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The Harpist’s Grimoire


of
Demons & Fel

V. Portsmouth - W. Greywell - A. Wintersbane - S. Demes

S. & D. Publishing House IDBN: 48557335


626 K.C. SCTR: 49-DC-434

Stormwind City, Stormwind


Contents

I Introduction 4
1 Foreword 5

II Demons 8
2 The Origins of Demons 9

3 Demon Souls 11

4 Greater Demons 13
4.1 Man’ari & Eredar Lords . . . . . . . . . . . . . . . . . . . . . . . 13
4.1.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 14
4.1.2 Powers of the Man’ari and Eredar Lords . . . . . . . . . . 14
4.2 Nathrezim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.2.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 15
4.2.2 Powers of the Nathrezim . . . . . . . . . . . . . . . . . . . 16
4.3 Annihilan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.3.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 16
4.3.2 Powers of the Annihilan . . . . . . . . . . . . . . . . . . . 17
4.4 Ered’ruin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
4.4.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 17
4.4.2 Powers of the Ered’ruin . . . . . . . . . . . . . . . . . . . 17
4.4.3 Terrorguards . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.5 Shivarra . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.5.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 18
4.5.2 Powers of the Shivarra . . . . . . . . . . . . . . . . . . . . 19
4.6 Inquisitors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.6.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 19
4.6.2 Powers of the Inquistors . . . . . . . . . . . . . . . . . . . 19
4.7 Mo’arg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.7.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 19
4.7.2 Powers of the Mo’arg . . . . . . . . . . . . . . . . . . . . . 20
4.8 Aranasi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.8.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 21
4.8.2 Powers of the Aranasi . . . . . . . . . . . . . . . . . . . . 21
4.9 Infernal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.9.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 22
4.9.2 Powers of the Infernal . . . . . . . . . . . . . . . . . . . . 22
4.10 Unsubstantiated Greater Demons . . . . . . . . . . . . . . . . . . 22

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5 Lesser Demons 24
5.1 Imps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
5.1.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 24
5.1.2 Powers of the Imp . . . . . . . . . . . . . . . . . . . . . . 24
5.2 Void Walkers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
5.2.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 24
5.2.2 Powers of the Void Walker . . . . . . . . . . . . . . . . . . 25
5.3 Fel-Hounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5.3.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 25
5.3.2 Powers of the Fel-Hound . . . . . . . . . . . . . . . . . . . 25
5.4 Sayaadi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5.4.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 26
5.4.2 Powers of the Sayaadi . . . . . . . . . . . . . . . . . . . . 26
5.5 Observers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5.5.1 Physical Description . . . . . . . . . . . . . . . . . . . . . 26
5.5.2 Powers of the Observer . . . . . . . . . . . . . . . . . . . 26

6 Summoning Demons 27
6.1 Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
6.2 Invitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
6.3 Anchoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
6.4 Binding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

7 Banishing Demons 32
7.1 Suppressant Banishment . . . . . . . . . . . . . . . . . . . . . . . 32
7.2 Nether Banishment . . . . . . . . . . . . . . . . . . . . . . . . . . 33
7.3 Demons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
7.3.1 Suppressant Banishment . . . . . . . . . . . . . . . . . . . 34
7.3.2 Nether Banishment . . . . . . . . . . . . . . . . . . . . . . 35
7.4 Void and Elemental Entities . . . . . . . . . . . . . . . . . . . . . 36
7.4.1 Void . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
7.4.2 Elemental . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

8 Demonic Possession 39
8.1 Signs of Possession . . . . . . . . . . . . . . . . . . . . . . . . . . 39
8.2 Exorcism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
8.3 Mitigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

III Fel 42
9 The Twisting Nether 43
9.1 Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
9.2 The Nether and Demons . . . . . . . . . . . . . . . . . . . . . . . 44
9.3 Mind and Nether . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

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10 Harvesting Fel 47
10.1 The Harvest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
10.2 Containment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
10.3 Law-Abiding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

11 Evocation of Fel 49
11.1 Blasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
11.2 Bolts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
11.3 Missiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
11.4 Fissures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
11.5 Meteors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
11.6 Physical Enhancement . . . . . . . . . . . . . . . . . . . . . . . . 51
11.7 Mixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

12 Abjuration of Fel 53
12.1 Classic Shield Barrier . . . . . . . . . . . . . . . . . . . . . . . . 53
12.2 Wards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
12.2.1 Prepared Wards . . . . . . . . . . . . . . . . . . . . . . . 54
12.2.2 Trigger-based Wards . . . . . . . . . . . . . . . . . . . . . 54
12.3 Fel Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
12.4 Spell Blocking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

13 States of Fel 55
13.1 Fel Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
13.2 Fel Acid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
13.3 Fel Crystals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

14 Effects of Fel 57
14.1 Effects to Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
14.2 Effects to Nature . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
14.3 Effects to Materials . . . . . . . . . . . . . . . . . . . . . . . . . . 57
14.4 Effects to Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

IV Conclusion 59
15 Conclusion 60

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Part I
Introduction

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1 Foreword
by Father V. Portsmouth

THERE IS A TYPE OF BUTTERFLY that only lives in


Elwynn Forest. It is known as Elwynnium Rhopalocera to the Forestry De-
partment. However, it’s better known by its colloquial name: Flutter-by.
The Flutter-by is known for its unusually long gestational period in the
cocoon. A Flutter-by spins its cocoon on the high branches of the old pines,
along the Southern bank of the Nazferiti River. Here it waits for two years,
growing.
As a child, I remember I was scolded by my mother for climbing up and
ripping cocoons off the branches. She told me that I killed something beautiful.
That something rare and delicate was ruined. The Flutter-by requires every
single moment of that two years to grow properly into its final shape.
My mother was particularly mad because when she was a child they used to
hatch in enormous blooms. But, each year since the Gnoll Wars, fewer and fewer
of the Flutter-by hatched. It was because of a plague of mites that migrated
North, which the caterpillars ate in great quantity. It made them fat before
their two-year entombment. This added weight of their gluttony caused their
cocoons to fall from the tree before their gestation was finished.
Over generations they’ve all but died out - I still travel South every spring-
time to see the few remaining Flutter-by hatch. These days there’s only a few
dozen.

I will be the first to admit it’s not a perfect analogy. However, its message
is relevant. Our kinsmen have become weak. They walk the streets openly with
demons at their side. They revolt the masses by adorning themselves in regalia
fit for high priests. They reject the complexities of philosophy for the instant
gratification of half-cooked spells.
There is a growing obsession with practical prowess at the expense of theo-
retical understanding. I have met Warlocks who can summon Fel-guards, but
don’t know the difference between the Void and the Twisting Nether.

Gluttony.

This is why there is only a dozen of us left. So many fall from the tree early.
Whether you attribute this to a plague of over indulgence. Whether it is merely
a test of the times, brought upon by the constant warring of our people. It
matters not. For the fact remains that there are few worthy of reading this text
left. – A sad fact for my publisher.

This Grimoire is the second in a series of texts I am producing. My goal is


to complete a series of useful texts for the proper training and teaching of War-
locks. This text is meant for intermediate to advanced practitioners of the Dark

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Arts. For this reason, the text is not broken down into a simple Concepts and
Practices as my previous one. Instead, this text provides a comprehensive view
of relevant topics that blends concepts and practices into seamless chunks.
A notable difference between this text and the previous is the authorship.
This Grimoire has been written by multiple experts, all focusing on sections of
their most learned field. It’s worth noting that because the text is written by
multiple authors with different backgrounds, variation in style and formatting
occurs from section to section. I will briefly introduce each of the expert authors
here for you, myself included.

Grand Warlock V. Portsmouth


I am an elder Warlock who has spent the majority of his life in service of the
Crown. I was a battlemage sworn into King Barathen Wrynn’s army at sixteen.
During the First War, at the age of 48, I found a Shadow Council grimoire on
the corpse of an Orcish Warlock. Since that point in time, I have studied the
Dark Arts to exhaustion.
I have extensive knowledge in both practical and theoretical magic. For the
majority of my life, I was a mage of the Kingdom of Stormwind - I retain all of
my teachings from that time. I am proficient in Alchemy, Inscription and many
other practices necessary to mastering the Dark Arts.
I have fought in wars and against great odds in personal adventure. How-
ever, as the suns set upon my life, I have turned my eye to cataloguing my
knowledge for future generations. My goal, before my time runs out, is to es-
tablish a sustainable and reputable culture for the Warlocks of the Kingdom of
Stormwind and any who call it home.

Count Artegal Wintersbane


Lord Wintersbane is the Count of Mountain Crest. He suffered a difficult child-
hood and rose from the ashes of a most stormy life as a man of means and mind-
fulness. Lord Wintersbane fought in the Outland Campaign and has served the
Kingdom of Stormwind dutifully. In recent years, he has come back to the City
to take up his family’s mantle.
Lord Wintersbane is renowned in the city for being a high advisor to the
House of Nobles on matters of dark expertise. His work has made him a cham-
pion of the community, doing his part to help raise the standard of the dark
craft and to help alleviate the pressures often brought upon his kin.
Lord Wintersbane is an expert in demonology. He is one of the foremost
researchers into the nature and physiognomy of the fiends. His work has taken
him far and wide across multiple worlds. Many of his findings have been cru-
cial for the people of Azeroth - providing them with the means to stave off the
clutches of the Legion. Perhaps even more impressive is Lord Wintersbane’s
skills in Alchemy and Transmutation. He is among the few masters of those
crafts - the master masters turn to. His wide-ranging knowledge on many top-
ics is reflected in his students, who all grow to be full-spectrum magic wielders.
He is a great teacher and his work is gratefully welcomed.

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Grandmaster Wardom Greywell
Grandmaster Greywell is a wartime Warlock. His work has taken him into the
heart of the great fires of Outland and Ulduar. He has held the line in many
crucial battles of the Grand Alliance. Although his loyalty to his people is iron,
his will to remain his own man is nothing short of legendary.
Grandmaster Greywell represents the classic life of the modern master. His
combination of savvy and rogueish tactics make him a slippery and seasoned
Warlock. He has taken on multiple students in his day and has found himself
sharing my own sentiment about the city’s need for a cultural reform.
Grandmaster Greywell is a foremost demonologist and master of the alchem-
ical arts. His expertise on the magic of demons is nigh unrivalled - with much
of his magic being self-invented. He is a bar-side philosopher and a prudent
reminder of the wisdom that must come with every step taken on the road to
power.

Archmage Salazar Demes


Salazar Demes is the current Minister of the Interior of the Magocracy of
Dalaran, and an Archmage of the Kirin Tor. Born on the Isle of Blackmoon in
the Kingdom of Gilneas, Salazar spent most of his childhood homeschooled in
the non-magical liberal arts before going off to the Stormwind Academy of Arts
and Sciences, where he graduated in 22 L.C.
Following graduation, he spent several years of his life as a nomad, ending
up in Outland where he studied the darker arts. He eventually made his home
in Dalaran with the Kirin Tor, where he has since risen through the ranks and is
now responsible for the safety of the people, and the security of the Magocracy.
Archmage Demes has spent the better half of his life researching and exper-
imenting with the Twisting Nether. His work has led him to develop theories
as to the nature and mechanics of the Nether - his work praised as an academic
amalgamation of philosophy, arcanism and the dark arts. Archmage Demes is
considered one of the foremost expert on the realm of chaos alive today.

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Part II
Demons

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2 The Origins of Demons
by Lord A. Wintersbane

THE ORIGIN OF DEMONS is a fascinating topic that has been


debated for quite some time. The coming of this grimoire, however, finds us at
a pivotal stage in demonology - especially this topic. In essence, demons can
have one of two origins. I shall break them both down in this section.
The first etiological classification is indigenous. Certain demons have existed
for eons, born of the proverbial ooze of creation. Demons such as these would be
your more common aberrations: Imps, Felhunters, the Mo’arg and the Gan’arg.
The other etiological classification of demon comes from the Legion’s cor-
ruptive Fel magic. This magic is used purposefully to twist a mortal race into
a demonic race. The most notable examples of this classification would be your
Satyrs and your Man’ari, the corrupted majority of the Draenei’s race.
As a caveat, there is one other origin, though it is just barely considered a
demon. Your Voidwalkers and Voidlords are beings not Fel-based, but rather
Void-based, as their name implies. These are essentially aberrations of Void
magic pulled straight from the Twisting Nether. These monstrosities of Void
are given form by the aid of powerful shackles, which are constructed by the
summoner, and then used to chain the Voidwalker to the summoner’s will. Due
to the limited number of such creatures, and their having more origin in the
realm of Void, rather than Fel, the further origins of this type will be left unex-
plored.

With the two basic structures delineated, we will engage the topic more an-
alytically. The first topic we shall discuss is that of those demons born straight
from the Twisting Nether, demons that have existed since time immemorial.
The theory that Warlocks have maintained over the years is that these crea-
tures were born from the inherent chaos of the Nether. A realm that followed
from a cataclysmic clash of Light and Void. The resulting chaos ushered in
beings that fed and grew off of these energies in fascinating ways. The sheer
diversity of the demons that came to exist in this regard is equally fascinating,
as fluctuating torrents of chaotic and primal power found its way into different
shells.
Some of that power coalesced into the swarms of Imps that are every novice’s
first demonic companion. Other power became too tantalizing for the universe
to just let pass, and so Felhunters evolved to consume that raw magic.
At another place in the cosmos, this chaotic energy turned and twisted into
something truly terrifying: the Annihilan. Commonly known as Pit Lords, these
creatures are walking siege engines and should NEVER be trifled with alone.
As it stands, the man writing this very chapter has suffered a curse placed upon
him by attempting to do just that for more than two decades. These are truly
wicked creatures.

