When TSR got the rights to DQ from SPI
they were in heavy trouble with the press because
AD&D was turning thousands of innocent children into
devil worshipping psycho-killers. So they edited out all
the politically incorrect sections that were published in
Dragonquest's first two editions. Perhaps by the end of
this web project I can get all those parts on the net so
you 3rd Edition people can have the official corrupt
version of the game. This is from the 2nd edition, chapter 47 - The College of Greater Summonings. 47. THE COLLEGE OF GREATER SUMMONINGS The College of Greater Summonings is concerned exclusively with the summoning and controlling of entities from other dimensions. All such summonings and associated magical procedures are Ritual Magic. Members of the College of Greater Summonings possess no Talent or Spell Magic as a result of their association with the College. Their power lies exclusively in their ability to summon and control beings via the performance of special rituals. All summonings of this College, regardless of the type of being they are designed to summon, are performed in the same manner. First the summoner must perform a Ritual Cleansing of his body (requiring from 1 to 10 hours). Then he must prepare and implement the proper Ritual of Summoning. The Ritual of Summoning, itself, requires only one hour to execute. Once the he has performed the Ritual of Summoning, he may wish to control the entity he has summoned by implementing either a Ritual of Binding or a Ritual of True Speaking. Binding and True Speaking Rituals each require one hour to prepare and implement. If the summoner does not implement these rituals immediately upon successfully summoning the entity who is their target, he will have to engage in a new Ritual of Cleansing before attempting to enact another ritual. When performing the summoning rituals of this College, the summoner occupies a Circle of Protection which also contains within it a Pentacle of Power. Unless the summoner and his companions occupy the protective area, there is a chance that whatever they summon will be able to turn on them and destroy them. Only the summoner occupies the Pentacle. His companions occupy the circle, but are outside the Pentacle. The summoned entity appears in the vicinity of the Circle of Protection, but outside it (unless the ritual backfires and the Circle is broken). In order to perform (and as part of the performance of) the Rituals of True Speaking and Binding, the summoned entity is forced into the Triangle (outside the Circle of Protection). The Pentacle, Circle of Protection, and the Triangle must all be drawn on the ground by the summoner before the rituals are performed. [47.1] Members of the College of Greater Summonings must meet the requirements of time, place, equipment, knowledge, and circumstance in order to perform their College's magic. The following list of requirements must be met in all or most situations wherein the arts of the College of Greater Summonings are practiced: 1. The Adept must know the spell or ritual being employed. 2. If a summoning of an entity other than an Incubus or Succubus is being performed, the summoner must know the name of the entity being summoned and speak it during the ritual. 3. Throughout all preparations for the ritual and throughout the ritual itself, the adept must remain stationary. He may engage in no other activity. 4. The space used for the performance of the ritual must be large enough to accommodate the ritual symbols and the entity being summoned (usually, an area 30' x 30' and 12' high is adequate) and may not have been affected by an area counterspell in the last 12 hours. 5. If the magic is a Special Knowledge Ritual, it may only be performed on certain days of the month and at certain hours of the day (listed in 47.7). 6. The Adept must possess the necessary tools and equipment to perform any ritual and must have access to such substances as clear water for the cleansing which precedes each ritual. If the Adept fails to meet any of these requirements, he may not attempt to perform any ritual of the College of Greater Summonings. He may still exercise any special Talent Magic he ay possess and may cast counterspells. [47.2] The following numbers are added to the Base Chance of successfully performing a ritual of the College of Greater Summonings:
These modifications apply only to rituals. Counterspells are affected in the same manner so far as Mana and Rank are concerned. They are also affected by the provisions of 32. They are unaffected by other modifications. Special Knowledge Rituals are affected differently from General Knowledge Rituals so far as the hour of the day or day of the moon in which they are performed is concerned. The affects of the hour and day on these rituals is discussed in 47.7. [47.3] Talents There are no Talents Magics granted a character simply because he is a member of this College. However, there is a possibility that the character may be assigned a "companion" by a demon he has summoned. Once a character has been assigned a companion, he may automatically call forth (and later dismiss) that companion. Once called forth, the companion instantly appears to do the bidding of the character. In this sense, there is some Talent Magic available to members of this College. Upon dismissing a demon he has summoned, the summoner may request that the demon assign to him a companion from among his legions of lesser spirits. The Base Chance that a demon will grant this request is listed under the "Lesser Spirits" heading for each demon. The summoner's Player rolls D100, and if the resulting number is half or less than the Base Chance, the demon grants a companion. If the number is half or less than the Base Chance, the demon grants two companions. A companion will be either a lesser Devil or an Imp who is constantly "on call" to the summoner. The companion is available until one of te following events occurs: 1. The summoner requests a companion from any other Demon except the Demon who granted the summoner's current companion (regardless of whether or not the request is granted). 2. The companion is dispelled by having a General Knowledge Counterspell of the College of Greater Summonings cast over him by the summoner. 3. The companion is forced into his own dimension by a reduction of his Endurance sufficient to cause unconsciousness in a character. 4. The summoner voluntarily attacks the companion or quits the College of Greater Summonings. When a companion is granted, the summoner's player rolls D10. If the result is 1-4, his companion will be an Imp. If it is 5-10, it will be a devil. A seperate roll is made for each companion if more than one is granted. 1. Imps Description: Imps appear as three to four foot high humanoids, but with horns, bat's wings and barbed tails. They tend to be muscular, but pot-bellied. Thier skin may be blue, green or purple, but is usually red. They have yellow eyes, flecked with silver and thier teech (including prominent incisors) are made of silver. Imps may also appear as goats , spiders, bats, or large rats, but these are insubstantial forms and the imp cannot use his powers in this plane except in his natural and substantial form. Talents, Skills and Magic: Imps may be members of any College of Magic except the Entities as determined by th GM. Imps can only be harmed by silvered weapons or magic. Cold iron does not affect them. They have no Skills. They are Rank 5 with all magic. Movement Rates (yards per minute): Running: 350; Flying: 500
Weapons: Imps may make a horn attack during Close Combat with a Base Chance of 20% and possible damage of -1. Imp horns may have a Rank between 1 and 10 (controlling Player should roll D10 to determine Rank). Imps may also make an attack in either Melee or Close Combat with their long tail. Its tip contains a sting with a quick acting nerve poison (2-4 Damage Points per Pulse). The sting, itself, is treated like a dagger. Base Chance with tail is 30%. Imps may use other weapons, but may not wear armor. Comments: Imps are dangerous servants in that they have a cruel sense of humor which they are not adverse to visiting upon their master and his friends. They may not be bound or forced to speak true, so there is no way to really control their actions. They will lie, steel, sow dissension, or play practical jokes (magical or nonmagical) on the average of once per day (total). They will not knowingly get their master killed or maimed, but are otherwise not overly considerate of his wellbeing. They will use their powers in his behalf when he demands it (though even here their sense of humor may have an effect) and will fight his enemies. Imps may be called upon as needed and then returned to their own dimension. Given their warped personalities, the wise master will keep them in their own dimension as much as possible. Imps have a 7% Base Chance of knowing past, present and future events, but will seldom speak truthfully of what they know. 2. Devils Description: Devils appear as large muscular humanoids with massive bat wings, horns and Fangs. They tend to have carmine skin and green eyes. Thier tails are sharp and barbed and contain a poisonous sting. Talents, Skills and Magic: Devels, like imps may be members of any College of Magic except the Entities as determined by th GM. Devils can only be harmed by silvered weapons or magic. Cold iron does not affect them. They have no Skills, but possess Rank 10 with all magic of their College. Devils know a little of the past, present and future of things (7% chance of accuracy) and will speak truthfully to the best of their knowledge in exchange for their freedom. They may not be bound or subjected to the Ritual of True Speaking. Movement Rates (yards per minute): Running: 400; Flying: 500
