10%/MP
Roll
Table damage +db.
Snout
3MP
touch
CON
x5%
Tracks
recent scent trail; 99, 00 loses trail.
Soul
Sight
varies
POW
x 5 in meters
auto
Detects
and identifies magical auras, defines target POW in terms of self.
Stinger
varies
touch
10%/MP
Damage
1d8, plus venom of POT = demon CON.
Suture
varies
touch
auto
Restores
1 hit point per MP sacrificed; leaves repulsive scars, etc.
Teleport
10MP
self
auto
Teleports
self, and passenger; each trip costs demon 1 CON.
Tentacle
varies
touch
10%/MP
Damage
1d8; armor does not help against this attack.
Tongue
varies
1m/MP
10%/MP
Grabs
target and moves it to its mouth; one STR vs.
STR chance to get free.
Vomit
Acid
varies
1m/MP
10%/MP
Roll
Table damage, damage not lessened by distance.
Wardpact
10MP
self
auto
Immune
to one class of weapon upon approval of Chaos Lord.