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Creatures that have been twisted by Fel magic are some of my most preferred
pieces of subject matter. These beings were once as mortal as you or I, living
their lives. Their societies advanced just like that of the Kaldorei, Humans,
Orcs, and Trolls had.
As the mighty Fallen Titan marched upon the cosmos, however, he would
come across particular races who he felt were worthy of joining his Legion. He
would employ a masterful play of guile and temptation, and would twist those
previously noble beings into creatures of Fel and Shadow - twisted by way of
their lust for power. Such beings would be the Sayaad, also known as Inccubi
and Succubi, the Man’ari, the satyr, and the creatively named “Fel Orcs” of
yesteryear.
The Man’ari are likely the most interesting breed to study when it comes to
this manner of origin. You may actually find equal advancements in both their
original society, as found with the Draenei, and the Man’ari’s - knowledge owed
to our intelligence gathering on Argus and Draenor.

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3 Demon Souls
by Lord A. Wintersbane

THE TOPIC OF DEMON SOULS is a new concept to the cul-


ture of Warlocks and other Dark Practitioners. It was assumed for the longest
time that a demon would just be able to resurrect itself. This assumption led
to the notion that the demon would simply reassemble its soul in the Twisting
Nether, and then reassemble its corporeal form - only to plague the cosmos at
its master’s bidding once again.
However, with recent information trickling in from my sources on Argus, and
that of the newly returned Illidari, this assumption has changed. I presume you
study what you do to fight fire with fire, and so you should know how to prop-
erly put down any demonic enemy. Emphasis remains on the word ‘properly.’

The first idea when considering the concept of a demon soul is to distance
it from the concept of a mortal soul. It simply is not the same. Throughout
this grimoire, you will read about the “corrupting force of Fel magic”. This is
at the core of what we are about to discuss.
A demon soul is a soul that has been twisted and malformed into some-
thing starkly different from what dwells within your own flesh-prison of a body.
A demon soul, through this corruption, has become inextricably linked to the
Twisting Nether. What we used to think this meant was that so long as the
Twisting Nether existed, so too would the soul. However, a rather extravagant
discovery has been made in regards to this only recently. I shall get into that
more later in this section. What you need to take away from this, though, is that
the surest method of permanently killing a demonic being is to force its physical
form into the Twisting Nether, and slay it there. Once it has been killed in the
plane of its unnatural etiology, it shall be reabsorbed into the chaotic energies
of the Twisting Nether and will not be able to recreate its physical form.

One may ask, however, how that works. As said in the previous chapter, there
are some demons that were born naturally when the Light and Void collided,
creating the Twisting Nether. This plane is home to a supreme energy that
allows for the ignorance of death, empowering souls to reforge their physical
shells in order to continue to sew their destructive path. — That being said, it
has been recently discovered through personal allies in the Illidari ranks that it
is not just demons that possess this ability.
Due to the symbiosis a Demon Hunter has with its bound demon, the Il-
lidari’s soul has been twisted to the point of turning demonic. However, I
suspect that the Twisting Nether is be able to recognize the fact that these are
not agents of destruction who wish to bolster the Twisting Nether, but rather
wish to expunge demons from the corporeal planes. As such, although their
souls are bound to the Twisting Nether, I believe they have not been able to
recreate a body as of yet. So what happens under this framework? I suspect

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the Twisting Nether harbors their soul, keeping it alive after their physical form
has been slain, and it is thus up to the individual if they will seek a new mortal
shell. Obviously, this poses several risks, and the word “possession” may come
to your mind. This being an ability wielded only by the Illidari, they keep their
characteristic discipline so as not to disturb the delicate peace that they have
brokered.
Generally what happens is that the Illidari’s body is recovered from the field
of battle, it is healed through whatever means necessary, and made ready to
house its soul once more.

At the start of this chapter, I had made note that an important discovery
had recently been made just prior to the commissioning of this grimoire. That
discovery has sent shock waves through the scholastic community. It has com-
pletely changed the consensus theory on demonic resurrection. As you, or at
least your Master, may have learned, the mighty Titans began their lives as
World Souls - sentient entities that took their original form within the hollow
cores of worlds. The Draenei homeworld, Argus, houses such a World Soul,
which personal sources suggest is referred to as “Argus”. How creative.
Since the Legion’s invasion of Argus, and the proceeding corruption of the
planet, the world soul has been conquered and enslaved. This mass of power
is what has allowed demonic creatures to come back to our plane so readily.
It is currently unknown if this nascent Titan has been creating new bodies for
demons, or just guiding them back to their original forms. But, what is clear is
that it represents a colossal shift in the timeless war with the Burning Legion.
At last, they have a weakness for their greatest strength.

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4 Greater Demons
by Father V. Portsmouth

THE GREATER THE DEMON, the worse it will be to die at


its hands. Do not underestimate the humour of a demon. Do not underesti-
mate their cunning and guile. Oh, how they would love to taste your flesh. How
they would love to use your ribcage to hold the other ribcages they took from
your family’s chests.

Greater demons are those demons generally considered of higher rank or


higher destructive capacity within the ranks of the Legion or at the disposal
of the Warlock. Most of these demons are capable of leading other demons
(constructs withstanding). This tends to be the classification difference.
Moreover, all of the greater demons are ones that ought not be summoned.
This is perhaps a more practical way of defining a great demon. Each of these, if
summoned, must be done so carefully and usually through ritualistic magic. For
this reason, I would recommend if you are foolish enough to do it, to summon
these in the presence of other Warlocks who will help manage your corpse after
you are dead.

Master Greywell often makes an additional conditional for the status of a


Greater Demon, one I tend to agree with. He asserts that any demon can
graduate from Lesser to Greater rank, and vice versa. It is merely a matter of
circumstance and the demon in question.
He makes the valid argument that many of the demons change based on
who their masters are and what purpose they have served throughout their
enslavement. — This will be taken in this text as a sound additional premise; one
to make note of in your journals. However, for the sake of scholastic simplicity,
this text breaks down Lesser and Greater demons by race. This is a stable
measure of the two classifications, at least for our purposes.

4.1 Man’ari & Eredar Lords


Eredar were the dominant Argussian race. They live on today on Azeroth as the
sub-race known as Draenei. What is known is that the Burning Legion arrived
on Argus long ago, far longer than most mortals can comprehend, to offer the
Eredar a deal. Many accepted and many did not.
The nigh civil-war engagements that followed were brutal. Brother turned
on brother. Many of those who were not killed, were enslaved. Those who did
not survive the enslavement were used as fuel.
The resultant race are known to this day as Man’ari. These demon-corrupted
Eredar serve the Legion. They are known to be the most gifted Warlock-race
that the Burning Legion has to offer. They are distinguished by their red skin,
though certain individuals retained their complexion.

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Man’ari are extremely dangerous. Any engagement with them should not be
taken lightly. These are Warlocks who have practiced their arts three-hundred
times longer than the arts have existed on our world. These masters are fear-
some. Though, not as fearsome as their lords.

Eredar Lords comprise greatest demons that exist. There are none greater
than the Eredar Lords. Occasionally other races of demon come to the fore, but
the majority of the highest class is reserved for these Princes of Darkness.
Aside from the obvious Lieutenants of the Fallen Titan, Kil’jaeden and
Archimonde, the Eredar Lords are deserving of their title as ‘Lords’. Prince
Malchezaar, Socrethar, Lord Jaraxxus and Grand Warlock Alythess are all ex-
amples of extremely powerful agents of the Burning Lord in their own right.
Their powers dwarf most mortals, and immortals too. They are, if I had to
place it, somewhere around the strength of an empowered demi-god.
I have once engaged with a lesser Eredar Lord in single-combat. It was a
mistake. Even in my prime I was battered and broken. It required all of my
power to defeat him, and even then I had to be cunning about how I did it. It
was my brains that got the upper-hand. There is no way to defeat an Eredar
Lord through power alone. It is simply not possible, the power does not exist
for us. — My advice is do your best to escape.

4.1.1 Physical Description


The Man’ari look much like Draenei. For this reason I will not go into detail
in this section. There is sometimes demonic malformations of the body, often
accompanied by skin tone changes, but for the most part they look like Eredar.
— With Eredar Lords often acquiring a greater size, whether this curiosity be
from those Light-awful growth potions or some other means is unknown.

4.1.2 Powers of the Man’ari and Eredar Lords


Man’ari and Eredar Lords both engage in mixed sources of power. The most
common Man’ari are portrayed as wielders of heavy Warlock magic. These
range from demonology to Fel to blood magic. It is rarer for them to engage in
shadow magic, but not unheard of.
Many of the Man’ari and Eredar Lords are warriors of physical combat too.
These beings are empowered knights of the Burning Army. Their swords often
forged from Fel Iron and charged with swarming energies.
Man’ari and Eredar Lords engage in the same sort of magics, though it is
worth noting that Eredar Lords are superior in every way.

Perhaps the greatest ability of the Eredar Lords is their command ability. They
are extraordinarily clever and charismatic to their cause. Their immense power
allows them to summon overwhelming masses of demonic hordes - this is their
greatest strength - the strength that builds them up.

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4.2 Nathrezim
Dreadlords.

There is perhaps no better-named demon than the Nathrezim. This is true


for all of their kind. The three brothers who lorded over the Nathrezim in or-
der of ascendance were: Tichondrius, Anetheron and Mephistroth. Each were
brought to their worldly deaths at the hands of Azerothians.
These creatures are beings of immense shadow magic and cunning. They
are large, winged creatures with long claws and horns. They are fearsome at
first sight.

Of all the races that have plagued Azeroth, the Nathrezim have had the most
direct impact in the most recent age.
It was the Nathrezim that brought the plague of Undeath upon much of the
known world. It was the Nathrezim that commanded and tricked the men of
Lordaeron into turning on their brothers. They are truly the great manipulators
of our lives.

4.2.1 Physical Description


Taken from “The Concise Grimoire of the Lamb” (p. 15):

Nathrezim are large creatures with Eredoid features. They have two legs
and two arms and a large set of wings. Perhaps most notable are their claws.
Long, sharp daggers. However, the Nathrezim are known to take other shapes.
Disguises. And once you see their true form, it’s often too late.

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4.2.2 Powers of the Nathrezim
Perhaps the most pertinent power of the Nathrezim is their ability to shape-
shift. The Dreadlords can take on any form they wish to sew their timely dread.
It is this mastery of illusion magic that has made them so devastating in the
affairs of Azeroth.
It is the cunning plots they weave to turn brother against brother that makes
them so profound. The lords of the Legion know this. They see the Nathrezim
as trusted agents of their Great Work. For this reason they are usually ranked
second to Man’ari in the hierarchies of the Legion.

Nathrezim are masters of Shadow magic. Of all the demonic races, the Nathrezim
seem to grasp this form of magic best. They mix it with decay magic for maxi-
mum effect against mortals.
This shadow-charged pestilence proves to be the downfall of most who seek
these great beasts out, and those who are unlucky enough to be sought out.

4.3 Annihilan
Annihilan, or Pit Lords in the colloquial tongue, are engines of destruction.
These monstrous demons are terrifying. Truly. They are great, hulking beasts
of the Legion.
Their role within the Legion sphere is usually as field commanders. This has
been the case in all major engagements in war with the Burning Army.

The Annihilan species were born out of the chaos of the Twisting Nether, a
realm detailed by Archmage Demes later in this text. These monstrosities are
purist demons with no worldly origin and no attachment to the corporeal.
The only known attachment that is of any significance for the Annihilan is
that to their leader, Mannoroth the Destructor. The pit lords are zealously loyal
to their master - a rather curious beast of his own.
Mannoroth is the only known Annihilan who engaged with magic. It is
perhaps this power that enabled him to master his race - though that is utter
speculation. Mannoroth was a powerful Warlock too, capable of summoning
vast sums of demons to his side.

4.3.1 Physical Description


Taken from “The Concise Grimoire of the Lamb” (p. 13):

The creatures are mammoth lizards with six limbs. Four for movement
and two arms. The creatures have wings that do not function except as a com-
bat advantage, but certainly not flight. Annihilan are far too heavy for flight.
Yet, they are still able to move at excessive speeds. A rampaging Annihilan can
charge through enemy ranks with ease. This burst of speed matched with their
physical strength is intimidating. I personally have witnessed an Annihilan cut
a building in twain.

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4.3.2 Powers of the Annihilan
Annihilan, aside from their master Mannoroth, do not engage with magic. Their
titanic size and thick hides make them monstrosities on the battle field. They
are living siege engines of physical punishment.
Oftentimes their weapons are enchanted with magical energy for added effect.
Though, as with Eredar Lords, their true prowess is in battle field command.
Their sheer might spreads fear into the heart of the enemy and their own ranks
- lines collapse against the terror of their reign.