Weapons: Devils may make a horn attack or bite in Close Combat and may sting with their tail in Melee or Close Combat. Their bite has a Base Chance of 30% and does +2 damage. Their horns have a Base Chance of 25% and do +2 damage. Both are Ranked 1-10 (controlling Player should roll D10 to determine exact Rank). Their tail has a Base Chance of 30% in Melee and a Base Chance of 50% in Close Combat and does -1 damage. It has a quick acting nerve poison in it that does 3 to 5 Damage Points per Pulse. A Devils tail is always Rank 8. A Devil may use other weapons, but will not wear armor. Comments: Devils are extremely powerful companions, but tend to serve only with reluctance. They will attempt to bargain for their freedom in exchange for the use of their magical powers in any situation that does not involve immediate danger of death or maiming to their master. They are required to assist the master only in situations of imminent danger and so will usually be able to bargain successfully early in their service. Their power to see things past, present, and future is the same as that for Imps (7%). They will never use this talent except in exchange for their release from service and return to their own plane. [47.4] General Knowledge Spells The College of Greater Summonings General Knowledge and Special Knowledge Counterspells are the only spells usable by members of this College. See 31 for descriptions of the nature and working of counterspells. [47.5] General Knowledge Rituals There are six rituals that an Adept learns upon becoming a member of this College. The first is the Ritual of Cleansing in which the Adept bathes his body and meditates as a prelude to attempting any other ritual. It is not possible to attempt any other ritual of this College unless one has first engaged in the Ritual of Cleansing. There are three summonig rituals that are part of the body of General Knowledge of this College. They are: the Ritual of summoning Succubi, the Ritual of Summoning Incubi, and the Ritual of Summoning Heroes. There are two non-summoning rituals associated with the General Knowledge of this College besides the Ritual of Cleansing. They are: the Ritual of Binding and the Ritual of True Speaking. These two rituals may only be employed after a summoning ritual has bee successfully completed. They are sometimes necessary to gain the required service of beings from other dimensions. As part of the study of the General Knowledge of this College the Adepts receivea parcel containing the tools necessary to their magic. The parcel contains the following:
Im addition to these tools, the Adept is provided with a supply of materials which together weigh 5 pounds and which must be replenished on the average of every three months at a cost of 1000 Silver Pennies. These items include: A packet of charcoal, a packet of powdered agrimony (for making tea used in the Ritual Cleansing), a 3 ounce tin of myrrh, a vial of white frankincense dissolved in white wine, a 6 ounce pot of sandlewood and powdered antimony, a 2 ounce tin of ambergris salve, an 8 ounce box of multi-colored chalks (for drawing the Triangle, Circle, Hexagram, and Pentagram necessary for the various Rituals of Summoning). The Adept is also taught the Generic True Names of all things that occupy dimensions other than his own and may be summoned to this dimension, and the Individual True Names of all heroes of other dimensions known to the College and of 72 great Demons of the Seventh Plane - only the names of the Demons and how to identify them. A member of this College may learn additional Individual True Names of entities from other planes by first aquiring them from a Demon and then studying the True Names in the same manner a member of the College of Naming Incantations. The following Rituals constitute the major part of the knowledge of the Adept acquired in his general training: 1. Ritual of Cleansing (Q-1) The Ritual of Cleansing must be performed prior to any other rituals of this College. The Adept cleans his body and purifies his mind for from 1 to 10 hours. the Base Chance of any succeeding Ritual being successful is increased by 3 for each hour spent in Ritual Cleansing. There is no Base Chance for this ritual being successful. The Adept states the number of hours he will expend on the ritualand at the end of that period of time, the Adept is cleansed. He may perform any number of rituals within three hours of the cleansing, but these rituals must immediately follow each other. Any time spent in any other activity destroys the effects of the cleansing and a new cleansing must be accomplished before another ritual can be enacted. 2. Ritual of Summoning Succubi (Q-2) This Ritual may be used to summon one or more Succubi, who will then do the summoner's bidding without the necessity of being bound. At the beginning of the ritual, the summoner states how many Succubi he is attempting to summon. The summoner's Player then rolls D100. If the resulting number is equal to or less than the Base Chance to successfully enact the ritual, the summoner is successful and the requisite number of Succubi immediately appear. The Base Chance of successfully performing this ritual is 30%. In addition to other modifiers, the Base Chance is reduced by 10 for each Succubi above one the summoner is attempting to summon. Succubi remain on this plane and serve for a number of days equal to D10 + 4. The die is rolled individually for each Succubus successfully summoned. The Succubi may also be forcibly returned to their own plane whenever their Endurance is reduced to the point that they are reduced to unconsciousness or a counterspell is cast over them by their summoner. Once returned to their own plane, they may not return to the aid of the summoner unless he performs another Ritual of Summoning Succubi. The Experience Multiple for this Ritual is 300. Succubi are lesser spirits of the seventh plane. They appear always in the form of tall, beautiful women with flowing hair which hides their small horns. They also possess membranous wings shaped like bats wings that fold down so as to be all but invisible when not in use. They have retractable fangs which they sometimes use to open the veins of those individuals whose blood they desire to drink. Succubi all possess mastership at Rank 10 of all spells and talents of the College of the Mind. They possess the following talents: Assassin, Courtesan, Spy, Thief, Troubador. All skills of Succubi are Rank 10. Succubi possess the following characteristics:
Succubi have a movement rate while running of 350 yards per minute and while flying of 400 yards per minute. Succubi may attempt to bite during Close Combat with a Base Chance of 40%. Their bite does +2 damage to Fatigue each pulse. This drain continues so long as they continue to bite (they need not make another Strike Check). The Succubi will cease biting only when they have become stunned or unconscious or when their victim is dead. They never inflict specific Grievous Injuries, but may do Endurance damage. Their bite may be Rank 1-10 (roll D10 to determine its exact Rank). Succubi do not wear armor and carry only small weapons that are easily concealed. They prefer envenomed weapons to all others. Succubi will, at the behest of their summoner, attempt to meet, seduce, and then murder any individual of the summoner's choice. They will pursue their victim until returned to their own plane or until they succeed in killing him. Their specialty is to gain the confidence of the victim and then murder him in his bed. They cannot be harmed except by magic or by the touch of the Book of Toth, an ancient tome of magical lore found only in older seldom frequented libraries. This rare volume immediately and permenantly dissipates them, forcing them back to their own plane. 3. Ritual of Summoning Incubi (Q-3) This ritual operates in the same manner of Q-2 (The Ritual of Summoning Succubi). Incubi are exactly like Succubi, except that they appear only in the male form, rather than as females. They will tend to be 2-3 points stronger and have 1-2 points less Endurance than Succubi, but will otherwise be the same. They also are immune to all but magic and the Book of Toth. 4. Ritual of Summoning Hereos (Q-4) The Adept may summon a great hero from another dimension to assist him. This hero may be any character from the body of fantasy literature known to both the Adept and the GM. The GM always sets the charateristics of the hero, his weaponry and armor, the number and type of his companions (if any), and the length of time and terms under which he will remain in the Adepts dimension and assist him. The GM may limit the use of this ritual to periods when various celestial bodies are in conjunction (once a Game-Year or so). He need not inform the Adept of any details concerning the results of the summoning until it has been performed. Example: The GM may allow the Adept to summon Conan the Barbarian, but does not tell him that Conan will appear wrapped in bandages and infirm from a recent battle. The Base Chance that this Ritual will succeed will vary according to the hero the Adept is attempting to summon, but should usually be set less than 20%. The Experience Multiple for this Ritual is 500. 5. Ritual of True Speaking (Q-5) Whenever any entity except a hero is summoned, the summoner may wish to ask him questions. In all cases, the veracity of the entity summoned (Incubus, Succubus, Demon) will be less than 100%. Sometimes it will be very near 100%, but in the case of a Demon who is particularly resentful that he has been summoned (or one that is a habitual liar) the chance of the entity telling the truth may be as low as 5%. The only way to be sure that the entity will tell the truth is to perform a Ritual of True Speaking and then ask the entity during the ritual for answers to the desired questions. The entity is required during the ritual to stand within a triangle and give answers to the summoner's questions. The ritual lasts for one full hour, and the summoner may do nothing else during the time the ritual is in progress except ask questions. The effects of the ritual do not extend beyond the end of the ritual. The Base Chance of forcing the entity into the triangle and successfully performing the ritual is 50%. The GM rolls D100 to determine the success of the ritual. He need not inform players of the result of the dice roll. The entity may passively resist the effects of the ritual. The Experiance Multiple of this ritual is 250. 