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I have wholeheartedly embraced the spirit description provided by David Cake on the RQ-rules list. Here is a transcript of it with my modifications. The intention with this way of presenting the familiar RQ3 spirits was to avoid an organized taxonomy of spirits, and to concentrate on saying what spirits can do in game terms rather than classification. In RQ3 most of the more important spirits are either special species (like nymphs or ghouls) or fit into the cult spirit or demon categories of the Creatures book, rather than the more limited types. The intent is to encourage some individuality among spirits, and some creativity, and to make spirits encounters more of a special event. The summoning rules have been slightly changed to reflect this, with a strong inspiration from Stormbringer, another excellent Chaosium game.
Table of Contentsthe spirit plane is a featureless place, marked only by the auras of beings who inhabit it. Ordinary senses are useless here, but every consciousness generates a field of presence around itself with a strength equivalent of one meter per point of POW. Awareness of such auras is sometimes called spirit sense. Most humans only recall shifting shapes and lights, as do other beings who rely primarily upon sight. A recognizable form or definable shape is rare. Creatures relying on other senses recall the entities by means of these perceptions. Three regions of the spirit plane are often described:
The frontier region is the area which seems closest to the mundane world. The normal discorporation experience send a spirit to this region of the spirit plane. The spirits most commonly interacting with the living stays in this region. The spirits of recently deceased people first appear in the frontier region, before being slowly but inexorably attracted toward the inner sphere of the spirit plane.
In the outer sphere dwell more powerful spirits which are often hostile toward the living, but are not powerful enough to find a more secure spiritual refuge in the inner region.
The inner region is the core of the spirit plane. Here are the most powerful, most exotic and the strangest of all the spirits, commonly called Demons
Spirits are, in the broadest use of the term, creatures without permanent SIZ (though some of them are able to create temporary bodies). There are many specific varieties, though many special types are covered separately, including Nymphs, Elementals, and Ghosts. Spirits can have any other combination of attributes. There are spirits with normal INT, Fixed INT, and no INT. Most have POW, but not all (though all must have magic points). There are many spirits that can not be so easily classified, in fact many spirits are individuals. To describe a spirit, in addition to its attributes, its spells, and its skills (none of which are possessed by all spirits), you must also describe what abilities it possesses, or what abilities can be used by a binder. The Spirit Lore skill is intended to be used. Instead of the game master and the players both talking about spirits drawn from the small list in the Creatures book, the GM creates spirits as he wants, and the player characters are assumed to know about them if their Spirit Lore warrants.
Many spirits are associated with a particular area. They may be spirits of a place, or of creatures that live in a particular place. Such an area is called a domain, and often spirits are only able to use particular powers within their domain. Some spirits are so closely associated with their domain that they lose magic points when they leave their domain, or can only regenerate them within their domain. For most spirits a domain is defined geographically, but not always. For some spirits the domain is defined as a particular element, for some a particular community.
These are the powers which spirits can use. Feel free to add any new ability on this list. These powers have been given a common format for ease to use:
Name of the Power (minimum POW of the
spirit to have this ability)
Description
Ability gained by benign possession by the spirit.
If a spirit has more than one power, he must have at least a POW equivalent
to the sum of the required minimum power for each ability.
The ability gained from a benign possession by
the spirit generally can be made property of a binding object instead. In
that case, the object becomes the physical body of the spirit and if the
object is destroyed (AP reduced to 0), the spirit is free. Anyone using
the object benefice from the property unless the initial binder choose to
establish conditions as described in the Enchanting section of the magic
book. Only one spirit may possess a given item, but any other enchantment
can be added. Unlike in the case of the benign possession of a character,
a spirit can be exorcised from an object.
Magic point donation (1 per MP)
The magic points of some spirits can be used by the binder to power their
own spells. A spirit with only this ability correspond to a RQ3 POW spirits.
Covert possession: The character gains access to the spirit MP permanently.
Spell knowledge (1 per spell point stored)
Some spirits allow the binder to use the spirits INT to store spirit spell
knowledge. A spirit with only this ability correspond to a RQ3 Intellect
spirits.
Covert possession: The character gains access to the spirit INT permanently.