4.4 Ered’ruin
Ered’ruin are a species of demon found in the rank known as Doomguards, or
their higher stage, Doomlords. These demons are fearsome masters of brutality.
Their skills in battle are known throughout the cosmos - known for the visceral
ferocity.
Once the personal vanguard of Archimonde, these demons now serve their
Annihilan masters with equal fervor. It is unwise to engage with a Doomguard,
and certainly suicide to engage with a Doomlord.

4.4.1 Physical Description


Ered’ruin are a ghastly aberration of pain. These creatures resemble the Eredoid
shape of the Man’ari, though with one certain distinction - they are winged
creatures.

4.4.2 Powers of the Ered’ruin


The Ered’ruin are shock troopers used by the Burning Legion. Their physical
strength is met by their swiftness of strike. These creatures have been known

17
to master certain magic types, predominantly Shadow magic.
Upon sealing a demonic pact with an Ered’ruin, the Warlock will find them-
selves with a brutally powerful agent to command. The Ered’ruin are zealously
loyal to whatever cause they serve, but will attempt to master the master at
any sign of weakness.

4.4.3 Terrorguards
It is unknown if the Terrorguard is a member of the Ered’ruin species. These
great hulking beasts are physically identical, aside from the gaping maw in the
centre of their stomach. They operate much the same way too. — For these
reasons, they will be noted here.

4.5 Shivarra
The Shivarra are a multi-limbed race of female demon known for their zealous
loyalty to the Burning Lord. There is little known about this type of demon.
Though, they are often found with Sayaadi by their sides - oftentimes in a
harem.

4.5.1 Physical Description


The Shivarra are a 6-armed humanoid race of demon. They grow to approx-
imately 30-feet tall. Their complexion is usually a pale blue or purple tone.
They are often clad in light, leather armor - complementing their swift style of
combat.

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4.5.2 Powers of the Shivarra
The Shivarra are known for their psychological magic. They have been seen to
ensnare the senses of their targets and force them to attack themselves or their
allies.
To compound this, the Shivarra are nigh unmatched in blade-skill due to
their agile and highly accurate multi-limbed swordplay. If a Shivarra is whirling
their swords towards you, it is a good idea to retreat.

4.6 Inquisitors
Inquisitors are a relatively new discovery within the ranks of the Legion. These
aberrations of the Legion serve, as the name suggests, inquisitors. There is little
known about their history or their position within the Legion.

4.6.1 Physical Description


Inquisitors are skeletal-like aberrations that are cloaked in long flowing robes.
Their face is bone. Their most notable physical fragmentation is the eyes they
summon. These eyes are of immense Fellish power and serve as their influence
upon the worlds they conquer.

4.6.2 Powers of the Inquistors


The Inquisitors are exceptionally powerful Fel users. They are also masters of
the demon pact, especially in their ability to conjure the eyes that serve and
exert their will.
It is through these eyes that the Inquisitors evoke vast quantities of magic,
either in short bursts or prolonged jets of energy. – It is also known that upon
death, these Inquisitors transform into an eye themselves. These can be easily
snuffed.

4.7 Mo’arg
The Mo’arg are a notably diverse race of the Burning Legion. Their species
occupy many roles, all with varying physiology too. Their kind fill the roles of
the Felguards, the fel lords, the Gan’arg, and so forth.
It is this diversity of kind that has perhaps lent to them their greatest power:
intelligence. The Mo’arg are native around complex engineering and other sorts
of mindful craft. The mastery of certain skills has proven invaluable to the
Legion’s warmachine and to their continued place in the hierarchy. This is
specifically true of their work building and maintaining the Legion’s Soul Forges.

4.7.1 Physical Description


The Mo’arg, as mentioned, are diverse in role and body. The colossal masters
known as Mo’arg Brutes barely resemble their honor-guard brothers who occupy

19
the Felguard position. A general understanding of their appearance would in-
clude their muscular frame. Oftentimes the Mo’arg forego upper-body armor to
display their fearsome muscular structure. – Mo’arg are overwhelmingly strong.
It is this overpowering strength that leads many Warlock stragglers to their
crushing, slicing or rending death.
Mo’arg are humanoid-looking for the most part. Two legs, two arms. Though,
each rendition of the Mo’arg have some harsh demonic twist upon their figure.
The Mo’arg brutes often have a fist-weapon fused to their forearm, the Gan’arg
have a twisted and bloated figure, and so forth.

Master Greywell has observed in his studies that it is the long-term allegiance
to the plight of the Legion that has caused these varying evolutionary paths. He
asserts that, for instance, the Felguards and the Mo’arg Brutes have encoun-
tered such varying degrees of physical punishment and field experience that
mutations of the base are inevitable. I would tend to agree with this inference.

4.7.2 Powers of the Mo’arg


The Mo’arg are physically powerful. It is this unending well of strength and
discipline within their physical frame that proves to be their most consistent
threat. Though, each type of Mo’arg has their prime feature. A Felguard, the
most encountered form of Mo’arg, is a fearsome fighter. Their melee combat
skills are truly tremendous. Ask them to cut up your fruit for you, it will be a
delight. — With that said, the brutes rely mostly on crushing attacks due to
their dominating size. It truly depends on the specific demon.
Moreover, it is the aforementioned engineering prowess that is perhaps their
greatest power. Their ability to build and construct nightmarish things for the

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rank and file of the Burning Army is something that ought be respected. It is
unknown how many of the Legion’s super-weapons are of Mo’arg make, but it
is expected to be the vast majority.

4.8 Aranasi
The Aranasi are an arachnoid race of demons within the ranks of the Burning
Legion. Although their origins are shrouded in mystery, there is some knowledge
on their species. For one, it is known that this species den in web-willow grottoes
much like the arachnid species of Azeroth. It is also known that they tend to
breed quite proficiently despite their demonic corruption.
Their rank in the Legion seems to be self-contained. Certain brood mothers
of the species rise to notable positions of power, but for the most part, they
seem contained within their racial ranks. It is rare to see them alongside other
races.

Their homeworld is suspected to be Rancora.

4.8.1 Physical Description


The Aranasi have two dominant body-types: the brood mother and the arach-
nid.

The brood mothers are almost Sayaadi in description, aside from their wings
and their arachnoid features. They are tall, two legged creatures with two arms.
They tend to lay in clutches, giving rise to this tight social den mentioned before.
Not all brood-mothers occupy this form. Many retain their arachnid frame,
but it is uncommon to see these behemoths leading armies. This is perhaps
due to the multilateral vocal range that a humanoid shape can offer, that an
arachnid shape cannot.

The arachnid figure is as expected, mostly arachnid. Their closest resembling


Azerothian natives are the fire-spiders examined within the ancient Firelands.
It is perhaps the same sort of physiology due to the empowerment of their state
- though, with the Aranasi it is notably demonic empowerment.
The aranasi grow large and strong. Their weight is still surprisingly light,
allowing them to move swiftly and climb at extraordinary speeds.

4.8.2 Powers of the Aranasi


The Aranasi often rely on their racial abilities. These arachnoid creatures have
unique abilities owed to their webspinning and multi-legged figures. It is rare
to see these demons engage in any formal magic.
With that said, one of the common combat tactics of the Aranasi is to swarm
and overwhelm enemies. Greater members of the den call out to their kin and
encircle the enemy. It is truly barbaric to see a friend die this death.

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4.9 Infernal
The Infernal is not technically a demon - you will have learned this in my
previous work. It is, for the most part, a brutish construct of Fel. Its brother
is known as the Abyssal, though, it is rarer to see in the ranks of the Legion as
it lacks the tremendous heat of Fel.
The Infernal is built by the Warlock from igneous rock and Fel blight. It is
carved into existence much like any other golem or construct is. Though, it is
not like any other golem or construct due to its destructive capacity.
It is for this reason that the Infernal is seen to this day as the test of a
master demonologist. The patience required to craft, empower and breathe life
in to one of these beasts separates the adept from the master. – Being able to
summon one, or multiple, of these constructs in the field of battle is considered
extraordinarily unique.

4.9.1 Physical Description


These are beasts of fire and rock. Their descriptions vary, but usually comprise
a rough humanoid shape. They exude Fel energy and are one of the strongest
demons available to the master Warlock, physically and in potency. Their cores
are fatally hot, reaching temperatures that surpass most measuring instruments.

4.9.2 Powers of the Infernal


The power of the Infernal generally depends on the power of its master. Their
basic purpose is to crush and detonate Fel radiation. They can be used to
set buildings alight and used as a sentient wrecking-ball on the field of bat-
tle. — Though, to reaffirm, this depends entirely on the Warlock wielding the
construct.

4.10 Unsubstantiated Greater Demons


Although much is known about the demon species above, there are countless
other species of demon not yet encountered or encountered so rarely that infor-
mation is scarce. This section will briefly discuss a few of these species.

The Jailer is a recently discovered race of demon that has a literal jail hoisted
upon their frame. These slow-moving demons are responsible for the impris-
onment of interlopers and act as master-guards of the demonic prisons of the
Legion. – Within their jails, according to the testimony of adventurers, there is
an overwhelming magic of suppression, which relies on a will-based guilt magic
that worsens over time. It seems this litigation magic can be overwhelmed with
a sense of hope and righteousness.

The Overfiend is a race of demon known for its combat prowess. Overfiends
are aberrations of living Fel fire. They are towering, hulking, winged beasts
that use their intimidating stature well. Their skills in combat supplement their

22
fiery figure - swinging swift and brutal lacerations of hungry flame. – Little is
known about their origins or their place within the Legion, despite the occas-
sional field commander within the front lines.

The Void Hound is an enormous canine race of demon. These creatures of-
ten have two heads with tentacles brimming from the scruff of their neck. They
have many eyes, all of which exude a potent Shadow magic.
Perhaps the most useful thing to know about these beasts is that due to
their eternal hunger and roaming of the twisting pathways of the Nether, they
possess a virtually endless supply of magical energy. They can be siphoned for
eons and still offer a substantial source of power.
It is worth noting that other variations of this type of demon exist. Whether
they are related or not is up for debate. Charhounds and Fellish Corehounds
tend to share a common physiology, with notable exceptions of course. Though,
due to their lack of abundance, little is known about their origin or purpose.

This is by no means an exhaustive list of Greater Demons. There are many


still left undiscovered and many burning worlds that our kind have never vis-
ited. Though, this ought to give you an advanced understanding of the more
common Greater Demons. Suffer well.

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5 Lesser Demons
by Father V. Portsmouth

THE LESSER THE DEMON, the more it has to gain from your
downfall. Lesser demons tend to be those demons of lower potency or rank,
and tend to be members of the Warlock’s arsenal. All of these demons ought
to be dominated harshly. It is a mistake to treat them with lesser imposition,
despite their lesser title. They are still quite capable of killing scores of men and
women, and do so with the same mirth that their Greater counterparts would.

5.1 Imps
Imps are playful, snarky aberrations of Fel. They are known for their attitude
and often occupy the lowest rungs of the Burning Legion - due to their low
potency and submissive attitude. Imps are usually the entry-level demon for a
Warlock, however, with proper attendance and empowerment, imps can become
extraordinarily powerful companions. For a Warlock who focuses on Fellish
pyromancy, an imp complements the combat style brilliantly. They are capable
of stoking and rekindling fires upon the flesh of the ones you wish burned.

5.1.1 Physical Description


The Imp is a small creature of brittle, igenous skin. Their height ranges from
one to two feet tall generally. Their bodies are almost satyr-like. They are light
and mobile critters, capable of moving at intense speed and with great agility.

5.1.2 Powers of the Imp


The Imp is a creature of Fel magic. Their power comes from their pyromancy.
Their knowledge of Fel is impressive, despite their annoying qualities - capable
of even healing with the fire magic. Their only other purpose is as an assistant
or slave.

5.2 Void Walkers


It is common for Warlocks to engage the boring story that Void Walkers are
not pure demons. I’m sure you have heard it before. These are aberrations of
Shadow, bound by the shackles upon their wrists. – They are terribly moody
demons.

5.2.1 Physical Description


Void Walkers hold an aberration’s pure shape. They look much like wisps or
elementals of Arcane origin. Their bodies are cast of Void-essence and can be

24
molded into various shapes - though always bound by the limitations of their
shackles.

5.2.2 Powers of the Void Walker


The Void Walker’s primary power comes from the consistency of its physiology.
Its body has an unending resolve. It is capable of taking heavy punishment.
This punishment can come from physical or magical sources, all absorbed in
the swallowing capacity of the void - assuming the shackles hold. They are
also capable of dishing out their own Shadow magic, but only at a melee-range.
Their capacity to expel energy is limited to what they can touch - once again,
due to the shackles.

5.3 Fel-Hounds
These beasts are a four-legged leeching race of lesser demon. They are not to
be confused with a corehound species, despite the name. These beasts are kept
close to a Warlock to suppress and lap up extra energy, or evoked energy of
targets.
It is well worth knowing that these demons will turn on their masters if not
properly tamed. They require stern and persistent discipline - as they are rather
mindless beasts.

5.3.1 Physical Description


The Fel Hound is a particularly ugly beast. Its maw comprises the majority
of its skull, with tendrils splaying out from above this. It has horns and two
thicker tendrils that are sourced beside these horns. These thicker tendrils are
the plungers that leech the magical energy from whatever source the Fel-Hound
finds. These thicker plungers should be avoided at all costs, do not allow your
Fel-Hound to get comfortable with them near you.