6. Ritual of Binding (Q-6) An Adept may perform a Ritual of Binding in order to bind an entity other than a hero to this plane. He cannot normally control a Demon that is not bound except wwhile inside the Pentacle he occupied when he summoned the Demon. Before he can leave the Pentacle or require any service except for conversation and teaching of Skills, the summoner must in most cases perform a Ritual of Binding. The Base Chance of successfully binding a particular demon is equal to falf (rounded down) of the unmodified Base Chance to summon that demon initially. The Demon may actively resist the workings of a Riual of Binding. Once bound, a demon will remain on this plane for a number of days equal to D10 - 3 (minimum of one day) and will serve the summoner more or less willingly during that time. In some cases, special conditions must be met to bind the demon. Usually, this means the giving of presents, most often human life. If the demon resists such an offering, he will have also broken the summoning and may turn on the summoner despite the fact that the summoner is protected by the Pentacle. When this happens the summoner's player rolls D100. If the result is less than or equal to the summoner's Magic Resistance, the demon is banished to his own plane. If the result is greater than the summoner's Magic Resistance, the sumoner is overcome by the will of the demon and voluntarily breaks the circle of protection allowing the demon to enter the Pentacle and attack him. Some demons will serve more willingly and faithfully than others. The details of which demons serve willingly and which resist service even when bound are discussed under the heading dealing with each particular demon. A summoner may control only one bound demon at a time, though he may summon other demons (or non-demonic entities) for purposes of conversation. He may voluntarily dismiss a demon at any time prior to the end of his service and the demon is immediately returned to his own dimension unless he has already broken the binding and has turned on the summoner. The Experience Multiple for this ritual is 400. [47.4] Special Knowledge Spells There are no Special Knowlede Spells for this College. [47.5] Special Knowledge Rituals There are six seperate Special Knowledge Rituals. Each is designed to summon a particular Rank of demon. There are six Ranks of demons: Duke, Prince, President, Earl, Marquis, and King. Each Rank is subject to certain limitations as to where and when it can be summoned. All Ranks of demons are summoned in the same manner. The summoner announces the demon he is summoning and that demon's Rank. He then performs the appropriate Ritual of Summoning. At the end of the ritual (i.e. after one hour), a check is made to see if the ritual has been effective. The summoner's player rolls D100. If the result is equal to or less than the Base Chance of summoning the particular demon that is the object of the ritual, the demon is summoned and appears before the summoner. Otherwise, the demon does not appear and the summoner may not make a further attempt to summon that demon that day. He may attempt to summon another demon instead but must first repeat the Ritual of Cleansing. The description of each demon lists the Base Chance to summon that demon. Special Knowledge Rituals may only be performed on days 2, 4, 6, 8, 10, 12, and 14 of the cycle of the moon, Luna. They may be attempted on other days, but can never have any effect. There is a possibility that a character could lose track of time and attempt to employ the Special Knowledge Ritual on a day when it will not work. in such cases the GM may choose not to inform the individual that the ritual can have no effect and may allow him to perform it anyway, only telling the player why he has been unable to summon the demon at the end of the ritual. A character who knows a particular Ritual of Summoning may summon any of the demons of that Rank. The demons of each Rank are listed and described in the section dealing with the ritual used to summon those demons. Each description includes: the demon's name; the Base Chance of summoning (and binding) him; the percentage chance that the demon will agree to grant the summoner a companion from among his legions of lesser spirits; the special Skills, Talents and magical abilities of the demon; a quantification (given as a span of possible numbers) of the demon's characteristics; the demon's natural armor (given under the heading NA as the number of hits absorbed for each Strike); the natural weapons of the demon (and any other weapons habitually carried), and any special comments on the demon's nature or abilities. Also included is a short physical description of the demon. Demons may choose to bring along one or more hellhounds when summoned. Demons are possessed of certain qualities not listed in their descriptions. All demons exercise their Skills at Rank 15 and magic powers at Rank 20. Demons are not subject to specific Grievous Injuries. Instead, they suffer Endurance damage. They can only be harmed by magic or by silvered weapons. Being creatures of mana, they are not prevented from performing magic by the presence of cold iron. All demons automatically recover from all injury by spending one day in his own dimension. Once a demon is dismissed (returned to his own dimension), he cannot return to this plane in less than a day. A demon who has been dispelled by a counterspell or rendered unconscious, may return to this plane 9by being resummoned in a new ritual) only after one full month in his own plane (spent reforming the scattered energy pulses that make up his being). Demons may be controlled while the summoner stands within the Pentacle which he must draw to perform the summoning ritual. They will speak to the summoner under this circumstance and will sometimes tell the truth. To ensure absolute honesty, a ritual of True Speaking must be performed. To ensure that the demon will not destroy the summoner once the ritual is over, a Ritual of Binding must be performed. A demon who is not bound must be dismissed at the end of the summoning (once the summoner is done speaking to the demon) and then will usually return to his plane. However, a demon who is particularly savage or who has been offered a gift which he rejects will attempt to devour the summoner before departing. The summoner's player must then make a checkagainst the summoner's Willpower to determine if the summoner breaks the magical circle protecting him and fights the demon or remains safely within the Pentacle (in which case, the frustrated demon departs). Adepts are ...... 1. Ritual of Summoning Demonic Dukes (R-1) This ritual is used to summon the following demons from the seventh plane: Agares, Aim, Alloces, Amdusias, Astaroth, Barbatos, Bathin, Berith, Bune, Crocell, Dantalion, Eligos, Furcalor, Furcas, Gremory, Gusion, Havres, Murmur, Sallos, Uvall, Valefor, Vapula, Vephar, and Zepar. The demons of this Rank may only be summoned between sunrise and noon on days when the weather is clear and the sun can be seen. Any attempt to perform this ritual at any other time will be totally ineffective. The only Shield that will protect against the possibility of backfire while summoning Dukes is a disk of purest copper 12 inches across, inscribed with the names and signs of all the Dukes of the seventh plane. This shield may only be manufactured by a Shaping mage. It ways 2 pounds and the average cost of manufacture will be 3000+ Silver Pennies. It takes about three months to manufacture. This ritual's Experience Multiplier is 300. AGARES: "The Duke of Changes" Base Chance: 50% Description: Agares appears as an aged and enfeebled man riding on a giant turtle. A crow perches on his right wrist. He speaks with a voice that is brittle with age. Talents, Skills, and Magic: Agares is an adept of the College of Illusions. He possesses the following skills: Alchemist, Astrologer, Beast Master, Healer, Merchant, Navigator, Spy. He inspires terror in the enemies (and sometimes the friends) of the summoner (roll on Fright Table). He is a linguist and a masterful teacher of languages. He may also cause earthquakes at will. He has the power to find those who hide themselves. Movement Rates: Running: 50 yards per minute. PS: 9 MD: 12 AG: 11 MA: 33 EN: 14 FT: 26 WP: 35 PC: 36 PB: 10 TMR: 1 NA: 3 Weapons: Agares has no natural weapons. He is treated as a human for purposes of unarmed combat. He may use weapons and wear armor. Comments: Agares has a 25% chance of locating any individual of the summoner's choice (regardless of how far away the individual may be). He cannot, however, locate individuals on other planes of existence. The individual need not be hiding (he may simply be lost, for example) in order for Agares to exercise this power. AIM: "The Fire Duke" Base Chance: 63% Description: Aim appears as a man with three heads. One head is human, the other is that of a serpent, and the third is that of a calf. He bears two stars on the forehead of his human head. In one hand he carries a ball of fire that is eternally blazing. He rides a large lizard with scales of midnight blue. Wherever he goes, Aim is surrounded by billowing clouds of red-tinged smoke. Talents, Skills, and Magic: Aim is a master of the College of Fire. He possesses the following skills: Alchemist, Military Scientist. He can set fire to any combustible object by touching it with the hand wherein resides his fireball. The fireball may not be thrown. Movement Rates: Running: 250 yards per minute. PS: 22 MD: 24 AG: 23 MA: 30 EN: 25 FT: 35 WP: 34 PC: 26 PB: 3 TMR: 5 NA: 3 Weapons: Aim may bite in Close Combat with his non-human heads. He has a BC of 45% with his serpent head and a BC of 30% with his calf head. The serpent does +2 damage (plus D-3 per Pulse additional; damage for poison) and the calf head does +3 damage. The serpent's head is Rank 4 and the calf's head is Rank 2. Aim may not wear armor. He may use weapons with a Readiness Number of 1. Comments: Aim delights in all things having to do with fire and will gladly start a blazing inferno for the joy of watching the fire burn, even when bound. He must be watched carefully for this reason. ALLOCES: "The Warrior Duke" Base Chance: 74% Description: Alloces appears as a man with a lion's face and eyes made of hot coals. He wears burnished armor and rides a great war horse. Alloces' flesh is like red gold. His voice is harsh and booming. Those who look directly into his eyes see their own death and are blinded for D+5 days afterward. Talents, Skills, and Magic: Alloces is a practitioner of the arts of the College of Celestial Magics. He possesses the following skills: Assassin, Navigator, Spy, Thief, Military Scientist. Movement Rates: Running: 350 yards per minute. PS: 30 MD: 28 AG: 32 MA: 29 EN: 26 FT: 38 WP: 32 PC: 29 PB: 10 TMR: 7 NA: 3 Weapons: Alloces' bite has a BC of 45% of doing +3 damage in Close Combat. It is Rank 7. Alloces is also armed as a knight with broadsword and buckler and ax, mace and knife. Comments: Alloces will gladly serve a master who promises bloodshed, but will turn on the summoner if there is no fighting for a prolonged period and will attempt to drag the summoner into his mouth and devour him. Alloces may not be bound. AMDUSIAS: "The Unicorn Duke" Base Chance: 80% Description: Amdusias appears as a silver unicorn. He will shed this insubstantial form and take on the shape of a tall, thin man with a white beard after a few moments. His transformation is accompanied by the sound of trumpets. Talents, Skills, and Magic: Amdusias is a practitioner of the arts of the College of Celestial Magics. He possesses the following skills: Beast Master, Healer, Ranger, Spy. He has the power to command trees to do his bidding in the same manner as a member of the College of Naming Incantations. He knows all the Generic and Individual True Names, but will tell these only if his summoner is in dire need. Movement Rates: Running: 250 yards per minute. PS: 23 MD: 26 AG: 24 MA: 29 EN: 22 FT: 35 WP: 32 PC: 31 PB: 16 TMR: 5 NA: 3 Weapons: Amdusias has no natural weapons and is treated as a human for purposes of unarmed combat. He will refuse to wear armor, but may employ all