Casting magic (1 per spell point)
Many spirits are capable of casting magic, and can be forced to
cast magic for their binder. The spirit as the ability to cast the spell
at 100%, no matter what his POW is, and can cast it more than once if it
has sufficient magic points. The chances for an offensive spell success
are figured normally by matching the spirit's magic points against those
of the target.
Covert possession: The character can cast the spirit spell at 100% independently of his POW.
Possession (3)
overt possession of target on a successful spirit combat. When the spirit
reduces its opponent to 0 MP or a difference of more than 10 MP, it can
takes control of the body until driven away by another spirit combat or
exorcism.
Alternatively, the possession can do good to the recipient instead of harming
him. Some deities may send a friendly spirit to a follower, and spirit combat
ensues as if the character were attempting to learn a spirit spell. If the
character succeeds in driving the spirit's magic points to zero, then the
spirit is conquered and the character can sacrifice a number of permanent
POW point dependent on the abilities that would be transferred (2 for each
common ability, 4 for each uncommon and 6 for each demonic power). The spirit
then covertly possess the character, and becomes visible as a companion
on the spirit plane or by use of the spell Second Sight. Only one
spirit may possess a person at a time, and once gained, the spirit may never
be exorcised. Upon death of the character, the spirit is released from his
binding oath and free to return to his home place on the spirit plane.
Failure to defeat the spirit will mean disaster to the character. Demons
will eat the soul of their victim, killing the character permanently. Major
spirit's victims will be somehow maimed (POW or other characteristic lost)
and minor spirit will inflict significant damage. The exact methods are
left to the game master. It should be appropriate to the nature of the spirit
and the deity, not necessarily doing immediate damage.
(Ref. Viking player Book, pp 28-38)
Visibility (3)
can manifest as a discorporate spirit on the mundane plan without magical
assistance. A spirit cannot target a spell in the mundane plan or attack
a victim in spirit combat without this ability. The body of the discorporate
spirit is immaterial, and thus cannot be affected by physical attacks (weapons
or spells). Similarly, it cannot perform any physical intervention in the
mundane world. It is sensitive to certain spells affecting magic (Dispel
magic, Dismiss Magic,...), possessing as many HP as the spirit spent
MP on the ability. If the immaterial body is reduced to 0 HP, the spirit
lose his visibility and must again spend MP to reform a body before interacting
with the mundane plan.
All these abilities are possessed by some spirit in the RQ3 Creatures book.
Spirit Attack (5)
This gives the ability to initiate spirit combat. The spirit must see the
target, either on the mundane plane (through visibility) or on the spirit
plan. Spirit combat is much faster than physical combat, and one spirit
combat turn only takes one strike rank.
Covert possession: The character gains the ability to initiate spirit combat once a day like a discorporate shaman. While doing this, the character immediately goes in catatonic trance and lose any control of his body for the duration of the spirit combat.
Passions (5)
on a successful spirit combat, covert possession with some special psychological
or emotional effect, e.g. fear, madness, pain. Various types of passion
spirits are described in detail in "Lords of Terror" pp 94-96.
The passions described are: Amnesia, confusion, deceit, fear, greed, grief,
hate, idiocy, love, madness, pain and violence.
Covert possession: The character gain the ability to induce the passion once a day on touch. Use the appropriate spell description (e.g. fear, madness...) and your imagination. The spirit subtract his POW from the resistance roll, increasing the chances of success.
Disease (5)
the spirit is associated with a particular disease. Spirit combat to cause
disease is MP vs. Appropriate attribute, and results in covert possession
causing disease.
Covert possession: The character becomes a disease carrier, as in the malia divine spell Carry [Disease].The spirit subtract his POW from the resistance roll, increasing the chances of success.
Elemental body (2/cubic meter)
capable of forming a body made of a given element, as for example an elemental
of the appropriate type. Typically this has an MP cost of 1 MP per cubic
meter of elemental (10 SIZ), but the body may be formed as part of the summoning
ritual. Elemental body are not entirely coherent, as the solid matter of
the mundane world, and thus mostly unsensitive to cutting, crushing or piercing,
as the weapon simply move through them. Normal weapons and most of the common
combat spells (Bladesharp, Bludgeon...) do not affect elemental bodies.