5.3.2 Powers of the Fel-Hound


Fel-Hounds are strong, swift beasts with a penchant for tearing and slashing
with their maw. Though, it is their leeching magic that makes them so powerful.
They are capable of suppressing energy from almost any source. These demons
are capable of drying up a Warlock in a matter of moments, before devouring
their life energy and their flesh.

5.4 Sayaadi
The Sayaadi are more commonly known by their sexualized names: Incubus
and Succubus. These demons are often falsely believed to be sexual demons.
Although it is true that these demons engage in horrendous sex acts and exude
a libido unto the world, they are truly beasts of domination.

25
These demons are used primarily for enchanting victims and, as expected,
sexual fantasy. I would warn any young Warlock out there to beware this path
- too soon you will find yourself as the slave and they the master if you engage
their trade.

5.4.1 Physical Description


The Sayaadi look similar to the Nathrezim race, with cloven hooves, wings and
horns. Though, they are a great deal more attractive to the eye. Their figure
often changes to match whatever the desires of their host are - similar shape-
shifting qualities to the Nathrezim. — They are often clad in light leather
armor, used to accentuate their sexual assets.

5.4.2 Powers of the Sayaadi


The most commonly wielded power of the Sayaadi, aside from their sexual assets,
are theri psychological magic. They are known to engage in a form of magic
that transfixes and hypnotizes the target. They are also rather knowledgeable,
perhaps due to the kissing and telling. Despite their vulgar tastes, they are
quite useful companions, their loyalty - if dominated - is absolute.

5.5 Observers
Observer demons are just that: observers. These creatures serve the Warlock
in an information-gathering capacity. They are capable of flight and stealth.
These creatures are also capable of a unique form of magic, a seemingly racial
magic.
Observers serve the Legion in many capacities, though usually as watchers
and informants. It is unknown if the larger Darkglares are a form of Observer
- the confusion brought about by their cyclopsian state.

5.5.1 Physical Description


Observers are a squid-like creature with a large abdomen. Tendrils hang off their
body and are presumably what give the demons their characteristic levitation.
They, as assumed, have many eyes. These eyes seem to have some magical
quality to them - and are certainly telescopic.

5.5.2 Powers of the Observer


Aside from the telescopic and stealthy capabilities of the Observer, these demons
possess an innate magical ability. This ability seems to be a form of energy focus.
They are capable of firing a jet of magical energy from their eyes. This jet of
energy is immensely powerful and, when intensified through channeling, can
breakdown most abjurations.

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6 Summoning Demons
by Master W. Greywell

THE CAREFUL READING of the following section will deter-


mine how long you, the reader, will likely survive should you pursue the arts of
the demonic summoner. It is widely accepted that the leading cause of deaths
among Warlocks, at all levels of mastery, is not at the hands of their enemies,
but at their own hands. It is the Warlock’s inability to abide by the proper
rules of summoning that lead them there.
The act of summoning a demon, regardless of its species or power, can always
be broken down into three parts: locating the demon; inviting the demon; and
finally, anchoring the demon. I am tempted to include a fourth conditional, the
subjugation and binding of the demon - as only a suicidal fool would go around
summoning demons without intention to bind them.
Binding, unfortunately, is not technically part of the art of summoning and I
am obligated to allow the reader to be a fool (I will still cover the topic of binding
afterwards to minimize fools’ funerals). There are many different ways to go
about following these steps. They will vary from the species and by the power
of the demon being summoned, and the duration the demon will be able to
stay materialized in the caster’s plane (there are additional factors too). For an
extensive guide to summoning, organized by species of demon, see the Handbook
of Demonic Rituals, second edition; Lothin’s Manual for Demonic Summoning;
or my own Compendium of Magic: Summoning and Demons, should you be so
fortunate as to have access to one of the few copies.

6.1 Location
The act of locating a demon is simple compared to the later steps, but it requires
the most practice. The location stage is merely a matter of scrying the Twisting
Nether. This is always done by the act of magical channeling, the focusing of
one’s own will. If you are not aware of how to access the Nether in practical
detail, then you should consult an instructor or a more basic text.
Now, the Nether is vast and you may question, ‘how you are supposed to
locate the single demon you desire?’ Think of the Nether as an ocean and you, a
fisherman, are given a single hook of which to cast into the water. You are either
looking to lure and catch a certain kind of denizen of the ocean, or a specific
individual creature. This is where a demonologist distinguishes himself from the
rest of his fellow practitioners. Knowledge of a demonic species is imperative to
being able to locate one quickly within the Nether, for the Nether, as chaotic
as it is, has enough structure that demons are not randomly strewn about it.
— Just as a skilled fisherman will tell you where in the ocean you should cast
your line to catch your desired prey, a demonologist will tell you where in the
Nether you must pierce to locate the demon you are searching for. The longer
one studies the ocean and the creatures within, the more precise this knowledge

27
becomes. The analogy transfers to how one studies the Nether and demons.
When looking to summon a particular individual demon, some level of inti-
mate knowledge and familiarity is needed to single out the demon from the rest
of its species. You must be able to recognize the demon when you find it, and
you will likely spend a fair amount of time channeling while you search. The
more time you spend however, the more attention you draw to yourself from the
Nether. Demons are entirely capable of knowing when a Warlock is casting their
net, and some will often vie to present themselves as if they were the demon you
meant to summon. This is a rare, yet difficult, problem to handle for novices,
as they are inexperienced, but go mostly unnoticed in the Nether.
It becomes more frequent once one reaches higher levels of power, and must
be offset by an increasing proficiency in demonology. Being tricked by such a
demon is, in most cases, fatal.

6.2 Invitation
The act of inviting a demon to the summoner’s plane is the reason why incan-
tations are needed. Once the demon has been located within the Nether, the
summoner must tear open that connection and form a rift within the Nether. A
one-way passage that serves to bring the demon to the site of the ritual, but the
demon is entirely capable and likely to resist the call should the Warlock hesi-
tate to proceed with the summoning. This is why communing with the demon
is necessary. These incantations can vary frequently and there are so many in
number that there are only a large handful worth memorizing.
Demonic incantations are very delicate and should always be spoken aloud
if possible. These incantations are as numerous in number as there are demons
in the Nether. However, there are many that are universally agreeable. You
can find a list of these incantations in the aforementioned works, or for a more
complete collection, see Crackletech’s Incantations: Demonic and Otherwise.
You should be able to rely on these references for the incantations to summon
most of the demons you will need to call upon. However, if you intend to fur-
ther your work with demons beyond the basic summoning of lesser and greater
demons, you will have to learn how to craft your own incantations and thus,
will need to understand that process. This should be taught by a master or an
instructor in person - and would not be mentioned here even if it was within this
texts intended level of audience. As I wrote earlier, demonic incantations are
delicate and text alone is not a reliable enough teacher for such a dangerous field.

It is without question of course, that regardless of incantation, to open the


way from the Nether, one is required to expend energy from a source of power.
While there are substitutes, animus is the most reliable. When I write of “an-
imus”, I write of some form of force that is derived from the living. Usually
either in the form of soul energy or blood. Blood has been used as a common
reagent for planned rituals, while soul energy, often contained in soul shards,
is unparalleled in its convenience. However, anything, so long as it contains a
measure of power or essence, can be used to fuel a summoning if guided by a

28
skilled hand. It should be always kept in mind that this source of energy will
also be an object of desire for the demon being summoned, and it may expect
to receive whatever fuel was not expended in the summoning. It is best to allow
the demon to have its way in this matter, until the summoner becomes more
experienced in such dealings.

6.3 Anchoring
Opening the way for a demon is not enough to complete a summoning. It
must be pulled through and then anchored to the material plane, otherwise the
summoning will rebound and the demon will remain in the Nether.
The further steps required to ensure success at this stage are why a sum-
moning is referred to as a ritual. To actually have the demon brought into the
space before you, you must force your will upon it. How much force is required
to pull a demon out into the material realm will vary case by case, even among
the same species. Some demons may not require any force whatsoever, though
these ones are often the most dangerous to the summoner. However, you should
always expect and prepare for complete resistance. It is because of this that a
ritual should make use of what is called an “anchoring focus.”
This is a miscellaneous item to be used in a ritual that is a source of temp-
tation for the demon. A demon is aware of the immediate location it is being
summoned to when it is called, and the sight of a proper anchoring focus is
meant to appeal to the demon in a manner that causes its resistance to weaken.
Even if the apparent effect to the demon seems irrelevant, it can reduce the
amount of needed effort from the Warlock immensely. Often a trinket repre-
senting tragic love acts as a proper anchoring focus for succubi, and a symbol
of sacrifice or a gruesome figurine of a Ered’ruin will feed the creature’s ego
appropriately. Sometimes the energy source of the ritual itself, if placed in a
proper container, can double as the anchoring focus. You should consult your
instructor when selecting an appropriate item. The need for these focuses will
decrease as you become more skilled in demonology.
To continue on the topic of anchoring a demon, I will finally discuss sum-
moning circles. These must be prepared before the process of summoning begins
and, much like incantations, they will vary. They will need to be understood,
not just memorized, as one begins to reach a high level in their studies. A sum-
moning circle is the actual anchor that allows a demon to take the last step and
appear in the desired location, wherever that may be, instead of some random
mound of dirt within The Great Dark.
Do not be fooled, though they are referred to in the singular sense, many
rituals actually consist of at least two summoning circles, the largest being
referred to as greater circles. Fortunately, summoning circles are not necessarily
as strict as incantations, in that a single design can allow for the summoning
of some different basic species of demons. However, as soon as one is ready
they should learn the specialized circle designs so as to increase their efficiency.
Summoning circles are created by “drawing” with magic. Between the Arcane,
the Fel, and Void, one is actually usually at liberty with what field is primarily

29
used in the circle’s creation. What matters most is that the essence is refined
by a skilled mind as it is moved across a surface (or in some cases, suspended
in the air) and leaves behind fine residue and that one remembers to empower
the runes as they are drawn about the circle.
As it is essential that no mistakes are made, it is recommended that when
attempting to create a specific summoning circle for the first time, that one
first physical draws the circle first with chalk or lead. There is no harm in
doing this, and drawing the circle over the prepared design is much safer than
otherwise. Rods of channeling greatly help with the process of creating such
circles, however many staves and wands are created with intention of doubling
as such devices. An extensive guide to the runes and designs of such circles can
be found in Kalrum Greatforge’s A Treatise of Summoning Circles.

6.4 Binding
At last we will discuss the binding of demons, but first I will mention a matter
that any master summoner reading has likely seen coming. While the steps
of locating, inviting, anchoring and binding can never be completely bypassed,
a powerful, practiced Warlock can completely overcome most of their require-
ments. When I write this, I mean that one can reach a level where they are
capable of summoning more than one demon at once, with a short and unspoken
incantation, without use of a summoning circle, without an anchoring focus, and
appearing to have bonded the demons within the same fraction of moment they
materialized. Such ability is the hallmark of a most accomplished demonologist.
The “grand method” of demonology dictates that one first learns the length-
iest, yet simplest, processes of summoning before moving on to learning shorter,
more convenient ways to summon. This method still proves to be the only effec-
tive way of learning. However, many of the recent generation have abandoned
it and suffer from becoming what I deem as “One-trick” summoners. They can
often perform a small number of impressive feats and then fail to adapt to any
situation their rehearsed skills cannot overcome.

Binding a demon, unlike the other steps, has no room for mistakes. Often,
one must either successfully bind the demon summoned, or die trying. The
most powerful form of binding, is the most permanent one. To link a demon’s
soul to your own establishes a powerful connection. Not only will you share in
one another’s power, but you can learn to redirect bodily damage or temporar-
ily absorb the soul of the demon to empower yourself. Such a demon can be
commanded with immense ease. So advantageous is this art that it is taught
before other methods of binding. Therefore, following the grand method of
demonology but for its own reasons.
One reason that all of this is possible, is that upon linking of souls, the
Warlock becomes aware of a perfect incantation, often referred to as a demon’s
“true name.” This is the incantation that would have been the most effective
to use in the demon’s original summoning and can be used thereafter to locate

30
and call upon the demon from the Twisting Nether almost effortlessly.
To bind a demon in such a way, one of two things must happen. The demon
must either willfully allow the binding of its soul or thus, knowingly vow itself
into service, or the demon must be defeated and killed in combat, and its soul
forcefully linked afterwards. Other forms of binding a demon, while simpler and
useful, are less effective and do not persist past death of either party. To bind by
enslaving a demon, either one you have summoned or one you have encountered,
involves dominating their souls and harshly inflicting your will upon them.
While often appearing in flesh and bone, demons are magical in nature and
this can be exploited. So long as the demon’s power does not dwarf your own,
and you know of a proper incantation for the act, enslaving a demon will be
within your power. To maintain control after enslaving a demon, one should
often conjure chains of binding that will allow you to maintain your current
level of control without constantly struggling against the demons attempts at
freeing itself from your will. Depending on the power of the demon, and the
power that controls it, the enslavement may need to be repeated periodically
to ensure it is maintained, however, this will eventually become draining to the
caster. I will end this topic on a note that, soul linked or not, the most difficult
function of a demon to control is its speech ability, though even this is possible
for a skilled binder.