weapons. ASTAROTH: "The Terrible Duke" Base Chance: 66% Description: Astaroth appears in the form of a dark angel all black and with a bloody mouth. He carries a viper coiled about his hand and he rides an infernal dragon. He speaks gaily of horrible things and laughs readily at pain and disease. He is exceedingly cruel. Talents, Skills, and Magic: Astaroth is a practitioner of the arts of the College of Necromantic Conjurations. He possesses the following skills: Alchemist, Assassin, Military Scientist, Navigator. He knows the Generic and Individual True Names of all things, but will only tell these if it pleases him and he thinks that suffering may be increased thereby. He knows men's secrets and will tell them. Movement Rates: Running: 350 yards per minute. PS: 27 MD: 26 AG: 28 MA: 32 EN: 26 FT: 35 WP: 35 PC: 26 PB: 8 TMR: 9 NA: 3 Weapons: Astaroth's breath is poisonous to the same degree as chlorine and extends outward from his mouth 24 inches in a cone 12 inches wide at the base. He has no other natural weapons, but will carry a heavy mace which he uses in shattering the bones of his victims so that they will be crippled and take a long time dying. Comments: Astaroth will readily serve the summoner, but only so long as he is pleased to do so. He will usually serve so long as the summoner is involved in much death and cruelty and will depart when these cease. Astaroth may not be bound. If the summoner attempts to bind him, Astaroth will turn on him and rend him and may claim his soul. BARBATOS: "Duke of Virtues" Base Chance: 53% Description: Barbatos appears as a hunter in the company of an insubstantial host of soldiers led by four kings. He wears a green hood fringed in scarlet and a grey cloak. Talents, Skills, and Magic: Barbatos is a member of the College of Naming Incantations. He possesses the following skills: Assassin, Beast Master, Healer, Ranger, and Spy. He is a linguist and understands the speech of birds and beasts as well as men. He can break an enchantment used to seal a place or treasure with his touch. He knows the Generic and Individual True Names of all things on earth. Movement Rates: Running: 350 yards per minute. PS: 23 MD: 27 AG: 29 MA: 32 EN: 25 FT: 35 WP: 34 PC: 34 PB: 16 TMR: 8 NA: 3 Weapons: Barbatos has no natural weapons. He is treated as a human for purposes of unarmed combat. He refuses to wear armor, but can employ any weapons. Comments: Barbatos may not be compelled to tell the True Name of anything, but he may choose to do so if the need of the summoner is urgent. BATHIN: "The Pale Duke" Base Chance: 62% Description: Bathin appears as a pale and cadaverous man riding a pale horse. His voice is soft and sad and can compel others to love him Talents, Skills, and Magic: Bathin is a practitioner of the arts of the College of the Mind. He possesses the following skills: Alchemist, Beast Master, Healer, Troubador. He can transport men from place to place through the air and knows all of the virtues of herbs and stones. He is a patient teacher. The EP cost to learn a skill is halved if the skill is learned with Bathin's aid. Movement Rates: Running: 350 yards per minute. PS: 23 MD: 25 AG: 24 MA: 29 EN: 22 FT: 30 WP: 34 PC: 26 PB: 13 TMR: 7 NA: 2 Weapons: Bathin has no natural weapons. He is treated as a human for purposes of unarmed combat. He may wear armor and employ all types of weapons. BERITH: "The Savage Duke" Base Chance: 65% Description: Berith appears as a soldier dressed in red and riding a red horse. His face is seamed with what appears to be old scars and he has a black, bushy beard. His voice is subtle except when he is enraged. On his head is a crown of gold which appears to flame when the demon is aroused. Talents, Skills, and Magic: Berith is a practitioner of the arts of the College of the Mind. He possesses the following skills: Alchemist, Assassin, Merchant, Military Scientist, Spy, and Thief. He can turn all metals to gold by touch. He also has knowledge of the past , present and future, but will only trade this knowledge for a life of man or woman. Movement Rates: Running: 350 yards per minute. PS: 28 MD: 25 AG: 26 MA: 29 EN: 25 FT: 32 WP: 31 PC: 24 PB: 11 TMR: 7 NA: 3 Weapons: Berith has no natural weapons. He is treated as a human for purposes of unarmed combat. Berith often carries a rapier and a main-gauche, both of which he keeps envenomed with a nerve poison. He will refuse to wear armor since it would cover his beautiful clothes, of which he is inordinately proud. Comments: Berith delights in torture and will usually agree to serve only upon being guaranteed that he can torture any prisoners the party may take. These he will transport to another plane once they are captured and bound over to him. There, he will torture them at his leisure. If anyone attempts to deny him this boon (including the summoner), he will attack them. He may not be bound. BUENA: "The Dragon Duke" Base Chance: 64% Description: Buena appears as a giant green dragon with three heads: one that is seemingly human, one that is like a dingo, and one that is like a gryphon. He speaks with a high-pitched, but comely voice. His scales are jade and his talons are silver. Talents, Skills, and Magic: Bune is a practitioner of the College of Necromantic Conjurations. He possesses the following skills: Alchemist, Beast Master, Merchant, Military Scientist. He is also a linguist and knows the Generic and Individual True Names of all things. He will often bring his summoner presents in the form of gems or silver in exchange for an early dismissal from this plane. Movement Rates: Run: 500; Fly 800. PS: 180 MD: 9 AG: 12 MA: 30 EN: 90 FT: 100 WP: 32 PC: 28 PB: 2 TMR: 10/16 NA: 11 Weapons: Bune may roll over one hex characters as described in the multi-hex character rules. In addition, he may use his gryphon head to peck and his dingo head to bite while in Close or Melee Combat. Both have a BC of 35% and do +2 damage. They are rank 3. Bune may use his talons in either Close Combat or Melee Combat with a BC of 50% and damage of +6. His talons are Rank 10. Comments: Bune requires an offering of human life before he will serve. Each head must have a life (3 total) and only lives which are pleasing to the demon will be accepted. If dissatisfied with an offering, Bune will break any binding and will attack and devour the summoner. He prefers newborn babies, but will accept maidens when in a jovial mood. CROCELL: "Duke of the Bath" Base Chance: 71% Description: Crocell appears in the form of a dark angel with flowing silver air and yellow cat's eyes. His voice is great and all-pervading and he ever speaks of things mystical and hidden Talents, Skills, and Magic: Crocell is a member of the College of Water Magics. He possesses the following skills: Alchemist, Astrologer, Healer, Merchant, Navigator, Spy, Troubador. He has the power to warm or cool waters. He can discover water even in the desert and can create the illusion of waters to fool the unwary. Movement Rates: Run: 250; Fly 500. PS: 30 MD: 28 AG: 26 MA: 30 EN: 32 FT: 40 WP: 33 PC: 25 PB: 11 TMR: 5/10 NA: 4 Weapons: Crocell has no natural weapons. He is treated as a human for purposes of unarmed combat. He may, however, carry a sword whose blade is of infernal ice that can never melt and which inflicts burning wounds that later turn white and waxy and eventually turn black and rot unless cured by magic. He may also use any other weapons. He will not wear armor. DANTALION: "The Duke of Faces" Base Chance: 82% Description: Dantalion appears in whatever human form he desires to put on and will wear the face of any man or woman in an ever changing pattern or he may be compelled by the summoner to wear only one face. In his right hand he carries a heavy book in which are written all the thoughts of all men or women who have ever been and only Dantalion can read the book. Talents, Skills, and Magic: Dantalion is a mighty mage of the College of the Mind. He possesses the following skills: Assassin, Beast Master, Courtesan, Healer, Spy. He Knows the Generic and Individual True Names of all things, the thoughts of all beings and all that has been or will be. He cannot speak of these things, however, and any attempt at compelling him will lead to his return to his own plane. Movement Rates: Running: 400 yards per minute. PS: 20 MD: 22 AG: 21 MA: 30 EN: 20 FT: 30 WP: 35 PC: 26 PB: 23 TMR: 8 NA: 2 Weapons: Dantalion has no natural weapons and is treated as a human for purposes of unarmed combat. He may bear any weapons or wear armor, but prefers not to do so since this makes it harder to alter his shape at will. Comments: Dantalion has great power, but there are limits placed on its use. He can employ his powers , but never pass them on. He can reveal the things he discovers as a result of his powers, but the knowledge which enables him to exercise those powers is forever hidden. He may never teach magic or skills. He can never prophesy for others. ELIGOS: "The Knightly Duke" Base Chance: 55% Description: Eligos appears in the form of a goodly knight in black armor and riding a dark warhorse. In his right hand he carries a banner on a lance. It bears a legend which cannot be read except from another dimension. In his left hand he holds a curling serpent with ruby scales whose venom is acid. Talents, Skills, and Magic: Eligos is a practitioner of the arts of the College of Necromantic Conjurations. He possesses the following skills: Assassin, Beast Master, Mechanician, Military Scientist, Ranger, and Spy. He has the ability to predict with 25% accuracy when and how wars will come and battles will be lost and won. He can discover all things hidden within 25 feet of him. Movement Rates: Running: 350 yards per minute. PS: 28 MD: 24 AG: 25 MA: 29 EN: 26 FT: 35 WP: 31 PC: 28 PB: 13 TMR: 7 NA: 3 Weapons: Eligos has no natural weapons. He is armed with a lance, sword, mace, battle axe, and poinard. The poinard in envenomed. Comments: Eligos is a great leader of all men and inspires his allies whenever he enters battle. No one allied with Eligos will ever flee from combat, so long as he is present. FURCALOR: "The Duke of Waters" Base Chance: 68% Description: Furcalor appears as a humanoid with gryphon's wings and green, scaly skin. His hair is like seaweed and he smells of death and the sea. His voice is a whisper and is compelling when he suggests action to men. Talents, Skills, and Magic: Furcalor is a practitioner of the College of Water Magics. He possesses the following skills: Astrologer, Beast Master, Merchant, Navigator. He has the power to command the beasts of the sea and to gather great storms at sea, but he has no power away from the water. He breathes both air and water. Movement Rates: Fly: 600; Swim: 200. PS: 27 MD: 25 AG: 24 MA: 33 EN: 27 FT: 35 WP: 35 PC: 28 PB: 11 TMR: 12/4 NA: 4 Weapons: Furcalor has no natural weapons. He is