However they take double damages from weapons made of rune metal associated
with the opposite element and are extremely sensitive to contact with that
element or spells related to it:
Covert possession: The character gain abilities related to the particular elemental body once a day for a maximum of 15 minutes. It becomes insensitive to the particular element and hypersensitive to the opposite as described in the appropriate elemental body:
Solid body (1/SIZ point)
some spirits can create temporary bodies for themselves, which seem in all
respects as normal creatures except for their temporary nature. Some spirits
may even be able to create more than one different body for themselves,
or change the appearance or SIZ of their bodies. Temporary bodies are in
all aspect materials, and thus can be damaged by weapons, magical or not.
Sometime, the matter of the temporary body will restrict the damages done
by some kind of weapons. The number of HP in the solid body is determined
as usual by the average of the SIZ and the CON of the creature.
Healing (5)
some spirits have special powers against disease. This give them the automatic
ability to engage any spirit that is causing disease in spirit combat. They
can also add their POW as a bonus to any one roll against any disease, including
naturally occurring ones. If there is normally no chance to throw off the
disease, the chance is the spirits POW.
Covert possession: The character subtract the spirit POW from his resistance roll against any disease and when resisting a disease spirit, increasing the chances of success.
Spell (5/Divine magic or sorcery spell point)
a spirit can know any spells available to complete creatures, including
being initiated and knowing divine magic. It is unusual for spirits to be
able to attain ranks above initiate in a cult, and most spirits must have
a physical body before they are able to cast ritual magic. Spirits cannot
be forced to cast ritual magic using Dominate, Command, or Control, but
they can be bargained with or otherwise convinced.
Covert possession: Spirit and Divine magic spells can be cast once a day at no MP cost, and last 15 minutes. Sorcery spells needs the use of the caster's MP but all required skills are assumed to be 100% (intensity, range, spell...). None of the spells can ever use more MP than the spirit has POW.
Spell teaching (5)
some spirits teach a spell that they know to someone who can overcome them
in spirit combat. One form of the ability is a spirit that will teach one
point of the spell for each round that it is beaten. Another is the spirit
that teaches a spell when it is beaten completely. the first description
is from the 'Getting spirit magic' section of the "Vikings" and
"Land of Ninja" player books, and I use it in the case of a friendly
spirit (cult spirit, totem spirit...). The second is the standard RQ3 way,
and I use it only in case of an unfriendly or hostile spirit.
Creature control (5 per specie)
many spirits are able to control particular sorts of incomplete creature.
This typically costs 1 MP, lasts for an hour, and cannot be resisted. This
is often restricted to either creatures from the spirits domain, or a specific
species. This ability is possessed by RQ3 Nymphs. Many animal spirits, and
spirits of place of whatever form, may have it also.
Covert possession: The character gains the ability to control the incomplete creature in a way similar to the Dominate sorcery spell for 15 minutes once a day. The extend of the control is limited by the INT of the creature.
Intercede (7)
some spirits can intercede in spirit combat, some for a specific person,
some for a group, some for an area. If an interceded person is attacked
in spirit combat, the Interceding spirit can choose to engage it instead
or add his MP to the MP of the victim in a way similar to the fetch of a
shaman (i.e. in defense only).
Covert possession: The character gains the permanent protection of the spirit: The spirit add his POW to the MP of the character for the purpose of resisting spirit combat, and can freely engage in spirit combat any creature attempting to possess the character in any way.
Curse (7)
some spirits can curse people with bad luck. A given spirit can only curse
in specific ways. A curse usually takes the form of things that could normally
occur, such as milk souring, illness, lamed animals, blunt tools, tripping...
Some spirits can only curse in their domain.
Bless (7)
conversely, some spirits can cause good luck or help. This usually takes
the form of preventing common accidents from occurring. Such spirits can
usually also prevent curses cast by less powerful spirits. Again, spirits
can usually only assist in certain ways, and are often restricted to helping
within a specific domain.
Covert possession: The character gains the permanent blessing of the spirit: The spirit subtract his POW from any type of luck roll made by the character, increasing his chances to be lucky.
Effect Environment (depending on the effect)
some spirits have a specific effect on the environment when they manifest
on the mundane plain. Examples include locally affecting the weather, or
strange smells or sounds, or general distortions of the senses. More powerful
spirits have more widespread effects. It ranges from the subtle (the fresh
rain smell that accompanies hellions) to the extreme (the temporary winter
for miles around that accompanies Inora, the Ice Maiden).
