The Ancient Art of Demonology is the most dangerous It should not be
used by a person with little power. "Take heed, foolish Dabbler, you have
been Warned, Demons will never forget you, their Tormentor and Captor."
The hazards are great, but the rewards are greater. The method of
preparation of a Demonic Circle of Binding is both complex and difficult.
Each and every stage must be performed exactly as stated or disaster will
strike you and your suffering will be endless. First, a perfect circle of
Human Blood must be drawn, by a priest of pure good or the magic will fail
and all Chaos will be set free. Within this circle the priest must scribe
a perfect magical Star to focus the power. Next, ten black Candles must be
placed at the junctions of the paths, and these candles must be lit as a
beacon for Evil Beings to see from their foul plane. This powerful magic
splits The Universe in two pieces, that within the circle and that
without. The area within the circle is a direct Conduit to the Plane of
Demons. You must then summon the Demon you wish to conjure by use of an
enchanted message. Ancient tribesman have been known to use an enchanted
magic bag for this purpose. The following step is the most important. You
must not make even the slightest error or the magic will fail and demonic
hordes will be free to roam the Land. When, the Spawn of Chaos has fully
materialised then you must, with all speed, bind Him to your will. This
step envolves a mental Battle for control between you and the monster.
Once you have control then the demon is at your command for one solar
cycle. The method of Banishment is similar to that of summoning except
that by simple methods the Portal must be reversed. Perform the first
steps in order. Then cause the demon to enter the circle and intone the
Spell of Binding. The creature is no longer at your command. Be quick
then, and dispel the creature to whence it came and destroy the magic
circle lest it returns to seek revenge.
The ANGEL of DEATH is one of evil's most powerful minions. This
unholy creature is sent straight from hell to deal with those who meddle
in the affairs of evil. They are usually sent only when all else fails.
Although emaciated and of very sallow complexion. These creatures are
extremely dangerous and can usually kill with just one blow of their
scythe. It is said to be impossible to run from an angel of death. Few
survive after having attracted evil's attention to this degree.
ANIMATES are things created by human scientists or magic users with a
specific series of actions in mind. They generally perform simple
movement, like robots. They are renowned for endlessly following a set
pattern until commanded otherwise. They can only understand basic commands
unless some sort of artificial intelligence has been installed. They are
usually extremely tough and often cannot be killed while the magic is
still working. This is because the magic heals any injuries they may have
and they are restored to their original state. They do not have any
special powers and must be pulverised to stop them.
BANSHEES are the unfortunate slaves of demons whose purpose is often
to foretell a death in the house. However, they are often used as early
warning systems. Their ear-splitting screams will alert people to an
intruders presence. They attack by scratching with their nails but are
basically defenseless against a determined attacker. They have no magical
powers and the presence of a banshee usually indicates a greater danger
ahead. Be warned for their screams are said to cause intense head pain and
alert their masters.
DEMONS are creatures that originate on another plane of existence.
There are seven planes apart from the Material plane on which we dwell.
Indeed, if we could travel to one of these other planes then we too would
be classed as demons. Chaos is a basic demon trait and it is simply for
amusement that they come to our plain to wreak havoc. They can also be
summoned with magic and forced to carry out tasks for the summoner. All
demons are at least moderately powerful. Some are extremely powerful and
if they attacked en masse they could conquer the world. Luckily demons
generally don't get along.
MAJOR DEMONS are, fortunately for humanity, a rare breed. There are
actually only eight in existence, to rule each of the planes. The most
volatile demon is Cerberus. This demon takes the form of a huge, triple
headed dog. This creature breathes fire and casts very powerful spells. If
you meet Cerberus it is a very good idea to run away, extremely quickly.
It is extremely unfriendly and has made several, so far unsuccessful,
attempts to conquer this dimension in the past. Cerberus is often
surrounded by it's minions, these provide protection from magic users who
have the power to banish it back to its own plane.
MINOR DEMONS come in many shapes and sizes and from many planes. The
most common ones are Elemental Demons and Succubi. Elemental demons come
from one of the elemental planes and have powers associated with that
element. For example Fire demons can throw fire at will. Succubi use
seduction to get their victims in a vulnerable position whereupon they use
their claws to rip him limb from limb. They appear as beautiful humans
having first induced a deep sleep in their victim. Elemental demons appear
as a solid mass of their element and the key to their destruction is
usually the opposite element.
GHOSTS are non-material entities that usually work for a powerful
magic user with the promise that they will be restored to life for their
service. Ghosts are the spirits of people that died in an extremely
violent way, with great pain. They attack with a touch of ice which saps
strength and health and is known to be extremely disconcerting. Because of
their non-material state they can only be damaged with magic. Fortunately,
they are extremely weak when attacked in this way.
GHOULS are undead creatures who have the unique ability to paralyze
living creatures with a touch. They are more intelligent than animates and
zombies and are capable of some independent thought, although they are
usually controlled by a magic user of some sort. They are quite tough and
fairly hard to kill, but they have no magical powers. When they are not
attempting to paralyze, they tend to attack very quickly with a dagger.
GIANT RATS have evolved deep beneath the ground, out of sight of
humans. They are many times the size of normal rats and their powerful
jaws can cause serious damage. They are not very tough but can withstand a
lot of damage and do not present much of a problem. Beware, some carry
contagious diseases.
HAGS are evil women who have devoted their lives to malice. They have
been rewarded with powerful magic and cursed with physical deformity. Once
past their magical defenses it is fairly easy to defeat them as they have
weak bodies. They usually use lightning bolts to kill their enemies.