treated as a human for purposes of unarmed combat. He may wear specially tailored armor (to fit around his wings) and may employ any weapons. Comments: Furcalor is obsessed with slaying men by drowning them and will pursue his calling ruthlessly at every opportunity unless bound by his summoner. He may only be summoned when the summoner is at sea or near the ocean. FURCAS: "The Reaping Duke" Base Chance: 72% Description: Furcas appears in the guise of a cruel old man with a long, plaited beard, dressed in pale armor and riding a pale horse. In his hand he carries a scythe with which he cuts down those he wishes to torment, for those who fall to his scythe become slaves and serve him in his own dimension. He speaks harshly and is ever preceeded by a sound like the rattling of old bones. Talents, Skills, and Magic: Furcas is a master of the College of Necromantic Conjurations. He possesses the following skills: Alchemist, Assassin, Astrologer, Merchant, Military Scientist, Navigator, Spy. He can turn all metals to gold by touch. He also has knowledge of the past , present and future, but will only trade this knowledge for a life of man or woman. Movement Rates: Running: 300 yards per minute. PS: 23 MD: 25 AG: 24 MA: 29 EN: 24 FT: 36 WP: 35 PC: 24 PB: 12 TMR: 6 NA: 2 Weapons: Furcas has no natural weapons, but can call his scythe to him from other dimensions at will. The Scythe has a BC of 40%. It does +8 damage and is Rank 10. It is a two-handed weapon. Only Furcas can wield the Scythe. He may use other weapons as well. GREMONY: "The Duke of Songs" Base Chance: 76% Description: Gremony appears as a beautiful woman with flowing auburn hair riding on a camel. He wears a fillet of white gold and robes of black velvet trimmed in threads of white gold. His voice is rich and melodic. Talents, Skills, and Magic: Gremony is a master of the College of Illusions. He possesses the following skills: Assassin, Assayer, Courtesan, Healer, Spy, Thief, Troubador. He can procure the love of women and can discover the location of treasures that are hidden within 50 feet of him. He knows the events of the past, present and future to a small degree and will prophesy for gain (15% accuracy). Movement Rates: Running: 300 yards per minute. PS: 20 MD: 28 AG: 29 MA: 30 EN: 19 FT: 30 WP: 36 PC: 31 PB: 28 TMR: 6 NA: 2 Weapons: Gremony has no natural weapons. He is treated as a human for purposes of unarmed combat. He always carries envenomed knives on his person and rings full of Poison on his fingers. His poisons are extremely fast acting (10 hits per pulse) on the average). He will not wear armor, but may agree to carry guilded weapons. Comments: Gremony is a lover of beautiful women and will prophesy, speak of the past, seek treasure or any other thing desired by the summoner in exchange for the love of a comely young woman. Gremony usually tires of such liaisons after a few months, however, and then may release his lover and return her to her own plane or may devour her. GUSION: "The Wise Duke" Base Chance: 54% Description: Gusion appears in the guise of a mature and strong man in a saffron robe. He speaks softly and his advise always seems good in consequence. Talents, Skills, and Magic: Gusion is a master of the College of the Mind. He possesses the following skills: Alchemist, Healer, Mechanician, Merchant, Military Scientist. He has the power to reconcile all but sworn enemies. He has knowledge of past events and can say what is happening at any moment in places that are far away. He can also see dimly into the future. Movement Rates: Running: 300 yards per minute. PS: 23 MD: 25 AG: 24 MA: 29 EN: 21 FT: 30 WP: 32 PC: 21 PB: 18 TMR: 6 NA: 2 Weapons: Gremony has no natural weapons. He is treated as a human for purposes of unarmed combat. He will not wear armor, but will employ any weapon provided by the summoner. Comments: Gusion's knowledge is never perfect. He only catches glimpses of events past, present and future and one can easily be misled by him, but he will always tell the truth as he knows it. HAVRES: "The Leopard Duke" Base Chance: 78% Description: Havres first appears as a leopard with blazing eyes, but this is in an insubstantial form. at the command of the summoner, he will adopt the form of a dark man dressed in the skin of a leopard and with a terrible face and eyes which blaze with tongues of fire. Talents, Skills, and Magic: Havres is a master of the College of Fire Magics. He possesses the following skills: Assassin, Courtesan, Beast Master, Ranger. Havres has the power to create illusory fires which will destroy those who believe in them to be real, but will do no harm to those who successfully disbelieve them. He knows something of the past, present and future and can see into places where there is/was/will be fire. Movement Rates: Running: 400 yards per minute. PS: 30 MD: 25 AG: 32 MA: 30 EN: 28 FT: 36 WP: 33 PC: 34 PB: 8 TMR: 8 NA: 3 Weapons: Havres has no natural weapons and is treated as a human for purposes of unarmed combat. He may carry weapons at the summoner's request. But will not wear armor Comments: Havres normally has only a 10% chance of accuracy telling of past or future events or events which are happening far away, but if these events are happening close to fire, his chances improve greatly. The larger the fire and the closer it is to the event, the better Havres' chances of seeing the event. MURMUR: "Duke of Thrones" Base Chance: 75% Description: Murmur appears as a warrior in green armor, riding on a gryphon and wearing a ducal crown. He is preceded by shades blowing trumpets. Talents, Skills, and Magic: Murmur is a practitioner of the arts of the College of Necromantic Conjurations. He possesses the following skills: Alchemist, Assassin, Astrologer, Beast Master, Healer, Mechanician, Merchant, Military Scientist, Navigator. He also possesses power to make the dead appear before the summoner and speak to him of their lives and deaths and to answer the questions he may put to them. Movement Rates: Running: 350 yards per minute. PS: 27 MD: 23 AG: 25 MA: 29 EN: 23 FT: 35 WP: 33 PC: 31 PB: 15 TMR: 7 NA: 3 Weapons: Murmur has no natural weapons. He is treated as a human for purposes of unarmed combat. He usually carries a heavy war hammer, a shield and a brace of knives. SALLOS: "The Mighty Duke" Base Chance: 57% Description: Sallos appears as a mighty knight in silver armor mounted on a crocodile and wearing a ducal crown on his head. He comes in peace, though, and will fight only with reluctance. Talents, Skills, and Magic: Sallos is a practitioner of the arts of the College of Ensorcelments and Enchantments. He possesses the following skills: Beast Master, Healer, Military Scientist, Ranger, Troubador. He has the talent to inspire love between men and women. Movement Rates: Running: 300 yards per minute. PS: 24 MD: 25 AG: 25 MA: 29 EN: 26 FT: 34 WP: 32 PC: 31 PB: 21 TMR: 6 NA: 3 Weapons: Sallos has no natural weapons. He is armed with a sword and a main-gauche. Comments: Sallos would rather drink and wench than fight and kill and is, perhaps, something of a coward. Once in combat, though, he will not flee until all his enemies are dead. UVALL: "Duke of Sands and Wastes" Base Chance: 70% Description: Uvall appears first as a large black dromedary. At the command of the summoner, he will leave this insubstantial form and adopt the form of a man garbed in flowing robes and burned dark, like one of the wild dwellers in the wastelands. His voice is always hushed and he speaks with menace. Talents, Skills, and Magic: Uvall is a practitioner of the arts of the College of Illusions. He possesses the following skills: Alchemist, Assassin, Beast Master, Merchant, Ranger, Spy, Thief. He has the power to procure for the summoner the love of women. He also can cause others to love the summoner and become devoted to him. Movement Rates: Running: 350 yards per minute. PS: 25 MD: 26 AG: 27 MA: 30 EN: 24 FT: 38 WP: 35 PC: 34 PB: 13 TMR: 7 NA: 3 Weapons: Uvall has no natural weapons. He is treated as a human for purposes of unarmed combat. He usually comes armed with a scimitar, spear and a brace of sharp throwing knives which break when they enter the victim's body and leave splinters that must be removed or they will burrow their way to the heart and kill the victim in D10+3 days. Comments: Uvall has a small knowledge of the past, present and the future of things and can be persuaded to speak (with a 20% accuracy) by a gift of a young boy to serve him on his own plane. He is cunning and evil and will attempt to betray the summoner even when bound, though he will not directly attack him. VALEFOR: "The Duke of Thieves" Base Chance: 52% Description: Valefor appears as a mountain lion with the head of an ass. He has sharp, braying voice and an unpleasant manner. Talents, Skills, and Magic: Valefor is a practitioner of the College of Encorcelments and Enchantments. He possesses the following skills: Assassin, Ranger, Spy, and Thief. He sometimes represents himself as the god of thieves and the EP cost to learn the thief skill is halved if the skill is learned from Valefor. Movement Rates: Running: 400 yards per minute. PS: 30 MD: 4 AG: 32 MA: 33 EN: 29 FT: 36 WP: 35 PC: 35 PB: 4 TMR: 8 NA: 4 Weapons: Valefor may bite in Close Combat with a BC of 25% of doing +1 damage. His bite is Rank 3. He may also use his claws in Melee or Close Combat with a BC of 45%. He does +2 damage with his claws in Melee and +4 in Close Combat. His claws are Rank 5. He may not wear armor or employ man-made weapons. Comments: Valefor will always counsel theft even where it involves stealing from companions and friends. He cannot be broken of that habit, no matter how he is bound. His advice will tend to be persuasive. Further, he will steal objects from castles or inns where his summoner might stay and secret them in the summoner's belongings. VAPULA: "The Lion Duke" Base Chance: 77% Description: Vapula appears as a tawny lion with the wings of a gryphon and a red mane. He has great green eyes which seem full of wisdom and his voice is a quiet rumbling. Talents, Skills, and Magic: Vapula is a member of the College of Earth Magics. He possesses the following skills: Beast Master, Healer, Ranger. Movement Rates: Running: 400 yards per minute. PS: 35 MD: 4 AG: 30 MA: 32 EN: 28 FT: 36 WP: 34 PC: 31 PB: 18 TMR: 8 NA: 4 Weapons: Vapula may bite in Close Combat with a BC of 40% of doing +4 damage. His bite is Rank 5. Vapula may also use claws in Melee and Close Combat. He has a BC of 45% with claws in Melee and a BC of 55% with claws in Close Combat. His claws do +6 damage and are Rank 8. He may not wear armor or employ weapons. VEPHAR: "The Sea Duke" Base Chance: 69% Description: Vephar appears as a mermaid with emerald scales trimmed in silver and seaweed tangled in his hair. He may also appear at times to be a beautiful