Search (5)
some spirits are able to find things. Typically this only extends to a specific
domain. To search the mundane plane, a spirit need visibility.
Covert possession: When searching for something, the character can roll twice, one for himself at his own percentage skill, and one for the spirit at 100%. The spirit does not require visibility since he uses the eyes of the character.
Spiritual weapons (Depending on weapon)
some spirits seem to possess spiritual weapons, that appear to be used in
a similar manner to physical weapons, but that cause magic point damage
or other spirit combat damages (POW) instead of physical damages. These
spiritual weapons are immaterial, and thus ignore any armor and normal armoring
spell. They are sensitive to Spirit Screen, Spirit Block and
Spirit resistance spells. How such weapons are created or obtained
is unknown, but the answer seems to lie on the hero plane rather than the
spirit plane.
Telekinesis (8)
some spirits may gain the ability to move objects by the strength of their
own will. This is the only case of a spirit being able to alter the mundane
plan without a material form, and it appears strictly restricted to very
simple manipulations: pushing, dragging... It usually cost the spirit 1
MP per SIZ, but this can varies greatly.
Covert possession: The character gains the ability of telekinesis for 15 minutes once a day. Each magic point spend can either lift 1 SIZ of an object, extend the range of the power by 10 m or move the levitated object at a speed of 1 m/SR. The character can lift himself with this power. The chance to hit someone with the moving object are equal to the character's DEX x 3%. Damages are calculated from the size and speed of the object at the time of impact.
Chaotic features (8)
some spirits possess chaotic features. If the feature in question requires
a material body, then it is only useful when the spirit possesses someone.
Covert possession: The character gains the chaotic feature of the spirit for 15 minutes once a day.
Special spirit combat (depending of the ability)
spirits exist with many unusual abilities in spirit combat. They include
the ability to remove POW or other attributes instead of magic points, to
steal magic points and use them themselves, to cause hit point damage, or
many other abilities. Some can attack more than one person at once, sometimes
even dozens. Sometimes such abilities are only usable against specific targets.
Many cult spirits of reprisal have such abilities - sometimes usable only
against initiates, sometimes more generally useful.
Covert possession: The character gains use of the special ability of the spirit for 15 minutes once a day if engaged in spirit combat. This does not give the ability to initiate spirit combat.
Skills
While any spirit with INT can learn skills, sometimes there are spirits
who have gain skills magically, often as part of their nature, such as the
household spirit who is at least competent at household tasks.
Covert possession: The character gains knowledge of the spirit's skills, but cannot be trained or improve them by experience or research.
Languages
Many spirits have magical powers of speech. For example they may be able
to talk to animals or plants. When a powerful spirit speaks a sacred language
(such as the elemental tongues) they can be magically understood by appropriate
creatures.
Covert possession: The character gains knowledge of the spirit's language skills, but cannot be trained or improve them by experience or research.
All these abilities are only found among demons and cult spirits, the most powerful of the spirit kind. Demons can also, as cult spirits do, use the benign possession rules and becomes allied spirits. However, they can only be bound by the terms of a pact, which they are required to follow to the letter, but often try to twist to their advantage. And the permanent mental contact with entities as alien to the human mind as demons seems also to wreck havoc on the sanity of the binder. They quite commonly request the soul of their master after his death as price for their services. A demonic ability can be turned on and off at will by the demon/spirit or the possessed character.
In order to have a physical interaction with the mundane plane, demons like any other spirit must take a physical form and gain the characteristic SIZ. Demons and cult spirits can be bound to an object, thus merging with it and using is matter as their physical body, or they can have the ability to form a solid body like other spirits. The number of HP in the material body is determined as usual by the mean of SIZ and CON, or in the case of an object, by the AP.
Most of the demonic powers are adapted from the Chaosium game "StormBringer". I would strongly recommand it to anyone interested in expanding demons in his/her game. White Dwarf also had a serie of three articles called "dealing with demons" in very early issues of the magazine, but I have long lost these issues and cannot remember the detail of their content.