IMPs are best described as small, green humanoids with a nasty
disposition. They are actually humans cursed with green skin who were
condemned many years ago and left the surface to live underground. Do not
underestimate them the underground life is not easy and a normal imp is
much stronger and tougher than a human. Imps are master smiths and have
crafted high quality weapons and armour with which to defend themselves.
They usually live in clans of about 150 individuals which rule a certain
section of the underworld.
INSECTS, or more particularly giant insects, are created from their
smaller cousins by magic. They can quickly populate a large area with
offspring which provide an excellent defense. Their qualities vary greatly
from weak to strong. They will usually win through by weight of numbers
alone. Below are a number of insects that have been discovered in their
larger form. Beware as they tend to have special powers not seen in the
smaller versions.
ANTS tend to be found in the greatest numbers. They are the least
dangerous and the easiest to dispatch as the transformation process
weakens their exoskeleton. Their method of attack is to fire globs of acid
from their tails. This acid is highly corrosive to non-organic matter.
GIANT SPIDERS are extremely uncommon as the spider is highly
resistant to growth magic. The spell rarely works but the results are
astonishing and have an extreme effect. By far the biggest of the giant
insects is the spider. They are very powerful and tough and are extremely
poisonous and highly resistant to magic.
GRUBS are very big and nasty creatures which have razor sharp
mandibles and bone-crushing strength. They can survive a lot of damage but
have a very low magical resistance. They look and move like a giant
caterpillar.
MOSQUITOS, while being mere pests in normal size, are incredibly
dangerous in larger form. They attack by extending their probosci into the
victim and draining his blood. They must be destroyed quickly after
penetration as their poison soon leads to unconsciousness.
NYMPHS are huge, aquatic insects which jealously guard their
underwater domain. They will viciously attack intruders with their jaws
which are very powerful. Fortunately, their exoskeleton has been weakened
by underwater life, making them easy targets.
SCORPIONS are one of the more deadly insectivores, especially in
giant form. They are very big and their tails are wickedly barbed. Whilst
quite weak physically, they do incredible amounts of poisonous damage.
Fortunately, due to their huge bulk, they move very slowly and sometimes
not at all.
WASPS are very fast flying insects which attack quickly and then
withdraw. Their sting is quite painful and sometimes poisonous. It is not
unknown for giant wasps to have been imbued with some minor spells.
WORMS are very large indeed but fortunately quite weak. Their soft
bodies make good targets and their innate blindness means that combat is
difficult for them. Beware, for a good blow from one of these creatures
will will fell the mightiest warrior.
MIMICS are mindless clones often used by spellcasters to impersonate
another. However, under the magically created flesh is only a rotting
corpse. Their strenght and constitution depends on the power of the
magic-user that created them. It has been known for some mimics to be
completely invincible to normal damage. Mimics cannot cast spells of any
sort and consequently have a high magical resistance. The most successful
way to deal with them is to use magic to boost your physical self and
attack normally.
NECROMANCERS are humans who are psychically connected to the plane of
spirits. If this power is developed from an early age by a powerful mage
then the child will become a necromancer, gifted in the magic of the
undead. A fully trained necromancer can cast many spells as well as summon
vast hordes of undead from beyond the grave. These are formidable
opponents indeed, as they have weapons brought from the plane of spirits.
Beware especially their Dust of Death, which they can release at will.
These deadly spores eat away a person from the inside if inhaled and they
become a servant of evil forever.
POLTERGEISTS are free spirits who have been trapped in our plane by
magic. They actually do what they want and cannot be controlled, but
simply perform the same task as when they were alive. They have no
attacking ability but they too cannot be attacked in any way.
SHAPESHIFTERS are some of the more powerful, non-demonoid creatures
that one is likely to face. A shapeshifter can re-arrange its genetic
structure at will and take on the form of another of roughly equal size.
Its true form, however, is that of a huge serpent, its jaws dripping
deadly poison. It attacks by spitting poison at its victim. Shapeshifters
are also powerful magic users and can often be found at the head of a band
of monsters. They are totally evil and stop at nothing in order to cause
pain and death. It takes minutes for the poison to kill so prepare many
potions before fighting these.
SKELETONS are the bones of humans that have been re-animated. They
are usually used only as guards and are quite easy to dispatch, being slow
and fairly weak. Some have been known to have been imbued with minor
magic. Beware, however, for they can regenerate themselves with time after
being disabled.
VAMPIRES are split into two types, purestrain and hybrid. A pure
vampire is the child of two vampires while a hybrid is a vampire who has
been infected by a purestrain. They appear as old fashioned humans with
pronounced canines and pale skin. Purestrains are extremely dangerous,
having few weaknesses and a powerful offensive capability. Hybrids are
lesser vampires to their purestrain parents, having many more weaknesses.
These often turn up in large groups or families to protect their creator.
Most vampires hate holy items, sunlight and garlic. All can cast at least
some magic.
VAMPIRE BATS are not really vampiric in nature but are actually
oversized bats with a taste for blood. They have no magic and are very
weak. However, their quick suprise attacks in large numbers have meant the
end for many.
WIGHTS are powerful guardians that live in the bodies they had in
life. They have a freezing touch which can cause paralisis and extreme
damage. They must stay in contact with their physical bodies at all times
and spend most of the time 'sleeping' there. They are usually activated by
the presence of life.
ZOMBIES are merely animated bodies. They are totally stupid, and
unable to make decisions, and must follow simple instructions like a
puppet on a string. They are usually quite tough and strong and can be
magically protected by their controller.