woman, but this shape is insubstantial and is used only to lure sailors to their deaths. His fingers are webbed and he has small gills behind his ears. Talents, Skills, and Magic: Vephar is a master of the College of Illusions. He possesses the following skills: Beast Master, Courtesan, Navigator. He can raise great storms at sea by willing it. Vephar also has the ability to cause horrible wounds by looking at a man. These will appear as gashes, but will putrefy and fill with worms and within three days the victim will die unless cured by magic. Movement Rates: Swimming: 600 yards per minute. PS: 12 MD: 19 AG: 18 MA: 30 EN: 18 FT: 30 WP: 34 PC: 26 PB: 28 TMR: 12 NA: 4 Weapons: Vephar has no natural weapons and is treated as a human for purposes of unarmed combat. He may not wear armor but may employ weapons. Comments: Vephar cannot exit the sea. He becomes totally insubstantial and melts into his own plane if he attempts to do so. He can guide ships through any waters (even in the absence of sun and stars) and will always do so at the summoner's request. ZEPAR: "The Red Duke" Base Chance: 60% Description: Zepar appears as a slight warrior with a clubfoot dressed all in red armor. He is of a dark mien and speaks in a grating voice filled with contempt for all who inhabit this plane. Talents, Skills, and Magic: Zepar is a practitioner of the arts of the College of Illusions. He possesses the following skills: Alchemist, Assassin, Merchant, Military Scientist, Spy, and Troubador. He is able to cause women to fall in love with men and so allow themselves to be seduced. His touch, however, makes women barren. Movement Rates: Running: 350 yards per minute. PS: 18 MD: 29 AG: 28 MA: 30 EN: 26 FT: 35 WP: 32 PC: 28 PB: 13 TMR: 7 NA: 3 Weapons: Zepar has no natural weapons. He is treated as a human for purposes of unarmed combat. He may carry a variety of weapons, but all will be smeared with foul venom which inflicts horrible scarring injuries that may only be cured by magic. Zepar's envenomed weapons do 2 points of damage per hour to Fatigue or Endurance as a result of their poisonous coating. Comments: Zepar is an unfaithful servant who always resents his summoner's ability to bring and old him in this plane. He will make common cause with his summoner's enemies if they promise to return him to his own dimension, even if he is bound. However, when bound, e cannot directly attack his summoner and must act with guile. 2. Ritual of Summoning Demonic Princes (R-2) This ritual is used to summon the following demons from the seventh plane: Gaap, Ipos, Orobas, Seir, Sitri, Stolas, Vassago. These demons may be summoned any time of day. The only Shield that will protect against the possibility of backfire while summoning Princes is a disk of hammered tin inscribed with the names and symbols of the Princes of the seventh plane. This shield may only be manufactured by a Shaping mage. It weighs 3 pounds and the average cost of manufacture will be 3000+ Silver Pennies. It takes about three months to manufacture. This ritual's Experience Multiplier is 350. GAAP: "The Servant Prince" Base Chance: 52% Description: Gaap appears as a man dressed only in animal skins and accoutered for war. He is bronzed (as if by the sun) and looks to be a man of the wilderness. Behind him come the insubstantial shades of four princes whom he appears always to serve and guide. Talents, Skills, and Magic: Gaap is a Master of the College of Ensorcelments and Enchantments. He possesses the following skills: Alchemist, Assassin, Beast Master, Healer, Mechanician, Navigator, Ranger, Spy, Thief. He has the power to break the ties between a magician and his familiar and to send the familiar back to whence he came. He can teleport beings within their plane by willing it. Movement Rates: Running: 350 yards per minute. PS: 28 MD: 26 AG: 27 MA: 31 EN: 28 FT: 36 WP: 33 PC: 35 PB: 12 TMR: 7 NA: 3 Weapons: Gaap has no natural weapons. He is treated as a human for purposes of unarmed combat. However, see below. Gaap may wear no armor. He carries any weapon the summoner provides. Comments: Those who touch Gaap will have their senses stolen for a number of minutes equal to D100. Thereafter, they will awaken to find that they love that which they formerly hated and hate that which they once loved. The effect of Gaap's touch will last until it is dispelled by magic. IPOS: "The Prince of Fools" Base Chance: 49% Description: Ipos appears as an angel with lion's head, the feet of a goose and the tail of a hare. He has a sweet voice and is an accomplished musician. Talents, Skills, and Magic: Ipos is a Master of the College of Illusions. He possesses the following skills: Healer, Spy, Thief, and Troubador. He can speak truely of what has happened or is about to happen in a place he occupies. He has the talent of making men bold and will use this talent no matter how he is bound. Those affected by the talent add 10 to thir Willpower in the presence of Ipos. Movement Rates: Run: 200; Fly: 400. PS: 24 MD: 21 AG: 18 MA: 34 EN: 26 FT: 35 WP: 38 PC: 29 PB: 11 TMR: 4/8 NA: 4 Weapons: Ipos bites for +2 damage in Close Combat. He has a BC of 45% with his bite. It is Rank 4. Ipos will not wear armor. He will carry any weapons provided by the summoner. Comments: Ipos makes all men in his presence bold (not merely the summoner and friends) when he uses his talent. Further, men are more likely to fight then talk when they are in the presence of Ipos and come among strangers. Those affected by Ipos' talent will never flee danger and will fight to the death. OROBAS: "The Equine Prince" Base Chance: 65% Description: Orobas appears in the form of a great black stallion with carmine main and a flowing carmine tail. His hooves are silver and sharpened like those of a warhorse. He speaks in the squeeling voice of a horse. Talents, Skills, and Magic: Orobas is a practitioner of the arts of the College of Naming Incantations. He possesses the following skills: Beast Master, Healer, Navigator, Ranger, Spy, Thief. Orobas knows the Generic and Individual True Names of all things of this plane. He will gladly permit the summoner to acquire these names, but will provide them to no one else. Movement Rates: Running: 500 yards per minute. PS: 45 MD: 20 AG: 20 MA: 30 EN: 30 FT: 35 WP: 32 PC: 31 PB: 24 TMR: 10 NA: 4 Weapons: Orobas may bite for +2 damage in Close Combat. His BC for biting is 30% and his bite is Rank 2. He may use his hooves to strike in Melee Combat or to trample in Close Combat. They have a BC of 40% in Melee and do +3 damage. In Close Combat they have a BC of 55% and do +6 damage. They are Rank 6. Orobas will wear the barding of a warhorse if the summoner provides it. He uses no weapons. Comments: Orobas is a faithful retainer and, once bound, will look after the summoner's well being as if it were his own. He will be especially careful to protect the summoner from the powers and whiles of other demons or spirits the summoner may encounter. He will even permit the summoner to ride him as a horse. SEIR: "The Willing Prince" Base Chance: 75% Description: Seir appears as a handsome man with hair the color of corn and eyes like ice riding a silver stallion with gryphon wings. He speaks with a soft and cheerful voice and is of a good nature and always amenable to the desires of the summoner. Talents, Skills, and Magic: Seir is a practitioner of the arts of the College of Air Magics. He possesses the following skills: Astrologer, Healer, Merchant, Navigator, Spy, and Troubador. He has knowledge of all thefts and can sometimes tell where the loot is hidden. He can pass over the entire earth in a twinkling of an eye and can carry others with him. He brings abundance of things in his wake. Movement Rates: Running: 350 yards per minute. PS: 25 MD: 22 AG: 26 MA: 29 EN: 24 FT: 32 WP: 31 PC: 32 PB: 23 TMR: 7 NA: 3 Weapons: Seir has no natural weapons. He is treated as a human for purposes of unarmed combat. Seir will not wear armor or carry any weapons except a quarterstaff. Comments: Characters in the company of Seir and his summoner will always experience a flood of good luck so far as physical objects are concerned. The average value of treasure they may aquire will be 10% greater than what they may aquire when not in the company of Seir. SITRI: "The Beautiful Prince" Base Chance: 47% Description: Sitri appears as a large, muscular man with the head of a leopard and the wings of a gryphon. He may also appear in insubstantial form as a man who is unbearably beautiful and well-formed or as a lovely woman of sensual mein. Talents, Skills, and Magic: Sitri is a master of the College of Illusions. He possesses the following skills: Assassin, Beast Master, Courtesan, Spy, Thief, Troubador. Sitri has the power to enflame men and women with love of each other and to cause them to show themselves naked and frolic with one another in unseemly ways. Movement Rates: Run: 350; Fly: 400. PS: 30 MD: 25 AG: 26 MA: 33 EN: 28 FT: 35 WP: 34 PC: 25 PB: 35 TMR: 7/8 NA: 3 Weapons: Sitri may bite during Close Combat with a BC of 45% and +2 damage. His bite is Rank 4. Sitri will wear armor if the summoner has it specially made for him and will use any weapons provided. Comments: Sitri is a lover of all things carnal and will not be prevented from encouraging carnal activity or using his special talents, no matter how he is bound. STOLAS: "The Raven Prince" Base Chance: 54% Description: Stolas appears as a massive raven with talons of silver and eyes rimmed with red. He speaks with a cracked and horrible voice. Talents, Skills, and Magic: Stolas is a mage of the College of Air Magics. He possesses the following skills: Assasasin, Beast Master, Navigator, Spy, Thief. He knows the magical powers and virtues of all herbs and stones and will speak the truth about these when requested to do so. Movement Rates: Flying: 500 yards per minute. PS: 14 MD: 6 AG: 12 MA: 29 EN: 21 FT: 28 WP: 32 PC: 34 PB: 13 TMR: 10 NA: 3 Weapons: Stolas has a BC of 40% of doing +1 damage in Close Combat with his beak. It is Rank 4. He has a BC of 45% of doing +3 damage in Close Combat with his talons. They are Rank 6. Stolas cannot wear armor or use weapons. VASSAGO: "Prince of Prophecy" Base Chance: 45% Description: Vassago appears as an aged man riding a crocodile and carrying on his right wrist a Goshawk. His eyes are hollow and see into other dimensions, but he is blind in this dimension. Talents, Skills, and Magic: Vassago is a mage of the College of Naming Incantations. He possesses the following skills: Alchemist, Healer, Troubador. Vassago has the ability to locate things which have been hidden or lost if he is within 100 feet of them. He also knows all Generic and Individual True Names, but is reluctant to tell these names except to save the life of the summoner. Movement Rates: Running: 150 yards per minute. PS: 12 MD: 13 AG: 13 MA: 35 EN: 17 FT: 28 WP: 37 PC: 19 PB: 12 TMR: 3 NA: 2 Weapons: Vassago has no natural weapons. He is treated as a human for purposes of unarmed combat. Vassago cannot wear armor or use weapons. Comments: There is only a 40% chance that Vassago will reveal a True Name in the absence of physical danger to the summoner. There is only a 50% chance that he will willingly tell the location of a hidden or lost object. He may be compelled to speak of these things through the ritual of True Speaking. 