Armor (2 per Armor Point)
This power gives the demon some sort of armor. It can be scales, a thick
hide or a coating of slime, but in all case the source of the protection
needs to be visible. Demonic armor is inherently magical: It is not bypassed
by a critical and any normal attack directed at the armor as 50% chance
of shattering the weapon (subtract 10% from chance per point of spirit or
sorcery magic on weapon, subtract 20% per point of divine magic on weapon,
but always 5% chance of destruction). Any natural attack like fist or claw
has 50% chance of doing the rolled damages to the attacker as well (subtract
10% from chance per point of spirit or sorcery magic and 20% per point of
divine magic on limb, but always 5% chance of damage).
A demonic armor is vulnerable to demonic weapons and criticals with these
do ignore armor as usual.
Covert possession: The character gain the demonic armor at will, for as long as the pact last. The origine of the armor is also clearly visible.
Burning Attack (5 per 1D6 heat damage in a 2 m radius, each 5 add either 1D6 or 2 m radius)
The demon is able to generate waves of intense heat. In addition to doing damages, this attack gives a chance equal to the rolled damage times 5% to set any flammable and heat-sensitive inanimate material in fire. Anyone within the radius of the demonic power takes the heat damages to all his/her locations at the SR 10 of each round. Magical protection and armor will subtract their protection points from the heat damages for one melee round.
Covert possession: The character gain the burning attack at will, for as long as the pact last. It cost him 1D6 FP per round to maintain it.
Characteristics (1 per 1D6 points of CHAR)
This power allows the demon to generate characteristics of STR, CON, DEX and APP for its material body once summoned. The SIZ of the body his fixed by the "solid body" ability and INT and POW are inherent properties of the demon. A demon not bound to a specific material form (living or inanimate) needs a complete set of characteristics to function independently in the mundane world. If bound to a material form, the demon can use this power to increase the characteristics of the recipient.
Covert possession: The character's STR, CON and DEX increases by as much as the demon's characteristics, for as long as the pact last.
Clairvoyance (5 for 2 m radius projectable up to 50 m, each 5 add either 2 m radius or 50 m range)
The demon can leave a sensory device such as an eye, ear, antenna, at a specific location. This allows him to view what is currently happening in a radius around the sensor from a distance. Only objects within the sensory radius can be observed. While using clairvoyance, the demon is in a trance state and can take no other actions.
Covert possession: The character can share the demon's ability, but must leave his/her own sensory organ (eye). While observing, the character is also in a state of trance.
Dazzle Attack (5 per 1D6 potency in a 2 m radius, each 5 add either 1D6 or 2 m radius)
This attack automatically hit all targets within the radius unless there is a wall or other barrier between the demon and the target, or unless the target roll under his/her POWx3% to close the eyes by sheer luck at the time of the attack. If the dazzle attack is not avoided, the target must make a resistance roll based on his CON versus the potency of the attack. The target is blinded for a number of melee rounds equal to the attack's potency, or only half of it if the resistance roll is a success. Armor gives no protection. A dazzled victim may not use missile weapons or directed spells, and attack, parry or dodge are at -75% of normal chance.
Covert possession: The character gain the dazzle attack at will, for as long as the pact last. It cost him 1D6 FP per flash.
Dimension Shift (20 plus 1 for each point of POW the demon can carry with him)
This power allows the demon to freely travel through the various planes (mundane, spirit, hero, god...) of Glorantha. The demon can only travel to locations which he has memorized, and lose one point of CON for each time he uses this power. When the demon's CON reaches 0, he cannot maintain his mundane body and departs for his home dimension. The demon cannot know more locations than his INT, and his highly unlikely to know locations others than related to his overlord domain. When taking someone with him, the demon only transports the spirit of his passenger, leaving the corps in a trance state similar to the one of a discorporated shaman.
Covert possession: The character can leave his/her body to travel across dimensions as a passenger of the demon.
Explosive Decomposition (5 per 1D6 potency in a 50 m range, each 5 add either 1D6 or 50 m range)
If the demon overcomes the target's magic point, his power interferes with the normal molecular resonation of the matter forming the target's body. The target must attempt to resist the potency of the attack with his POW. If successful, he takes half of the potency in damage to his general hit points. If unsuccessful, he takes the full potency in general hit points damage. If the target is killed by the attack, he explodes in a pulpy, scarlet shower, coating all nearby objects.