It is now that I have explained the summoning process so that it can be under-
stood, that I will place emphasis on the three golden rules that must never be
broken under any circumstance when performing a summoning.
The first is that you must never summon a demon beyond your power to
subjugate, or you will end up a stain on the floor like the once esteemed Wilfred
Fizzlebang. This trifling gnome was killed in the Argent Tournament when he
summoned an Eredar Lord he could not bind to his will.
The second rule is to never use your own life force to fuel a summoning
ritual. As I said before, a demon may expect to indulge in what fuel was not
used up in the summoning, and in this case that would be you.
The third rule, and I cannot stress this enough, is that you must never
summon a demon that is itself capable of summoning other demons. Any demon
summoned by such a demon serves that demon, and not you. A Dark Iron
Warlock by the name of Daelgar Blackbrew once boasted that he had summoned
a particularly powerful Doomguard and was forcing it to carry his tomes and
tend to his chambers. It is said that the Doomguard began to read these tomes
without its master’s knowledge. It was documented later that the Shadowforge
Guard had to drag Blackbrew’s body out of a nest of wild imps found in his
home. I’m sure you, the reader, have enough imagination to suspect how they
got there.

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7 Banishing Demons
by Father V. Portsmouth Master W. Greywell

HOW THE MIGHTY HAVE FALLEN and dirt settled upon


the graves of those they once called slaves. This section will encompass the many
ways in which a demon can be banished either from our plane or to a suppressant
quadrant of our plane. Do note at the beginning, that a banishment is not the
same as killing. It is especially not the same as the permanent death of a demon.

This section will be structured in two parts, the banishment of a demon to


a suppressant cage, and the banishment of a demon to the Nether.

This section will be provided in two distinct parts. The first will be provided
by myself, and the second by Master W. Greywell.

The following is Father Portsmouth’s text.

7.1 Suppressant Banishment


This form of banishment is primarily used when a proper banishment is imprac-
tical. It is usually within the fray of a battle or an engagement that this form of
banishment applies. The only other time that this spell would be used in place
of the greater banishment would be if the Warlock was decidedly lazy.
Suppressant banishment is a useful spell-set especially when engaging a War-
lock with a companion demon. If you are to expel a suppressant banishment
immediately against a Warlock, and then move to disable their abjurations, you
will find yourself at a great advantage for either fight or flight.
The steps for a suppressant banishment are significantly less complex than
a full banishment:
1. Hold the location and vectors of the demon you are hoping to banish
within your mind’s eye. It is best to wait until the demon is close-by, as
this will increase the accuracy and, thus, likelihood of a successful cast.
2. Conjure a suppressant field of magic. If you do not know how to do this,
find a trainer who can show you. This magic should not be wielded by
apprentices lightly, as it can drain an initiate Warlock if they are not
prepared for its siphoning packet.
3. Entangle the bolt of banishment into a packet. This packet of energy will
be amplified to leech and attach to the target, this is done by incanting
‘Velios vae rae garthos.’ Be aware that from this point in the spell, the
bolt is active magic.
4. Cast out the bolt to your desired target. If successful, the demon should
be bound to its place and suppressed in a field of silencing magic.

32
It is worth noting that this spell does not always work. It will also not work
if you are firing it against a demon who is bound to a much more powerful
Warlock, as this spell can be dispelled by a master.

7.2 Nether Banishment


A Nether banishment is a full banishment of a demon to its astral plane. This
requires a great deal of focus, time and energy. For an intermediate Warlock, it
will often require the added power of relics in order to complete the magic. It
is also important to note that you are required to know the name of the demon
in order to banish it - this is incorporated into the ritual shown.
A Nether banishment is usually done outside of combat, or as a preemptive
combat strategy. It is an efficient way to destroy a demon that is more powerful
than the Warlock (ie. an Annihilan or a Nathrezim). However, such efficiency
is rarely enabled as most Warlocks are arrogant enough to try and bind these
behemoths - another swift dip in the cool pools of Death.
The steps for a Nether banishment vary, but this is a particularly potent
ritual that will work on nearly any demon:
1. Build a rune of amplification. This rune should be interlaced with an
anchoring sigil around the perimeter, so that the demon cannot escape
the area mid-ritual. For in-depth drawings of runes, see Demonology by
Dra’gul.
2. Place your boons and rituals of power within the heart of the rune. For
this I would recommend a demon skull or a pure shard of Fel crystal. This
will empower the rune for your purposes.
3. Step inside the rune and accept its power. Lift your focus and begin
channeling the incantation, ‘Var rae Gar’noth, Lar’noth, presidias.’ This
incantation should be repeated until the energy of the rune flares. At this
moment you will learn the demon’s name, as it will be compelled to tell
you.
4. At this point, the energy of the rune will lurch and gather around the
intended demon. This is the most crucial step. Once the demon is entan-
gled, you will speak its name and command it back to the Nether. This
should be done swiftly and without hesitation, to minimize failure.
The demon will be incapable of return for some time, as the power of the rune
inscribes itself into the very fabric of the cosmos. It will require this magic to
die down before the demon can return.

The following is Master Greywell’s text.

To succeed in summoning a demon is to already have begun learning the prac-


tice of demonic banishment. Banishing a demon is somewhat the reversal of the
process, and the two skills are often developed at a similar pace.

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Banishment, however, is a very general term. Much like the term “sum-
moning” can be applied to include non-demonic creatures and even one’s own
mortal allies, “banishment” can involve any creature that does not normally
reside within the same plane of existence as the caster. While a warlock should
not be aspiring to advance in the art of summoning water elementals, the ability
to disable or remove foreign entities as one encounters them is an often valuable,
yet sorely overlooked, weapon in any arsenal.
A warlock’s natural talent and experience in the dealings of denizens of the
Fel, provide the perfect foundations for banishing arts, to the point that a mere
acolyte is capable of putting an archmage to shame. We will begin with demons,
to stay in pace with the previous chapter.

7.3 Demons
Demons are inherently tied to the Nether. It is not merely their birthing place;
they are bound to it. They can feel its nagging pull, wherever they may be
outside of its bounds. They despise this and actively push the Twisting Nether
to encompass every inch of reality if it were not the weakness to their immortal-
ity. Think of it as an ever-present, invisible tether that you can reach out and
tighten.

7.3.1 Suppressant Banishment


While banishment may be typically referred to as an act of casting a demon
out in entirety, it is more commonly used, especially recently, in a less effective
style. To banish a demon only partly requires much less preparation then a
complete banishment and results in placing the demon in a sort of temporary
stasis. They will be removed from all conflicts, unable to do or be subjected to
harm, for as long as they remain suppressed.

Recall the process in summoning, where you force your will upon a demon
to bring them from the Nether to the mortal plane. Focus on the same sort of
channels into the Nether that you would use to summon forth a demon, and
then activate them but from this side of the realms, the side of which you and
any such a demon would reside. The incantation that will assist you in this
should be simple and tailored to the demonic species if needed. You need not
expend vital resources or make extensive preparations this time, because the
Nether itself is performing most of the work.
Just by opening the way, the Nether will call the demon and its soul back
on its own. This rekindling of the demon’s connection with the distant Nether
results in a phase shift to the demon’s form. While in this state their body is
ethereal and physically unavailable. Neither blade nor spell will be able to find
purchase upon its form, rending it impervious to damage for the duration of its
stasis.
This is all due to the fact that the demon no longer entirely resides in either
the mortal plane or the Nether; it has been shoved in-between. They cannot be

34
pulled completely into the Nether, because no path has been opened for them
to travel. Think of it as existing within a portal of which is your exact size and
shape. You have entered the portal, but it is blocked on the other end, so for a
moment you exist on neither side of it.

Of course, this effect is only temporary. If you do not dedicate your atten-
tion to the periodic maintaining of the banishment, it will fade. The demon will
become corporeal once more and likely lash out with a vengeance. The more
powerful the demon, the more quickly it can return and the more one will find
it difficult to keep banished. You should recite your initial incantation as you
do this, ending with the suffix “-Xal” if the demon has nearly broken free.
This method of banishing is most useful in the heat of combat, when one
often finds themselves fending of more than a single foe. Such is usually the
case when dueling with other warlocks, and removing their demons from the
fight quickly can be a reliable way to throw it in your favor. I will warn though,
a skilled demonologist can quickly dismiss any of his banished demons and
resummon them free of such restraints. A clever demonologist will also use
this technique to banish his own demons temporarily in order to render them
impervious to incoming damage.
I advise that any who are currently advancing their abilities in this field to
procure a quality banishing crystal. A good banishing crystal should be about
the size of your fist and will make such forms of banishing rather effortless. It
will also make the banishing of more powerful demons slightly less demanding.

7.3.2 Nether Banishment


Now that you are familiar with concept of demonic banishment, we will review
the process to completely banish a demon; throwing through a one way channel
to the Twisting Nether. This form of banishment requires preparation and
extensive knowledge, but is the only reliable way of dealing with demons you
cannot, or are unwilling, to destroy.
This is not an entirely unusual situation as some demons are incredibly re-
silient to attack and many others will prove to be unconventional to slay. For
example, I once found myself in conflict with a powerful Inquisitor demon. My
foe was a master of manipulation and illusions, and fighting it normally proved
to be a great danger to my allies. Thus, it was in my best interest to quickly
banish the demon in its entirety.

As I proceed to explain how to perform this method of banishment, you will


notice more similarities with the art of summoning. You will do well to note
these and consider the practice of one art to be beneficial to the other.
To begin, you must prepare a Circle of Containment enclosing a Circle of Ex-
pulsion. This means that you will be always be using a Greater and a Lesser cir-
cle that are distinct from one another, which automatically makes the runework
of banishment more complex than summoning. Adjust your glyphs accordingly
and refer to less specific texts to find the relevant drawings. Otherwise the rules

35
that apply are the same as summoning circles, of which you will find in the
above section.
Assuming you have correctly constructed the ritual, the demon should find
it beyond its ability to escape its confines. Still, you are on a timetable, as
the ritual’s power will inevitably fade at a speed corresponding to the demon’s
strength. If you misjudge the power of either the ritual or your prisoner, you
will find you have also run out of time to regret it.
Of course, you will need a proper incantation to follow through with your
magics. To do this, you must observe your demon and deduce what incantation
you would use if you were to summon it. It is best not to over-think the
matter, as the important step is the following. You must recite this summoning
incantation in reverse. I do not mean literally. The effect, however, is very much
the reverse.
Each phrase in the incantation should reflect, through meaning, the opposite
of the terms you would use to summon this demon. Once again, those rules are
found in the above section and I will refer the reader to Incantations: Demonic
and Otherwise. This is more of a method than it is a strict rule of banishment,
but it should serve the caster well for most situations.

As always, when a demon’s power is significant compared to your own, you


should empower yourself with whatever is at your disposal. Expand your ritual
circles to incorporate these items and make a place for yourself by including a
minor Casting Circle. It is imperative that you never enter the ritual’s Circle of
Containment, for what I hope are obvious reasons. I am sure you can deduce by
now that preparation for a complete banishment is a time consuming process.
It is for this reason that they are seldom used in battle. You must be able to
pacify the demon to deliver it to the ritual or to make enough time for yourself
to construct it. The alternative is to lead the demon into it as a trap, which
requires a certain amount of cleverness on the caster’s part.
The ideal method, however, is to make use of banishment scrolls. These are
complex and rare scrolls that can be used to immediately set the stage for a
complete banishment. The scrolls are consumed on use and generally take an
exceptionally long time to scribe, therefore they hard to come by and highly
coveted. It is through use of my only one of such scrolls that I was able to
defeat the Inquisitor I mentioned at the beginning of this subsection section.

7.4 Void and Elemental Entities


As I wrote earlier, banishment is not limited to demonic beings. However, I
plan to make the rest of this lesson short. To banish other creatures is tradi-
tionally taught apart from Nether banishment, as it is rather out of place with
an acolytes journey in their studies. This does not mean they should be ignored;
I insist otherwise, but it should be something of which is learned during a break
from one’s usual lessons.
It is an independent field that requires much rehearsal and study into sub-
jects that might distract from core curriculum. With that said, I will provide

36
reference to more in-depth resources, to be used when one is prepared to conduct
themselves in these practices.

7.4.1 Void
The Void is an astoundingly primal realm. The Twisting Nether is chaotic and
forever chains itself to the soul of demons, however the Void shares an even
more intimate bond with its creatures. The Void encodes its very nature upon
its servants, to both form and will. It is such form wherein the key to their
banishment lays.
Suppressing Void creatures with banishment technique is fairly simple in
concept. You must cease to treat the being as an organism and instead as a
displaced pocket of the void’s energy. It is uniform in content to the void itself
and will merge easily with the greater expanse that you will call upon. To sup-
press the being, open channels to the void without unleashing it. Direct these
channels to your targets exact location and maintain them. It will generally re-
quire a great deal of magic to keep the being suppressed, so one should prepare
beforehand.

To fully dispel void entities is fairly similar to the ritualistic demonic banish-
ment that I hope you are becoming familiar with. Simply substitute the Nether
related aspect with the suppressant technique above. Though, there are several
alterations that are imperative. Most importantly, your runework can not be
drawn with Fel magic, as it will react poorly with the ritual and cause its in-
evitable failure. Work with Shadow magic itself, Or arcane if needed. If you
consider this poor news as a Felcaster, I suggest you broaden your horizons or
cease interest into topics beyond you.
Continuing on; the use of candles is highly advised. The brighter the light
source, the more effective it will be at containing the darkness. If you can pro-
cure magical candles, or steal a plentiful supply from kobolds, all the better.
Make sure that the ritual goes undisturbed and that you are careful with your
movements. You would not want the flames to be snuffed out.