3. Ritual of Summoning Demonic Presidents (R-3) This ritual is used to summon the following demons from the seventh plane: Avnas, Buer, Camio, Foras, Haagenti, Labolas, Malphas, Marbas, Volac and Voso. These demons may only be summoned during daylight. The only Shield that will protect against the possibility of backfire while summoning Presidents is a disk of base metal (other than cold iron) coated with quicksilver. This shield may only be manufactured by a Shaping mage. It weighs 3 pounds and the average cost to manufacture will be 4000+ Silver Pennies. It takes about four months to manufacture. This ritual's Experience Multiplier is 450. AVNAS: "President of Fire" Base Chance: 50% Description: Avnas appears as a piller of fire and smoke. Those who look into the flames can see the panorama of the history of other dimensions and can sometimes read the events of thier own plane and even thier future. At the command of the summoner, Avnas will abandom this insubstantial form and take on the form of a small withered brown man. Talents, Skills, and Magic: Avnas is a mage of the College of Fire. He possesses the following skills: Alchemist, Astrologer, Healer, Mechanican, Merchant, Navigator. Avnas can locate any treasure that is uarded by the spirits, ghosts or other undead and that is within 500 feet of him. Movement Rates: Running: 350 yards per minute. PS: 14 MD: 26 AG: 21 MA: 38 EN: 19 FT: 30 WP: 40 PC: 33 PB: 12 TMR: 7 NA: 3 Weapons: Avnas has no natural weapons. He is treated as a human for purposes of unarmed combat. He may not wear armor or use weapons. Comments: Avnas may be ordered to take the form of a pillar of fire at any time. However, in that state, he cannot act on this plane and his fire will not burn those who touch it. It will instead feel cold and dead and those who touch it will see thier own death. BUER: "The Star President" Base Chance: 37% Description: Buer appears always as a Centaur, armed with a great bow. His skin is silver and shimmers like starlight. His hair is all white and his eyes are the color of Mars. Talents, Skills, and Magic: Buer is a master of the College of Celestial Magics. He possesses the following skills: Healer, Navigator, Ranger, Troubador. Buer's touch can heal all hurts and diseases, especially those which have been caused by magic. He is a great teacher of languages and will freely pass on his knowledge to others. Movement Rates: Running: 500 yards per minute. PS: 38 MD: 25 AG: 28 MA: 30 EN: 25 FT: 35 WP: 33 PC: 32 PB: 19 TMR: 10 NA: 4 Weapons: Buer uses weapons as a man. In addition, his hooves do +4 damage in Close Combat due to trampling. The BC for use of hooves is 60%. They are Rank 8. Buer may use any weapons, but may not wear armor. CAMIO: "The Thrush President" Base Chance: 47% Description: Camio first appears as a small thrush, but then leaves this insubstantial form and takes on that of a yellow skinned man. He carries in his hand a sharp sword smeared with venom. He does not speak, but is, nonetheless, a great disputer. His words appear before his hearers as letters written in the air with fiery coals. Talents, Skills, and Magic: Camio is a member of the College of Fire Magics. He possesses the following skills: Beast Master, Healer, Ranger, Spy, Thief. Camio is a great linguist and will willingly teach his summoner the languages of the birds and mammals and also teach him to understand what has passed in a place by reading the speech of running waters Movement Rates: Running: 400 yards per minute. PS: 18 MD: 23 AG: 26 MA: 35 EN: 24 FT: 35 WP: 38 PC: 36 PB: 14 TMR: 8 NA: 2 Weapons: Camio has no natural weapons. He is treated as a human for purposes of unarmed combat. Camio will wear any armor provided by the summoner and will carry other weapons but not use them unless his sword is damaged. Comments: Camio will always give true answers to all things. FORAS: "The President of Lord Seekers" Base Chance: 42% Description: Foras appears in the form of a strong man, unarmed and mild seeming. Talents, Skills, and Magic: Foras is a master of the College of Illusion. He possesses the following skills: Astrologer, Healer, Merchant, Navigator, Troubador. He has the power to make men temporarily invisible. He is a linguist and a teacher of language. He also has the ability to discover things hidden (especially treasure) if he is within 50 feet of them. Movement Rates: Running: 350 yards per minute. PS: 33 MD: 28 AG: 28 MA: 28 EN: 27 FT: 35 WP: 34 PC: 27 PB: 23 TMR: 7 NA: 3 Weapons: Foras has no natural weapons. He is treated as a human for purposes of unarmed combat. Foras will wear any armor provided by the summoner and will carry and use weapons. Comments: Foras will grant long life (triple life span) to those who will worship him and know no other gods or converse with other demons. As a teacher he may pass on Skills at the rate of one hour being equal to one month of training under any human teacher and at half the normal EP cost. HAAGENTI: "The Winged President" Base Chance: 45% Description: Haagenti at first appears as a red bull with a Gryphon's wings and horns tipped in gold, but this form is insubstantial and at the command of the summoner he will put on the shape of a red man with black hair. Talents, Skills, and Magic: Haagenti is a mighty member of the College of Ensorcelments and Enchantments. He possesses the following skills: Alchemist, Healer, Merchant, Navigator. Haagenti can change wine into water and water into wine with a touch. He can also transmute all metals into gold with a touch. One hour spent learning alchemy under the tutelage of Haagenti is the equivalent of two months learning from a human. The EP cost to achieve Rank with this skill is halved (round down) when taught by Haagenti. Movement Rates: Running: 350 yards per minute. PS: 40 MD: 25 AG: 23 MA: 35 EN: 28 FT: 40 WP: 38 PC: 24 PB: 13 TMR: 7 NA: 4 Weapons: Haagenti has no natural weapons. He is treated as a human for purposes of unarmed combat. Haagenti will wear armor and use weapons provided by the summoner. Comments: haagenti's office is to make men wise and he will instruct anyone (not merely the summoner) and demand no fee if the leason is well-learned, but will become enraged if he feels that the pupil has been lax and will turn on him and rend him with his powerful hands. LABOLAS: "President and Master of Murderers" Base Chance: 40% Description: Labolas always appears in the form of a winged mastiff. His wings are always those of a Griffon and bear him at great speeds. His mouth is covered in froth from his slavering and gnashing of teeth. Talents, Skills, and Magic: Labolas is a member of the College of Illusions. He possesses the following skills: Assassin, Beast Master, Military Scientist, Ranger, Spy, Thief. He can teach any Skill of which he is possessed in an hour at no EP cost, but demands as his reward a life. If the offering is not pleasing to him, he will take the life of the summoner instead. He prefers human lives to all others. Movement Rates: Run: 350; Fly 500. PS: 18 MD: 3 AG: 15 MA: 32 EN: 19 FT: 30 WP: 34 PC: 31 PB: 2 TMR: 7/10 NA: 4 Weapons: Labolas may bite in Close Combat with a BC of 50%. He does +2 damage and his bite is Rank 8. The bite of Labolas always becomes infected. Labolas may never wear armor or carry or use weapons. Comments: Labolas is capable of reconciling enemies when he so desires, but prefers strife and bloodshed. His psychic life requires manslaughter and he will seek to promote it at every opportunity, even amoung the summoner's family and companions. MALPHAS: "President of Deceivers" Base Chance: 45% Description: Malphas appears as a large crow, but this form is insubstantial and will melt away at the summoner's request to reveal the form of a dark man dressed in black velvet studded with precious gems. His voice will be rough, but deep and compelling. Talents, Skills, and Magic: Malphas is a member of the College of Celestial Magics. He possesses the following skills: Alchemist, Assassin, Beast Master, Merchant, Ranger, Spy, and Thief. He is also a master of spoken and written language. He knows the art of magically raising houses and high towers. He also knows the secret desires of the summoner's enemies and will reveal those thoughts upon request. Movement Rates: Running: 350 yards per minute. PS: 26 MD: 25 AG: 29 MA: 29 EN: 25 FT: 35 WP: 30 PC: 30 PB: 18 TMR: 7 NA: 2 Weapons: Malphas has no natural weapons. He is treated as a human for purposes of unarmed combat. Malphas will refuse to wear armor. However, he will use any weapons provided by the summoner. Comments: Malphas will deceive the summoner knowingly and willfully unless compelled to tell the truth by a Ritual of True Speaking. MARBAS: "President and Master of the Seal" Base Chance: 35% Description: Marbas first appears as a tawny lion with a black mane and bloody muzzle, but this formis insubstantial. Upon the order of the summoner, he will adopt the guise of a golden skinned man with a shock of black hair. Talents, Skills, and Magic: Marbas is a master of the College of Illusions. He possesses the following skills: Alchemist, Mechanican, Merchant, Military Scientist. He has the power to inflict on men rotting diseases by the merest touch. He also may change the shape of men by his touch so that they become as wolves or bears. He has knowledge of many of the secrets of the universe. Movement Rates: Running: 350 yards per minute. PS: 26 MD: 29 AG: 24 MA: 29 EN: 26 FT: 38 WP: 32 PC: 25 PB: 16 TMR: 7 NA: 2 Weapons: Marbas has no natural weapons. He is treated as a human for purposes of unarmed combat. Marbas will wear any armor and use any weapons provided by the summoner. Comments: Marbas is a speaker of the truth and will never knowingly deceive his summoner. He knows the Generic True Names of all things and knows the Individual True Names of many beings who are wealthy and famous. VOLAC: "The Dragon President" Base Chance: 52% Description: Volac appears as a child with the wings of an angel riding on the back of an infernal two-headed red dragon. He speaks with a high pitched and silly voice, but his words are always true, if not wise. Talents, Skills, and Magic: Volac is a practitioner of the College of Naming Incantations. He possesses the following skills: Beast Master, Ranger, Spy, Thief, Troubador. He can locate treasure