Covert possession: The character gain the explosive attack at will, for as long as the pact last. It cost him 1D6 FP per attack.
Freezing Attack (5 per 1D6 heat damage in a 2 m radius, each 5 add either 1D6 or 2 m radius)
This power allows the demon to generate a field of intense coldness. In addition to doing damages, this attack gives a chance to shatter non-magical inanimate objects. Objects must resist with their AP against the potency of the attack or shatter. Anyone within the radius of the demonic power takes the cold damages to all of his/her locations at the SR 10 of each round. Magical protection and non-metal armor will subtract their protection points from the cold damage for one melee round.
Covert possession: The character gain the freezing attack at will, for as long as the pact last. It cost him 1D6 FP per round to maintain it.
Knowledge (10 per area of expertise)
This power allows demons to have vast amounts of knowledge in very specific areas. This POW gives the demon the equivalent of INTx10% knowledge skill in a very specific sphere of knowledge such as "things that hop in Genertela, elven lore, summoning shades..." The demon may have no more area of expertise than he as points of INT.
Phantom (1 per SIZ point transformed )
This power allows the demon to cause his body and material possessions to attain an immaterial form, letting him walk through walls and ignore all physical attacks. Immaterial creatures may not handle any solid object. They are visible and do affect sight-related abilities.They are still vulnerable to heat and most spells. The demon can only stay immaterial for a number of rounds equal to his POW. At the end of this period, the demon must rest for as many rounds as the SIZ he transformed.
Covert possession: The character gain the ability to pass in immaterial form at the cost of 1 MP and 1D6 FP per round of transformation. At 0 MP, he automatically becomes material again, wherever he is...
Regeneration (10)
This power allows the demon to heal any organic being. The healing process
takes place at SR 10 of the round and every damaged location can be healed
up to a sum of HP equal to the POW of the demon: Wounds close by themselves,
fractures repair...
Regeneration of a limb permanently consumes as many POW as the limb's HP.
The regeneration can even take place after the death of the character. However,
it will not recall the spirit into the healed body: The demon will have
control of the body.
Covert possession: The character gain the regeneration ability.
Shape Change (10 per different shape)
The spirit has the ability to alter the form of his mundane body. Unless specified, there is no alteration of the other characteristics. No clothing, armor or carried items are transformed. The spirit does gain the physical abilities of the new form, but not the magical ones. For example, a spirit changing its form in the one of a Dragon would gain the scales, claws and wings, but not the fiery breath or the flying abilities which are intrinsically magic. On the other hand, taking the form of an hawk would allow the spirit to fly.
Covert possession: The character gain the ability to transform himself into the creature's shapes known by the spirit.
Teaching (10)
This power allows demons to teach in a way the human intelligence can understand. Normally, the though process of demons is too alien to human mind for allowing a transfer of knowledge. This power is useless without the powers of Knowledge or Skill... A demon with the power of teaching can train a student up to 75% of his own skill value. If the demon's skill is above 100%, then he can train the student above the normal 75% maximum rule. Demonic preceptors are always sadistic and their methods of instruction rely heavily on physical pain and mental anguish, often driving their human pupil into madness as the price for their supernatural knowledge.
Teleport (10 plus 1 for each point of SIZ the demon can carry with him)
This power allows the demon to instantly appear anywhere it wishes on
the mundane plane. A teleporter is limited in what it can move. In addition,
each time someone is teleported with the demon, there is a chance that the
demon reassembles the passenger's atoms incorrectly on arrival. Each time
a passenger is transported, the demon must make a concentration roll (roll
INTx3 or less on a D100).
If the roll his a failure, the passenger is reassembly incorrectly and must
roll on the Teleportation Mishaps Table. If the roll is a fumble, then both
the passenger and the demon must roll on that table.
Teleportation Mishaps Table
Covert possession: The character may be teleported by the demon at any time and to any location as long as the demon his powerful enought to carry his SIZ and the character is willing to take the risk...