See Sarfel Bloodfallow’s Expelling the Darkness for a complete lesson and rele-
vant incantations.

7.4.2 Elemental
Aside from the dwarves, the races of the Alliance have long been ignorant of the
elemental planes, and it was not until we observed the orcish warlocks, with their
roots in shamanism, that the rest of us truly understood how we could expel
such forces. To banish creatures of the elements is arguably the most difficult
to learn, and no longer a fairly common skill among our kind. This is because
there are four elemental planes, and creatures from each can appear in very
exotic forms that complicate standard procedure. Regardless, the information
here should be enough for any practitioner to begin their practice into banishing

37
them in their common forms.
Just as Demons are bound to the Twisting Nether, Elementals are bound
to their respective Elemental Plain. Upon their death on Azeroth, they return
to their realm. The difference is that the Twisting Nether is a home, while
the Elemental Plain is a prison. If you aren’t getting the picture yet, this is
significant because it means a demon can freely resist returning to the Nether,
whereas an elemental can do nothing else but submit itself to call of their realm.
Typically elementals are only allowed permanent residence on Azeroth through
possession of their bracers. When this is the case, both the actions of suppress-
ing or expelling these beings involves tampering with this magic. To simplify,
if you can cause certain disruptions in these bindings, your job is done.
It is worth keeping in mind that there are elementals that feature alternative
bindings due to mortal interference. Also, Draenor elementals do not abide by
the same rules as those on Azeroth. Knowledge of how to tamper with elemen-
tal bindings will require independent study of each elemental variant. In most
cases, a complete ritual will be optional, but can often involve totems and rune-
stones. I advise that practicing warlocks begin their lessons with the elementals
of fire, as it should be most familiar. You should make use of a firestone for
protection.

To begin your journey into this field, see Grarel Flamesunder’s The Warlock’s
Guide to the Elements, books 1-5.

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8 Demonic Possession
Demonic possession is the rare condition of having a demon inhabit a living or
dead body. This is rare because most demons that come into our plane, come
with their own vessel. Outside of the times of war with the Legion, I have only
seen a dozen examples of demonic possession. Demonic influence is much more
common.
But, demonic possession is a danger for an inexperienced Warlock. The
demon is quite capable of astral projecting its demon soul and forcing it within
a weakened host. It can then puppeteer this host to do whatever it wishes.
This section will hope to educate the initiate Warlock on ways to recognize,
exorcise and abjure demonic possession.

8.1 Signs of Possession


There are a few common signs of possession. They are listed here in no particular
order:
• Social withdrawal and severe personality dysphoria. This is not a mere
bout of depression or anxiety, but a complete reversal of values. It is often
accompanied by obsessive fascinations. These fascinations are usually re-
garding vulgar topics (ie. perverse sexual endeavours, sacrificial slaughter,
etc.).
• Rot of the fingernails, skin or swift hair loss. This is often a tell-tale sign.
This is usually descriptive of the later stages of possession.
• Vocal changes. These can be subtle or pronounced. It can also be a sudden
incorporation of new language.
• A sudden change of plans to travel far away. It is common for a demon
possessing a person to have an insidious plot. These plots tend to conflict
with the ongoing plans of the person.
• Reaction to Divine magics or other magics in adverse ways, or novel ways.
A possessed person will find the presence of sanctified objects or ground
rather repugnant.

• A fear of rainbows.
• A desire to change ones name or requesting to be referred to in a certain
way - a sinister word tends to prevail.
• An unsubstantiated desire to kill or harm people or animals. This can
also be accompanied by a general disregard for laws or the customs and
conventions of civilized society.
• An overwhelming hunger for raw meat.

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8.2 Exorcism
An exorcism is a surprisingly perilous ritual. Most people who picture the
scenes from plays with a beautiful woman tied to a chair in some dark cellar.
She throws her body around and screams and the brave, handsome paladin says
some words and the demon is drawn from the body. — This is a fabrication of
truth.

It is worth noting here that an Exorcism is different to a banish-


ment. An Exorcism involves drawing a demonic soul out of a living
or dead host. This ought to be followed up by a banishment if there
is no means of capture provided for the ritual, such as a trinket or
trap box.

This section will outline a specific ritual of Exorcism that assumes the host
is alive (this can be performed on a dead body, but I would tend to simply
destroy the host body instead). It is a powerful ritual that will work on most
demons. These steps are to be followed carefully:
1. Ensure the host is secured and fastened to a bed - this is much safer than
a chair. I have never understood why chairs are used in plays. Perhaps it
is so the audience can see.
2. Once shackled, let the host fast. Have them fast for about thirty-six hours
to weaken the physical body. This will weaken the demon within. During
this time, have somebody sit with the host and pray by their side, sing
hymns to them and wash their body with saltwater.
This time should be prepared to end at sunrise. The washing and prayers
should end precisely at dawn. This will allow you, the practitioner, to
have the greatest advantage.
3. Take a relic of power and fasten it to the sternum of the host. This will
weigh down the demon soul within.
4. Douse the demon periodically with holy water and begin chanting, “Theros
vae lapellae.” Do not cease this chant or the action until the demon has
begun to submit. You will likely be the victim of a torrent of magic. It
is important you combat this magic directly, but not generally. Each of
these attacks must be suppressed individually, mass suppression is not an
option. Mass suppression would cause the ritual to fail - as you require
the demon’s own magic to pull itself from the body.
5. Once the demon has been suitably engaged and weakened by the chant,
demand its name. Continue the previous step until it submits to this level.
6. Once you have attained the name of the demon, command it to leave the
body and never return. This is when you ought to begin your banishment.
I would recommend having a trap box set regardless - as this will make
things much easier on yourself.

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8.3 Mitigation
There are many ways to ensure that you, the Warlock, do not become a victim
of demonic possession. There are certain runestones one can carry and hexbags
that do the trick too. However, what I would recommend is inscribing an anti-
possession sigil within your body. This is my personal preference.
With that said, there are other ways to ensure a demon does not bother
coming for you at all. The first of these is to keep a strong guard over your
magics and your soul. This can be done by engaging in frequent magical practice
or by lighter methods such as prayer or meditation. It is well worth knowing
that every advantage belongs to you, the living. When a demon has projected
its soul from its vessel, it is exceptionally weak. — If it were strong, it wouldn’t
need a body.

Other ways of mitigating a stray demon soul would be warding your home.
This would also include warding each grimoire you own, as demons are capable
of inhabiting inanimate objects too. This is particularly true of runic script.
With all of this said, the wisest and most potent commanders of demonology
do not fear enslavement. This is simply because their will is greater than the
will of the demon attempting refuge. Honing ones skills and knowledge is the
key to consolidating a powerful willpower.

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Part III
Fel

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9 The Twisting Nether
by Archmage S. Demes

THE TWISTING Nether is a place of incomparable wonder and


unremitting chaos. The first and most important rule to remember when deal-
ing with the Nether is that it is not to be trifled with. Know this, and you may
yet stand a chance. It is not just another place like the Great Dark Beyond, it is
a different form of existence entirely, operating under a different set of physical
laws than the material world. While one can learn to travel to the Twisting
Nether and back, those of feeble will will find themselves perpetually lost in the
maddening abyss, caught in the forever shifting landscape, unable to escape.
But do not let this scare you! The astute student of Nethermancy will find that
for those that put in the work to truly master what the Nether can offer and
turn its power to their advantage, the limitations of traditional ley-line based
magic will no longer be of concern.
To understand the Twisting Nether is to understand chaos and throw out
everything you know about order and form, which of course is easier said than
done. Being coterminous with the material world, it is also everything that the
material world is not. While our world has order, structure, and follows a sense
of logic, the Nether is the polar opposite. There is no order in the Nether, it
being devoid of the mere idea of it. A formless existence, the Nether is privy
to changing its landscape at a moment’s notice, nothing staying the same for
more than a few moments, and even then offering a different experience for each
visitor. As a result, most can only withstand being in the Nether for a short
while, even those with a disciplined mind.

9.1 Practice
In order to understand the practice of Nethermancy, it is important to un-
derstand how to control one’s actions within the Twisting Nether itself. The
reasons why will be explained later, but the key to functional control within
this plane of chaos is thought. This may seem like an obvious point, but it
is imperative to understand this fundamental principle of the Nether. Actions
within the Nether are not done by engaging in intermediary actions, such as
moving up by climbing a ladder. Instead, one moves physically upward in the
Nether by thinking about “up.”
In short, movement within the Nether is done purely through will. This
is a rudimentary explanation of action in the Nether, but what makes actions
particularly difficult is the fact that the Nether reacts to conscious thought as
well as subconscious thought. You may be consciously thinking about doing X,
Y, and Z, but if your mind is preoccupied with thoughts of war, or homesickness,
even if it’s just a feeling buried in the recesses of your mind, the Nether will
pick up on it and ‘react’ accordingly. If, for example, you are preoccupied with
a feeling of homesickness, you may find yourself seeing those you miss. While

43
the Nether is formless in its prime state, its landscape shifts to adjust to the
thoughts of each visitor.
The lesson here, that must be fully internalized before attempting practice,
is that when utilizing the power of the Nether to cast spells, it is not enough to
merely think of the proper incantation and movements, as those are intermediary
actions. To achieve the full effect, one must also clearly know and think of
what the end result of the spell would be. For example, the traditional way to
conjure a simple arcane-based fireball is to point your hand, staff, or whatever
tool you use as a focus at the target, and say (out loud or think) the incantation,
“igneus”. This would be enough for magic through the use of ley lines. When
channeling the power of the Nether, however, you also need to fully imagine and
internalize the end-action. If you cast a fireball, picture it in your mind, the
scorching flames shooting out of your hand and hurdling toward your target to
engulf it in flames. Do not just settle for incantations and gestures, you must
also apply your willpower to control Nether-based magic, much like you would
use willpower to control the world around you in the Nether itself.

9.2 The Nether and Demons


For a grimoire, I would be remiss not to discuss the Twisting Nether in its
relation to its most famous denizens, demons. It is worth noting that while it
contains the homeworld of the Burning Legion, Argus, and is where the Legion
makes its base, demons predate the founding of the Legion. The magi of Dalaran
have done considerable study on the origins of the universe, and while there is
much still to understand, there are certain truths that have come to light. When
the universe formed, and Light and Void clashed and coalesced into the chaotic
astral realm known as the Nether, those denizens began to feed on the energies
of the living, destroying the rest in the process. The demons’ innate connection
to the Nether causes their souls to simply return there upon death, only to be
reborn over and over again. It is why in order to kill a demon, forever, one must
do so within the Nether, or in a place sufficiently saturated with chaotic magic,
namely Fel.
However, is it necessarily true that demons are chaotic creatures at their
core? Or is it simply because of where they are born? Demons by and large
have been creatures that we’ve learned to hate, categorically. But, what if
the premise that demons are innately evil is a faulty one? For that I turn
to Lothraxion, the High Commander of the Grand Army of the Light, and a
Nathrezim. Unique among his kind, he is infused with the Holy Light, and
directly contradicts everything we know about demons as a species. He is living
proof that demons are not innately evil creatures, and while they are born out
of the chaos of the Twisting Nether, they are not doomed to an existence of
devouring life. Because the Nether is a place of chaos, it is possible that demons
simply never had anything else to affect their being, defaulting to a state of
discord. It is a sad irony, then, that the very plane that gave them life, is the
very plane that has turned them into malevolent beings. I hypothesize that given
the right circumstances, it is possible to ‘rehabilitate’ demons. These creatures

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once thought to be nothing more than ruthless killers could be turned into
beings of righteousness, as Lothraxion’s existence has proven. Once a member
of the Burning Legion, he now fights for the other side, which is something that
should give everyone that paints demons with a wide brush some pause.
It also proves that while the Nether is the origin of demons, it is not necessary
for their survival. While they are creatures born of chaos, they do not have to
stay that way. Until recently we didn’t know any better because we had no
reason to believe that demons could be infused with Light at all, only killed by
it. This alters our fundamental understanding between demons and the Twisting
Nether, because their souls are only bound to it so long as they maintain their
corrupted chaotic state - the only state they’ve ever known. Unfortunately,
this raises even more questions. We know that Fel is the magic of disorder,
the opposite of arcane and the lifeblood of demons. But what about light-
infused demons? With Fel no longer flowing through their veins, is it a sort of
light-based blood? Furthermore, is there a neutral version of demons, one not
corrupted by the Nether, and one not blessed by the Light? Theoretically, there
could be countless versions of species of demons that have yet to be uncovered,
because they were born in a place that corrupted them just the same. I realize
this presents more questions than answers, but it also reinforces some basic
principles in our understanding of the Nether. Just as demons, bred of chaos,
can be infused with Light and live, so can order be brought to disorder, utilizing
the innate power of the Nether to our advantage. To the extent that the Nether
can be molded is up to the individual Nethermancer, but the opportunities are
present nevertheless.