hidden anywhere within 25 feet of him. Volac can also call serpents and cause them to obey him once they have arrived. Volac knows and will tell the Generic True Names of all things. Movement Rates: Run: 250; Fly: 500 PS: 11 MD: 18 AG: 17 MA: 36 EN: 18 FT: 30 WP: 39 PC: 35 PB: 26 TMR: 5/10 NA: 2 Weapons: Volac has no natural weapons. He is treated as a human for purposes of unarmed combat. He may use weapons, but will not wear armor. VOSO: "The Leopard President" Base Chance: 49% Description: Voso appears as a mighty leopard with terrible green eyes and spots tinged with carmine. He speak with a cunning voice, the better to fool his victims. He will attempt to devour the summoner unless bound. Talents, Skills, and Magic: Voso is a great member of the College of Ensorcelments and Enchantments. He possesses the following skills: Alchemist, Healer, Mecanician, and Navigator. He has the power to change a man's form by touch into another for so that his victim does not know that he has been ensorcelled and believes himself always to have been the form given him by Voso. He knows many secrets. Movement Rates: Running: 500 yards per minute. PS: 35 MD: 4 AG: 32 MA: 35 EN: 29 FT: 36 WP: 37 PC: 31 PB: 20 TMR: 10 NA: 4 Weapons: Voso's bite does +2 damage in Close Combat. It has a BC of 45% and is Rank 6. Voso may use his claws in either Melee or Close Combat. They have a BC of 40% in Melee and of 60% in Close Combat and do +4 damage. They are Rank 8. Voso will not use weapons or wear armor. Comments: Voso knows the Generic and Individual True Names of all things and beings. He will, however, revea a True Name only if he is provided with a human victim (preferably a maiden or child since thier flesh is the most tender). A new victim must be provided for each True Name the summoner wishes to acquire. 4. Ritual of Summoning Demonic Earls (R-4) This ritual is used to summon the following demons from the seventh plane: Andromalius, Bifrons, Botis, Furfur, Malthus, Marax, Raum, and Renove. These demons may be summoned only in woods and hills and only in places that are quiet. They may be summoned at any time of the day or night. The only Shield that will protect against the possibility of backfire while summoning Earls is a disk of hammered bronze inscribed with the names of the Earls of the seventh plane. This shield may be manufactured by Shaping magicians. It weighs three pounds and the average cost to manufacture will be 5000+ Silver Pennies. It takes about four months to manufacture. This ritual's Experience Multiplier is 500. ANDROMALIUS: "Earl of Justice" Base Chance: 45% Description: Andromalius appears as a large man of fearsome mean holding a viper in one hand. He dresses in cloth of gold. Talents, Skills, and Magic: Andromalius is a member of the College of Naming Incantations. He possesses the following skills: Alchemist, Astrologer, Beast Master, Healer, Mechanician, Merchant, Navigator, Ranger, Spy. He also has the ability to discover any hidden treasure within 200 feet of where he is standing. Movement Rates: Running: 300 yards per minute. PS: 26 MD: 23 AG: 24 MA: 29 EN: 25 FT: 35 WP: 30 PC: 33 PB: 13 TMR: 6 NA: 3 Weapons: Andromalius has no natural weapons. He is treated as a human for purposes of unarmed combat. He will refuse to wear armor, but will use any weapons provided by the summoner. Comments: Andromalius is dedicated to the punishment of thievery wherever he finds it and to the return of the victim's valuables. He will turn on any summoner who attempts to steal while in his company. He may also react in the same manner to underhanded dealing even with non-humanoid beings. BIFRONS: "Earl of the Dead" Base Chance: 38% Description: Bifrons may appear in insubstantial form as a horned monster, but always apears as a handsome young man when fully material. Talents, Skills, and Magic: Bifrons is a member of the College of Necromantic Conjurations. He possesses the following skills: Alchemist, Assassin, Beast Master, Merchant, Ranger, Spy, Thief. He is also a great Navigator and an hour spent learning navigation from Bifrons is equal to a month spent learning the art elsewhere and costs no EP's. Whenever he passes a place of the dead at night candles appear lit on the graves. Movement Rates: Running: 350 yards per minute. PS: 23 MD: 26 AG: 28 MA: 32 EN: 24 FT: 31 WP: 34 PC: 32 PB: 22 TMR: 7 NA: 3 Weapons: Bifrons has no natural weapons. He is treated as a human for purposes of unarmed combat. Bifrons will wear any armor and use any weapons provided by the summoner. He prefers envenomed weapons. Comments: Bifrons has the power to make dead bodies appear as they did when they were alive so that it cannot be told that they are dead and corrupted. BOTIS: "The Ugly Earl" Base Chance: 25% Description: Botis will first appear as a large, horrible snake of insubstantial form. At the command of the summoner, he will take on human form, but with great teeth and sharp horns. He will be carrying an envenomed sword. Talents, Skills, and Magic: Botis is a member of the College of Ensorcelments and Enchantments. He possesses the following skills: Alchemist, Astrologer, Beast Master, Navigator, Ranger, Spy. He has the power to make all but bitter sworn enemies friendly to each other while in his presence. He also has the ability to tell what has transpired in any place he occupies and part of what will (may) transpire there. Movement Rates: Running: 350 yards per minute. PS: 27 MD: 24 AG: 25 MA: 30 EN: 25 FT: 35 WP: 30 PC: 35 PB: 11 TMR: 7 NA: 3 Weapons: Botis may do +1 damage with his bite in Close Combat with a BC of 35% of hitting his target. His bite is Rank 4. He may make a single horn attack in Close Combat with a BC of 30% of doing +3 damage. His horns are Rank 6. The venom on his sword does 6 damage points per Pulse. He will wear any armor provided and employ other weapons if the summoner desires, but will prefer to use his sword. FURFUR: "Earl of Storms and Lightning" Base Chance: 32% Description: Furfur appears as a hart with a fiery tail. He may also take on an insubstantial form as an angel, but only when forced within a triangle and compelled by a Ritual of True Speaking to utter truth instead of the falsehoods he prefers. Furfur speaks with a rough and grating voice that is extremely unpleasent. Talents, Skills, and Magic: Furfur is a master of the College of Air Magics. He possesses the following skills: Alchemist, Mechanician, Navigator, Ranger, Spy. Furfur can raise thunder and lightnings and cause great storms to form. He also is able to influence men and women to make love and participate in perversions by the sound of his voice. Movement Rates: Running: 400 yards per minute. PS: 32 MD: 4 AG: 28 MA: 31 EN: 28 FT: 34 WP: 32 PC: 33 PB: 18 TMR: 8 NA: 3 Weapons: Furfur may use his horns in Melee or Close Combat and his hooves in Close Combat. His horns have a BC of 45% and do +4 damage. His hooves hace a BC of 50% and do +3 damage. They are both Rank . Furfur will not use weapons or wear armor. Comments: Furfur knows many secrets of things that have happened or will happen on the earth, but he will not speak truthfully unless compelled by a Ritual of True Speaking. MALTHUS: "Earl of Death and Havoc" Base Chance: 34% Description: Malthus appears in the form of a large, filthy buzzard. His feathers are black as night and his eyes are the color of new blood. He carries about him the smell of carrion. Talents, Skills, and Magic: Malthus is a mage of the College of Necromanti Conjurations. He possesses the following skills: Alchemist, Assassin, Beast Master, Healer, Mechanician, Military Scientist, Navigator, Spy, Thief. He is a great general and can build strong forts and organize warriors to march and to slaughter and keep them supplied by his arts when they are in far places. Movement Rates: (yards per minute) Run: 100; Fly: 500. PS: 25 MD: 10 AG: 14 MA: 32 EN: 22 FT: 33 WP: 33 PC: 31 PB: 4 TMR: 2/10 NA: 3 Weapons: Malthus may attack with beak and talons in Close Combat. The BC to strike with either is 40%. His beak does +1 damage and is talons do +3. Both are Rank 5. Malthus may never wear armor or use weapons. Comments: Malthus will never be a willing servant. If he does agree to serve, he will do so only under the condition that he be allowed a daily portion of human flesh and will be free to eat the flesh of the summoner if the required diet is not forthcoming. He may not be bound. MARAX: "The Learned Earl" Base Chance: 27% Description: Marax appears as a bull with a man's face and is exceedinly ugly. Talents, Skills, and Magic: Marax is a mage of the College of Celestial Magics. He possesses the following skills: Alchemist, Beast Master, Healer, Merchant, Navigator, Ranger. He is especially learned in the use of herbs and stones to produce magic. Movement Rates: Running: 400 yards per minute. PS: 60 MD: 3 AG: 20 MA: 29 EN: 34 FT: 42 WP: 29 PC: 24 PB: 3 TMR: 8 NA: 6 Weapons: Marax may charge in the same manner as a multihex character in combat. His horns have a BC of 50% of doing +6 damage in Close Combat and are Rank 5. His hooves have a BC of 50% of doing +5 damage in Close Combat and are Rank 4. Marax will not use weapons or wear armor. 5. Ritual of Summoning Demonic Marquis (R-5) This ritual is used to summon the following demons from the seventh plane: Amon, Andras, Andrealphus, Cimejes, Decarabia, Forneus, Leraje, Marchosias, Naberius, Orias, Phenex, Samigina, Savnok, and Shaz. These demons may only be summoned between 3 in the afternoon and sunrise. The only Shield that will protect against the possibility of backfire while summoning Marquis is a disk of fine silver inscribed with the names of all the Marquis of the seventh plane. This shield may only be manufactured by a Shaping mage. It weighs 3 pounds and the average cost to manufacture will be 7000 Silver Pennies. It takes about five months to manufacture. This ritual's Experience Multiplier is 550. 6. Ritual of Summoning Demonic Kings (R-6) This ritual is used to summon the following demons from the seventh plane: Asmoday, Bael, Balam, Beleth, Palmon, Purson, Vine, and Zagan. These demons may only be summoned between 9 in the morning and noon and between 3 in the afternoon and sunset. The only Shield that will protect against the possibility of backfire while summoning Kings is a disk of hammered gold inscribed with the names of the Kings of the seventh plane. This shield may only be manufactured by Shaping magicians. It weighs three pounds and the average cost to manufacture will be 15000 Silver Pennies. It will take about six months to manufacture. This ritual's Experience Multiplier is 600. Note: Keep in mind that the demonic "Royalty" cannot be harmed by weapons of cold iron. Their spells are at rank 20 and their skills are at rank 15. I usually assume they are maximum rank with any weapon they happen to pick up. |