The summoning ritual is used to call otherworld creatures to the caster. Spirits do not naturally enter the mundane plane, and a passage must be open by the magician to allows them access to this plane. If the summoner knows the true name of the creature he is calling, or if he knows a specific summon [species] spell, he can draw a member of this specie through his summoning portal. If the summoner does not know exactly the type of creature he wants to summon, he simply specify some conditions for use of the passage, and any creature fulfilling these conditions is granted access to the material plane.
In addition to quiet surrounding and the fog of aromatic, mind-expanding
substances (incense, hellebore...) that invariably accompany this ritual,
the summoner must draw a summoning circle on the floor, and inscribe at
the periphery of the circle either the creature true name, or the runes
describing the desired powers and conditions of the summoning. In the case
of an elemental, the magician must supply the appropriate substance for
the formation of the elemental body. Often, the summoner must also offer
an appropriate sacrifice to the spirit, appropriate being always a matter
of conjecture, as we will see in Sandy Petersen's
example. (Hi, hi, hiiii.... sorry, uncontrollable maniacal laugher)
He also must constantly keep in mind an image of the creature called. This
can be done by looking at a picture of the creature, or more commonly by
focusing on a specific aspect of it. Braziers full of roaring flames can
be used for the summons of a fire elemental for example, or wolf fur and
teeth for the invocation of a wolf-demon.
If the magician has reasons to suspect some hostility from the summoned
creature, he may try to protect himself by enchanting the summoning circle.
Protective Circle Enchantment
1 point
Ritual (enchant), Non stackable, Reusable
Each point of POW sacrificed in such an Enchantment can be used to store
1D10 MP in the summoning circle. These stored magic points create a magical
barrier between the sorcerer and the summoned creature. A creature cannot
pass through the barrier if it has 10 MP less than the protective circle.
If it as more MP than the value of the protective circle plus 10, the creature
is not affected by the barrier. In between these values, a spirit can oppose
his MP against the MP of the protective circle, once per round. If he succeeds,
the barrier breaks and the spirit is free to attack the summoner.
Each point of protection also add 1 point to the summoner's defenses against
all type of spirit combat. It does not alter the characteristic being attacked,
but merely protects it as long as the attacking spirit stays within the
circle. The protective circle does not bolster the characteristic in attack.
It has no effect on any creature from the mundane plane.
The sorcerer can release the protection at will, to allow for example a
controlled/commanded creature to cross the barrier. By doing so, he spends
all the magic points stored in the protective circle. Magic points in the
protective circle do not regenerate on their own and must be refilled. The
protective circle cannot hold more magic points than it has capacity to
store.
The player informs the Gamemaster of his adventurer's skill in performing the summoning ritual and the type of summoning that his adventurer is attempting:
The adventurer's player specifies how many magic points his adventurer uses in the ritual. These magic points are expended whether or not the summoning is a success. The ritual will take an hour per magic point spent in attempting the summons.
The adventurer's player then must attempt a D100 roll equal or less than his adventurer's Summoning skill. This roll has a penalty of 25% if the magician is attempting to summon from the outer region, and 50% for the inner region of the spirit plane.
If the roll succeeds, the Gamemaster randomly generates the POW of the creature. If the number of MP used in the summoning is less than the magic points possessed by the creature, the summoning is not powerful enough and the ritual fails. Otherwise, the adventurer's player can allocate 50% of the POW to generate the various abilities of the summoned creature, the GM randomly allocating the other 50%. If the summoning roll is a special, the player can allocate up to 75% of the POW and if the roll his a critical, he gets to allocate the entire power and design his own creature.
Then, the Gamemaster makes sure that the summoned creature meets all the conditions of the summons. If this is not the case, then the summoning fails. Otherwise, the creature appears on the material plane in the center of the summoning circle.
If the summoning roll is a fumble, an exemplary, huge and/or more powerful creature takes the opportunity to come on the material plane via the gate. It can be generated using the Encounter Tables of the spirit plane (Gamemaster book p.16), or be one of the lords of the spirit plane. Such creatures can be spirits of 35, 50, 100 and more POW, colossal elementals or demon lords. To use the portal, the creature must still have the required abilities, but may have much more than that... Since this is not really a summons, the number of MP spent in the ritual has no influence.