9.3 Mind and Nether


A school of thought not often associated with the Twisting Nether is that of
psychology, with people focusing more on the dangers of it than on its powers
with respect to the mind. As stated earlier, utilization of the Nether requires
a certain willpower to channel the magic into something useful in the material
plane - but it also provides a way to master one’s control over one’s thoughts.
We know that the Nether is highly morphic, and its landscape adjusts to fit
the thoughts of those within it. As such, and this may not exactly have the
Kirin Tor seal of approval, but a person can exercise their control over their
own thoughts, and thus over their own existence, by using the Nether as a sort
of training ground.
Let me just say as a disclaimer not to try this alone, and to always have
an experienced Nethermancer with you if traveling within the Nether. Within
its plane, it is a constant tug of war between the mind and the Nether. If the
Nether wins, it will reflect all of your conscious and subconscious thoughts to
you no matter how joyful or frightening they may be. By controlling one’s own
thoughts, one can influence the Nether and what it shows you, which in turn
can become a barometer for how well one can keep a disciplined mind. Keep
in mind, however, that the Nether, at least in my experience, will not present
you with any more knowledge that you do not already know, only enable you

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to exert more control over your thought process. For example, if you, through
willpower and determination, influence the Nether to place you in the world’s
greatest library, don’t expect to find knowledge you didn’t already have within
the book’s pages. That is not to say there isn’t hidden knowledge within the
Nether itself, but when it reflects your own thoughts back to you, it will only
show you what your mind knows or believes. That being said, it is a poor
replacement for scrying or anything to that effect.
Among us few Nethermancers, we do from time to time like to to engage in
mind-games within the Nether, testing which among us has the strongest will.
Like in a goblin casino, the Nether is the house, and each individual attempts
to exert their will over both the Nether and the other participants. While two
or more participants may attempt to exert the most influence over the Nether
to win, the forces of the Nether also try to prevent any attempt at a static
environment. As such, unless one has an unbreakable will that lasts forever,
the Nether will always win in the end, and return the environment to a state
of chaos. It is for this reason that it is ill advised to stay in the Nether for too
long, because at some point the will of the individual will waver, and they will
be at the mercy of disorder in its purest form.

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10 Harvesting Fel
by Father V. Portsmouth

BEWARE THE FEL for it is the shadow of life and death. It con-
soles no truth. It only burns. Neither the Kingdoms of Reason nor Silence press
their dominion upon the Fel. For it is upon the burning forest that no army
may march. It is the ruin of reality. It is the reprisal of eternity, staking its
claim against Order and purity and hope.

As the Archmage has noted, the Fel finds its endless well within the Nether,
but it is in our world that it is most commonly found. It is essential to note the
difference between magic found within the Nether and magic harvested in more
conventional ways.
Fel drawn from the Nether is a more potent type. It is difficult to unleash
and even more difficult to control. Fel drawn from the material plane is less
potent (still extremly potent) but can be shaped more easily. The analogy I
like to use is that of an ocean versus a river. The Nether is a salt-water ocean.
One cannot drink from it without intense filtration, but it is where the big fish
live. Harvesting Fel is like a river, drinkable and with smaller fish. – But, you
will never see an angler go out on a fishing boat into the ocean before they have
mastered their craft at a river. The same rules apply to you.

10.1 The Harvest


Fel, when harvested, is an energy stolen from life. It involves sacrificing a
portion of life to convert into raw chaos energy. As I have noted in my previous
grimoire, it does not require much life to power a Warlock. The output is a
hundred-hundred fold the input. A deer could keep a Warlock satisfied for a
week of normal practice.
The harvest of Fel was outlined in my previous grimoire, but that was the
slower, novice way of doing so. A trained and seasoned Warlock does not need
to engage in an entire ritual to harvest Fel. It is quite easily done.

Firstly, find a nice juicy morsel of life. Make sure its plump and ripe - this
will ensure the best results. It is worth noting that dying things, such as with-
ering plants are capable of being siphoned but the result will be less than a
vibrantly living thing. – It brings to mind an old rumination I used to keep my
mind occupied on: How powerful would the Dark Titan become if he were able
to siphon the Emerald Dream. Alas, I digress.
Secondly, take your focus, whether that be a wand, a staff or, for skilled
practitioners, your hand or finger and place it upon the snack of life. Be sure
to have a clear mind. If your thoughts are clouded or muddled, and unfocused,
you will find the output lacking.
Thirdly, siphon the life. You may do this by a regular leeching spell, or you

47
may use an enchanted object to do it for you. It is important, however, not to
absorb the life in its pure form. This is where the trick between simply draining
life and sacrificing life comes to play.
Finally, sacrifice it. Don’t take the life as it is. The incantation to sacrifice
it is, “Exitus Mortis Exitium.” The leeched life will coalesce into a new energy.
Controlling that energy is something I imagine you are all familiar with.

10.2 Containment
Fel is easy enough to harvest, it is much more difficult to contain. The highest
grade Fel crystal has a half-life of ten years - that I have seen, at least. However,
most Fel crystals, most of the ones seen by modern Warlocks, will degrade much
more swiftly. The half-life of most Fel crystals is a week.
Fel does not like to be contained - it likes to be unleashed. In this regard,
containing it is one of the major issues that Warlocks face. It is usually contained
within staffs or items of power. This is an efficient technique. For those of older
tutelage, we mostly contained it in our bodies - a potent way of storing it, but
unsafe. It is obviously a foolish thing to do by today’s standards as it leads to
severe body-degradation, however, it will occur no matter what you do. There
is no escaping Fel corruption within your body when using Fel. No matter how
many precautions you take, no matter how thick your mask is, you will get
corrupted.
The containment of Fel is a similar process to containing any energy in any-
thing (ie. Soul Shards). It follows the same process. The only thing to be more
observant of is the structure of the item. It is essential to keep an eye on the
degradation of the item and its ability to contain - if you attempt to contain Fel
in something broken or lacking in capacity, this can cause the Fel to leak or, if
pressurized, detonate.

Bye-bye.

10.3 Law-Abiding
Oftentimes our kind are persecuted, most of the time they are just prosecuted.
It is essential to remember that Fel and Fel harvesting is illegal within most
realms. For this reason, I recommend growing your own life-forms - as I do. Or,
going outside of the Kingdoms to harvest.
This grimoire, and no work of mine, will ever promote harvesting Fel lightly.
It is to be done under controlled conditions for the most part. You will receive
no sympathy from me, nor most of the craft, if you are caught. Whether you
put this down to us disliking the fools who get caught or simply the fact most
of us do not tolerate folly is entirely your decision.

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11 Evocation of Fel
by Father V. Portsmouth

BLASTING, IMMOLATING, DESOLATING these are the


promises of the Fel.
Despite these naive initial descriptors, the Fel is capable of quite a deal more
than frank destruction when ejected from the Warlock. This text will seek to
steer the narrow-of-mind away from mere blasts and sensational variations. It
will instead detail and approve a series of forms that, when used with the proper
care, produce results worthy of the title of destruction.

11.1 Blasts
As I mentioned the blast is the classic reactionary magic of any Warlock to an
unsavory situation. A blast requires one to simply coalesce the energy in a foci,
and expend it towards the the target. Blasts vary in type and scale based on
the Warlock, the recent Harvest and the situation. Despite the seeming obvious
nature of a blast, there is quite a deal of nuance involved in more advanced
techniques.

Superior Warlocks are capable of performing blast spells that do not just harm,
but manipulate. There are Fel blasts capable of entangling and rooting enemies.
If one is practiced enough, they are capable of expending the Fel in a way that
coagulates it and gives it an almost rubbery texture. This, of course, mitigates
much of the harmfulness of the blast by keeping it self-contained in its essence,
but it is very effective for incapacitating enemies or aiding in a more complex
spell flurry.
This brings me to my final point on the childish nature of blasts. Harm. A
truly powerful Warlock isn’t capable of simply building horribly harmful spells,
but spells that can control the harmfulness. This is the true discipline. The
ability to use Fel for any purpose, not just burning. A harmless manipulation
of Fel magic that focuses on the kinetic push rather than the blind nature of
flame.
One of the final tests for becoming a master of Fel, in my time at least, was
using Fel without harming anyone or anything. Using it as a means to control
reality, rather than to burn it down; but always keeping that card up your sleeve
in case. This is seen as the true testament to the practice. Such discipline with
the most chaotic substance in reality is not often come by.

11.2 Bolts
Bolts are similar to Blasts in that they are a coalesced packets of energy, different
to a missile in their size and accuracy - being both larger and less accurate. Bolts

49
are the staple form of magical spell.
To reaffirm, bolts are dense orbs of power that are flung through the air
at targets. These can be fashioned out of any magic, but of our purposes, Fel
magic. Bolts of Fel magic ignite on contact and ripple through the target - using
both kinetic and Fel energy to harm the opponent.
It is worth noting that a bolt, though more stable than a blast, dissipates
quickly. It ought not to be used over long distance (greater than forty yards)
because it will consume itself by the time it gets there and, though still harmful,
not near what the Warlock would expect.
To cast a bolt:

1. Draw in the energy you wish to use and make itself available for expulsion.
The amount of energy can vary, this is the great benefit of a bolt - it can
be shaped at the discretion of the caster.
2. Shape the energy inwards, knead it into a dense packet. Ensure that it
will not burst when fired. This spellweaving is an assumed skill.
3. Take aim and expel the bolt of energy.
Incantations aren’t necessary for a bolt, but certain advanced variations do
require incantations. These incantations are used to contain the energy, spell-
wards that surround the packet of magic. These are mostly commonly used in
heavier, denser bolts - usually with multiple sources of magic entangling each
other.

11.3 Missiles
Yes, missiles, my children.
Missiles are a more complex form of evocation. They are more nuanced than a
mere blast. A missile is a self-contained morsel of energy that is ejected at high
velocity towards a precise location. Missiles require greater concentration and
accuracy, and importantly, time.
The energy packet of a missile is small, but potent. The idea is to create a
dense packet of energy for precise firing. The denser it is, the less likely it will
fray or find magical friction. The actual nature of a missile spell is a three-step
process:

1. Draw and coalesce the energy. With Fel, creating a runic floor pattern
and drawing the energy up through it is the most efficient method. It is
possible, however, to draw it simply into a foci and hold it there.
2. Focus. Focus on exactly the location you want your spell to reach. This
means holding that location in your mind when you do the final incanta-
tion.
3. Expend it. Incant, “Bibe missilia.” Release the energy and watch your
target detonate from the chosen location.

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11.4 Fissures
A Fel Fissure is a type of evocation that opens a wound of Fel, usually beneath
your enemy’s location. This can cause the enemy to be enveloped, or swallowed,
in Fel. Or it can cause a rift within a party, forcing it to separate. Truly your
strategy is your own with this.
The practice of opening a Fel Fissure is rather complex. It requires, much
like missiles, a location. A Warlock must know the location of the intended
fissure. Generally, the location needs to be visible too.
The Warlock then, either by working the magic along the ground to the
location or by forcing it open by sheer will (a more advanced technique), splits
the ground and bleeds the Fel through.
This spells usually requires a significant time to cast. It is not something to
be relied on against a melee target, as mobility will make your single-location
spell pointless.

11.5 Meteors
A Fel meteor is the name I give to any Fel magic that involves an aerial-to-
ground attack of substance. This may be simply raining fire or the culmination
of an Infernal’s summons (though technically summoning magic).
Meteors usually involve opening a rift above the target’s location and al-
lowing the natural pull-down of the world to direct the magic. Depending on
the Warlock, they may summon some physical matter to fall from that rift too.
It is commonplace and good practice to include igneous rocks as part of your
rain-of-fire ensemble. Mere Fel can be mitigated by a shield, but if that shield
is bludgeoned by a rock, then the Fel may seep to flesh and flame.
It is important when using this magic to do so sparingly. If you destroy
the entire land around you, you will have no way of escape except teleportation
(which is not easily done in large scale combat).

To evoke Fellish meteor magic, follow these steps:


1. Have a clear understanding of where your target’s location is. This loca-
tion should be held in the mind’s eye for the duration of the cast.
2. Raise your focus and coalesce the energy into the incantation: “Theros
var rae mortis.”
3. Channel the spell for how long you wish, maintaining both the location in
your mind and repeating the spell if it begins to wane.

11.6 Physical Enhancement


To those that know what I look like, you may wonder why I do not put this
magic into practice - the answer is I did, long ago. It is possible to enhance
one’s physical body with Fel magic, though only for brief periods of time.

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Fel magic can be evoked in various ways to move faster, to lift heavy weight,
to hit harder. Fel magic is energy, at its base level, and can be evoked in these
various ways.
Though, it is worth noting that these all come at a severe long-term cost.
Containing and evoking Fel magic through your circulatory system will damage
you, and damage you swiftly. It is worth keeping these magics to a minimum.
Not only do they cause pain and suffering, they can lead to malformations.
Bone spikes that grew out of lingering magic. Veins that hang from your skin.
It is all quite horrible.
If you wish to perform this magic, it works much the same way as a life-
drain. Instead, you need only position the Fel magic to a specific portion of
your body, and then channel it in the way that you desire.

It is worth noting that this magic can be used on Allies too. It is possible
to channel this into their muscles or even into their weaponry (a more prudent
approach).

11.7 Mixtures
True mastery of evocation is about mixing magic. It is all well and good to
master each individual form, but to mix forms and create spells of novel grace
is the true testament of a Warlock. It is this extra quality of originality in the
spellweaving that will cause your opponent difficulty, or allow you to make a
new discovery.
It is well to learn these forms in isolation before mixtures, however. This is
all I shall say on the topic, it is best to practice these for yourselves.

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12 Abjuration of Fel
by Father V. Portsmouth

NOT ONE SHALL TRESPASS upon the sovereignty of your chaos.


Abjuration is the school of protective magic. It involves shields and wards
to mitigate damage. It is arguably more important to a Warlock or Battlemage
than evocation. Without defense, one does not live long enough to cast most
spells. In my day, we learned abjuration before evocation. But, in my day, we
didn’t have orcs or demon skin either.
It seems at odds with conventional understandings of a Warlock to place such
high importance on abjuration. Many believe Warlocks, or those who aspire to
be them, spend their days draining and cursing; this is only the fun times. The
majority of it is spent in research. It is much more useful to place abjurations
around ones research station than to spend the day fending off with curses and
the like.

12.1 Classic Shield Barrier


The standard abjuration spell is a dome of energy that is cast out from the
Warlock’s foci. It does not permit hostile magic or entities from passing through
(ie. more complex abjurations allow the passage of intended people or magic).
This form of abjuration is the most explicit form of defensive magic. It is
also the most powerful when used by a master. Magical armor, wards and the
rest fall away weak next to a properly channelled and practiced abjuration.

The classic abjuration shield barrier can be cast using these three steps:

1. Prepare your foci by having it pointed in the direction that you wish your
abjuration to flower-out from.
2. Incant: “locus praesidio mortis,” and channel the Fel energy through your
focus.

3. Maintain the channeling for the intended duration of time. A greater


focus, greater practice or a greater amount of available Fel will cause the
strength of the spell to vary.

12.2 Wards
Wards are abjuration magic generally contained within a rune or runic inscrip-
tion. Wards can be used to both protect against adverse magic and capture
entities or magic within its confines - allowing for easy disposal. Wards gener-
ally come in two types: prepared and trigger-based.

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12.2.1 Prepared Wards
Prepared wards are wards that have been cast for a specific target, time or
location. These wards usually have physical location in space. For a Warlock,
prepared wards are most commonly found interlaced in demonic summoning
circles. Dra’gul’s Demonology only features summoning circles with in-built
wards to protect against direct Nether consumption.
It is commonplace to set-up a Warlock laboratory by inscribing wards into
the building. By preparing wards like this, one can capture or regulate the
magic that flows through the room. As mentioned, wards come in two general
varieties: mitigation and capture.
It is worth noting that prepared wards are stronger than trigger-based wards,
simply due to their physical location in space. On top of this, it is worth
noting that any magic made manifest before-the-fact is generally stronger than
reactionary magic.

12.2.2 Trigger-based Wards


Intermediate Warlocks will be familiar with trigger-based wards. These wards
activate around intense magical auras. The idea behind them is to have a ward
trigger in the event of a surprise attack. Trigger-based wards are weaker than
prepared wards, but provide necessary damage-dampening and should always
be used.
These wards are often cast upon the person or inscribed into an item or
piece of clothing. It is best to consult a master on these, as you should with
any magic cast upon your own person. For this reason, I will not provide a
step-by-step process.

12.3 Fel Armor


Fel armor, not to be confused with demon skin, is a simple and easy type of
abjuration magic. Fel armor is a type of magic that encases the caster in a
thin layer of flickering energy. It is worth noting that no armor spells offers the
full-range of mitigation that a classic shield barrier does.
Fel armor is cast by simply incanting, “Corpis providence,” and channeling
the appropriate energy upon the body. Fel armor mitigates against magical and
energy damage, but can be used against weak physical projectiles. Demon skin
is a more powerful form of magical armor - in fact it is superior in every way.
But, it is not mentioned here under Fel Abjuration.

12.4 Spell Blocking


This is the first and easiest form of abjuration magic. A spell block involves
holding a make-shift barrier of magic to block an interloper’s evocation. This is
often considered part of an initiate’s toolkit and will not be explicated here.

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13 States of Fel
by Father V. Portsmouth

FEL IS ALWAYS DYING in all of its natural states.

Fel, the physical substance, however, generally comes in three usable states.
These states are Fel fire, Fel acid and Fel crystals. Other states do exist, but
they aren’t nearly as common. It is important to understand these states to
fully grasp the limitations and qualities of Fel. Only when Fel is understand in
a robust and structured way, can one truly master it.
It is worth knowing too that the energy of these states diminishes over time.
This is often measured by the rate of decay of the magic (usually measured by
its half-life). All states of Fel magic experience decay, though each at different
rates.

13.1 Fel Fire


Fel fire is the classic state of Fel used for most magical purposes. The state of
fire rapidly decays when it is left unchannelled. The substance of Fel fire eats
away everything around it, and is quite a curious type of fire.
Unlike any other type of fire, Fel fire can use anything as fuel. There is
nothing that can easily snuff a Fel fire, at least nothing I have come across.
Usually magical intervention is required to stop a raging Fel fire, even that is
an uphill battle.

Fel fire is extremely hot too. It burns far hotter than any conventional fire,
and most magical fire - the only superior being pure elemental fire.
For this reason, it ought to be used at safe distance always. Anyone near
to it, aside from the caster who has hopefully immunized themselves from their
own casting, will experience discomfort. For this reason, if a Warlock is fighting
side-by-side with others, it is well to have their casts steer clear of others.

13.2 Fel Acid


Fel acid is an extremely dangerous state of Fel. Unlike Fel fire, Fel acid does not
dissipate quickly. It can pool and stay corrode anything it comes into contact
with for extended periods of time.
Many of my fellows, myself included, believe that Fel acid is in fact the purist
state of Fel. Although it is commonplace to think it is purist in a fiery state,
it is this acidic state that is sustained the longest, and when it is as its most
corrosive - which is the very nature of Fel.
Fel can be sustained in its acidic form and bottled for extremely long periods
of time. Some bottles of Fel I have owned for decades and are still as potent as
the day the cap was closed.

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Fel acid corrodes any substance I have seen, in correct quantities. It has cut
through any type of magical or energetic barrier and can destroy constructs of
divinity too. Pools of Fel acid have been known to actually get hotter over time,
as the energy seems to well itself up.
Fel acid is one of the most fascinating studies, but has unfortunately received
extremely low levels of attention in academic journals. For this reason, I would
be foolish not to put out the call to any young Warlock hoping to make a name
for themselves to go out and research on this curious substance. - But do so
carefully, it will burn through your body like nothing else.

13.3 Fel Crystals


Fel crystals are the safest state of Fel for transportation and storage. Upon con-
tact with skin, it takes a prolonged period of time for effects to be catastrophic
(though fairly bad at any exposure level). Fel crystals allow the Warlock to
easily move Fel from one place to another, or to carry it onto the battlefield.
If a Fel crystal shatters, there is still minimal contamination. If the crystal
was properly conjured, the Fel crystal ought to shatter into an array of smaller
crystals without leakage of intense levels of magic.

Fel crystals have a short life-span. Fel wants to naturally break down and
break down the constructs that bind it - which is another reason why Fel acid
seems to be the natural state. Fel crystals have a lifespan of a week to a few
months. Some even as long as a decade if created under optimal conditions by
a practiced master.

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14 Effects of Fel
by Father V. Portsmouth

FEL MUTATES FLESH and causes horrible afflictions to all nat-


ural features of its surroundings.

This section will briefly discuss common effects seen throughout the Dark Craft
due to short and long term exposure to Fel and Fel magic. In all cases, it is
worthwhile seeking expert help to deal with the problem.

14.1 Effects to Flesh


Short term exposure to Fel can cause severe irritation of the skin, internal
burning, blindness if exposed to the eyes, sensory deprivation if exposed to other
organs and digestion issues. It can also have secondary side-effects such as lack
of sleep, nightmares, depression and paranoia schizophrenia.
Short term exposure is assumed at distance too. All of these symptoms can
be worsened at closer proximity to the source of the Fel corruption. Short term
exposure is estimated to be between one minute to two hours, depending on the
intensity of the source.

Long term exposure to Fel usually causes death if it is not properly regu-
lated. If it is properly regulated, then the most common side effects are rotting
of the flesh, malformation of bone, loss of skeletal-muscular integrity, infertility,
breathing issues, disfigurement and addiction. There are myriad other effects,
and prolonged and untreated issues will often lead to internal hemorrhaging and
expedited death.

14.2 Effects to Nature


Nature responds much the same way as flesh. The only difference is the appli-
cation and spread of the various types of nature. If Fel enters a water source,
all animals and plant-life that drink from that source will be afflicted. These
afflictions will carry over into descendent generations until mutations occur to
correct the influx.
In certain cases this can lead to infertility amongst the entire habitat if the
Fel exposure is severe enough.

14.3 Effects to Materials


Prolonged exposure of Fel to material objects will cause a general breakdown of
the substance. Pure materials often breakdown into unstable materials. Syn-
thetic materials will breakdown into their base substances, before breaking down
into unstable materials.

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It is important to remember that if you are keeping Fel stored someplace, to
ensure that you have accounted for the inevitable depreciation of storage around
it.

I would stress in this section to build your laboratories and workspaces cleverly.
This will save you a lot of worry about mixture of material and magic. There
are set plans for workspaces that are documented in detail in academic journals
- I would urge you to look at them for safety and efficiency optimization. There
is no point building a laboratory subject to detonation.

14.4 Effects to Magic


Exposure of Fel to other magics causes instability for the most part.
It depends on the type of magic one is exposing to Fel. For instance, Arcane
and Fel react violently to one another, however Fel tends to win out within
the solution. Conversely, Fel and Divine magic reactions prove much more
problematic. These do not easily resolve themselves and depend on minute
changes in the source of the magic.
It is worth remembering that the only way a Warlock can be rid of a Fel
contamination completely is by using Void magic to consume it. This does not
remove the Fel, the Fel still exists, it just exists elsewhere.
This entire book constantly reminds the reader that Fel is extremely potent
and corrupting. Never mix magics without an understanding of the reaction
- people have already died in the experiments, you don’t need to. Let their
sacrifice be worthwhile.

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Part IV
Conclusion

59
15 Conclusion
by Father V. Portsmouth

THE FINAL DOOR is soaked in blood.

There is no winning in this life. There is no good death for our kind. The
Dark Path is a dark path; there is little light shed. - It is a realm of rumours
and hearsay. But, allow this small collection of writing to serve as one sure step
along the way.

Of all the things that this work teaches, the most important lesson to learn
is humility. Know now you will never be the Great Warlock Gul’dan. Know
now you will never be Kil’jaeden or Archimonde. Know now these things and
rid yourselves of their foolishness. I am not saying you will not rise to great
power. I am not even saying that you will not rise to their level. I am simply
saying: be your own darkness.
Too many get involved in the dark craft hoping to become immortals or
gods. They hope to become vessels of death reaping souls to avenge their fam-
ilies slaughtered by some unfair master. Know now how stupid you are. And
how mortal your concerns are. How familiar and colloquial your determinations
are. - These are not the virtues of an immortal, these are not the virtues of a god.

You will die bloody.

There are two lesser conclusions I wish to draw from this text. The first is
that Demons are aberrations of ill intent; demons are not friends. The second
is that Fel means the end of ordered reality.
Demons are creatures born of the Nether or the Void. There is no hope
for them. Do not befriend them. They are tools meant to be used. They are
creatures of living energy that are here to feed and sate your lust for power.
They are not to be played with. They are not to be toyed with.

You do not see a warrior kissing his sword, because if it is a sword worth using
it will cut him.

If your demon is acting familial or attempting to get on your good side, punish
it. This seems like such an obvious thing, but I see these days (and I understand
I am an old man ranting, but this is my book, so you will indulge me) too many
young Warlocks comfortable around their demons.
These are creatures who wish to eat your flesh. Who wish to turn your cir-
culatory system into a harp and play it for your mother. Do not indulge them.
Treat them as the dangerous weapons they are.

Secondly, Fel is different to all other magics. It is desperately trying to burn all

60
of reality as swiftly as it can. Do not treat it like Arcane magic. Do not make
the mistakes of the past. Read up on those who came before you. Learn about
Dra’gul and the works of your predecessors, I will help you if you need it. –
There are many who will help you if you need it.
Furthermore, do not limit yourself to just Fel. Fel magic is a grand thing. It
is well worth spending a decade mastering. But do not let yourself fall victim
to the belief that the Fel is supreme. Learn your facts: nothing is supreme.

Lastly, I would like to urge all of you who are studying these magics to seek me
or a master out. Do not attempt to master these magics alone. No one can. Not
me. Not any of the other masters in this book. The very fact that this work has
relied on multiple sources should be proof enough of your need to collaborate.
There is only one dark lord in this universe, and he will crush you underfoot.
Do not fall victim to your arrogance. Combat it with education.

I would like to thank all those who supported and contributed to this work.
It is good to see collaboration in this age - especially amongst our community.
To Archmage Demes, I thank you for engaging with our community and
sharing the wisdom of the modern mages. As much as we are at odds politically
and socially, there is much to share between our professions. I welcome all
dialogue with you and yours.
To Master Greywell and Count Artegal, I thank you, my dear friends, for
sharing your expertise and leadership in these dark matters. Your undying
resolve in keeping pace with the journey of our craft and the academic support
you give to me and others is what gets these works published.
To all those who wish to learn more, again, I urge you to seek me out - and
to read the works of these other great men too.

We are not darkness incarnate; We are what you choose to be.

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