Nicolos the Sorcerer tries to summon a fire elemental. He would like a 4 cubic meter salamander, but does not know any specific Summon Salamander spell. He traces a huge summoning circle on the ground, inscribe it with the runes of fire and movement (for the ability "elemental body, fire") and build a blazing fire in the middle. His assistants keeps wood conveniently available to feed the fire. Nicolos know that a Salamander of that size (4D6 POW) can only be found in the outer region of the spirit plane. He decides to sacrifice 15 magic points in the summoning, making the ritual last 15 hours. Nicolos has 85% in Summon skill, but since he is attempting to summon a creature from the outer region, his skill has a 25% penalty for a final value of 60%.
Nicolos's player roll the dice and obtain 36: a simple success. The Game master roll 4D6 for a total of 12. Since the number of MP of the creature is less than the number of MP used in the ritual, it cannot resist the summons. Nicholos can allocate 6 points of POW. The cost for an elemental body is 2 per cubic meter, Nicolos only gets a 3 cubic meters salamander. The game master allocates the remaining 6 POW into 3 points of "magic point donation" and the knowledge of the spell Ignite and Mobility 2. Since the creature has at least 1 cubic meter of fire elemental body, it can travel trough the gate and appears in the summoning circle. Let's hope Nicolos know how to control it...
If the summons succeeds, the creature magically appears within the summoning circle one melee round after completion of the ritual. The creature is usually stunned and cannot take initiative until it rolls less than his MP on a D100. Otherworld creatures are normally unhappy to be summoned, and are most of the time hostile to the summoner and everyone in the area of summon. However, unless the creature possess the ability of Dimension Shift, it cannot return into the spirit plane on his own. This can often be used as a bargaining argument.
The summoner can take the opportunity of the stunned period to attempt a Control / Command / Dominate [creature] spell, or initiate spirit combat in the case of a shaman. If he succeed, he can learn the true name of the creature and an idea of its characteristics or skills. Friendly creatures can become allied spirits. Demons needs to be bound, either to the summoner or to a specific object. In any case, the binder can benefit from the benign possession rules.
If the summoner does not know a control spell, or if he cannot for any reason force the creature into submission, he may try to bargain. Minor demons and other intelligent creatures must generally be persuaded to perform the function for which they were summoned. 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 APPx3%, 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...
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 my by Sandy Petersen. After reading the text, none of my 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 eyesockets 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 chitters in speech, "I hight Magikin. I am your slave, and you are now and forever my master."
It licks your gory eyesockets 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 chitters 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.
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.
Spirits of the Dead - the dead usually retain all spell knowledge, and retain skill knowledge initially, though they often eventually forget it. They also gain the ability of Possession. Some evil rituals may give them the ability to form temporary body from specific material (zombies...)
Ghosts - a ghost is bound to retain on Earth for some reason, either magic or some reason connected to its death. It is bound to a particular domain, unable to leave it, and gains the power of visibility. Some ghosts may have other powers, like the telekinesis of poltergeist.
Passion spirits - many spirits exist whose sole ability is to incite a particular passion. Fear, Pain, and Madness, are the best known. Such spirits are believed to be created by powerful displays of emotion. Usually they have only POW, and no other attributes. There are several well known types, with distinctive and well known appearances. The best known are Fear spirits, which appear as pale skeletal figures peering out of a well of blackness, Pain spirits, which appear as a pulsing spot that is painful to look at, and Madness spirits, which appear as a swirl in space, with a giggling or screaming face in the center. Spirits of anger, lust, berserk frenzy, meekness, and all sorts of other things have also been described.
Nymphs - nymphs are spirits of a particular natural domain. Most of them possess the ability to form a temporary body, form an elemental body, and control creature for all creatures native to their domain. Most also have spells, frequently they are quite competent magicians. The most common varieties of nymphs are detailed separately. They are usually female.
Dehori - the large family of darkness spirits descended from Dehore. They are associated with darkness cults. They typically have spells that they could gain from Darkness cults, and commonly possess abilities of possession, fear, passion, and creation of a shade body. Many always have a shade body.
Plant spirits - most plant spirits do not possess an INT, and so cannot cast spells. They do provide magic point donation and special abilities.
Animal spirits - animal spirits usually have only fixed INT, and so do not know spells. Many have the power of creature control over creatures of the same type, though.
Wyters - these are spirits that arise from a community. They often have abilities to protect their community, such as Intercede and Bless.