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The Divine and The Wicked The gods are divided into several different statures:
The world of Dunya is home to both the Wicked Greater, Intermediate, Lesser, and Demigods. There
and Divine. Like Order and Chaos both the Divine is also a separate class for saints and heroes. These
and the Wicked must exist. One cannot exist legendary men and women are of such renown that
without the other. they deserved inclusion in this chapter.
Multi·tasks: Greater gods can perform any number Creation: While they cannot create objects out of
of tasks at once. Of course, natural limitations based nothing, intermediate gods can summon or create a
on their current physical form may apply, but there is duplicate of any object they hold, providing suitable
never a penalty on their actions due to complexity. materials are available on the same plane. This is a
tiring process, however, and they must rest one turn
Avatars: Greater gods can employ up to ten avatars for every 100 pounds of the object's weight.
at a time, moving them between planes at will. If one
is destroyed, it requires one day to make another. Life and Death: Intermediate gods, while unable 10
directly cause the death of a living creature, can
Granted Abilities: A greater god can grant any arrange accidents that can will kill any mortal being
power or spell of any level to his or her priests. It is anywhere. They can raise any previously living being
through this ability that deities give priests and from the dead at will, regardless of the time that has
paladins their magical powers. passed since that being died or the current location or
Intermediate Gods condition of the body.
Intermediate gods wield a great deal of power, but Communication: Intermediate gods can speak
are by no means as powerful as greater gods. One directly and secretly to any being across any void or
important difference is that they lack the vast creative through any physical barrier. In this regard, their
powers of greater gods, and are generally not the powers are the equal of the greater gods.
creators of their pantheons (although they may be the Multi-tasks: Intermediate gods can perform up to
fathers or mothers of other gods). Their powers 100 tasks at once without suffering any penalties of
include: any sort. Obviously, there may be physical
ShapeshiIting: Intermediate gods can change into limitations imposed on this based on the current
any object, animate or inanimate. The limitations on physical form of the deity. Avatars: Intermediate
their powers prevent the object from being bigger gods can use up to five avatars at a time, moving
than the largest natural or enchanted item of its size them between planes at will. If one is destroyed, the
already in existence. Thus, an Intermediate god could deity requires one week to make another.
assume the shape of a huge bull elephant, but not one Granted Abilities: Intermediate gods can grant any
which is larger than the largest ones found in nature. power that does not exceed their own powers, or spell
Magic Resistance: Intermediate gods are 95% of any level. to priests. Like the greater gods, they
resistant to mortal magic, 70% to magic of gods of use this power to give spells to their priests.
lesser stature, 50% resistant to magic of gods of same Lesser Gods
stature, and 25% resistant to magic of gods of greater
stature. Lesser Gods often serve other gods in the capacity of
helpers or domestics. Their powers are mighty, but in
Saving Throws: Intermediate gods have a saving no way equal those of greater or intermediate gods.
throw of "2" in all categories. Thus, they will only
fail on a natural roll of 1. Shapeshifting: Lesser Gods can change into any
animate object they desire. Their power is restricted,
Chapter 18 The Divine and The Wicked
however, so that their new form will be an average Magic Resistance: Lesser Gods are 90% resistant to
example of the creature. Thus, if a Intermediate God mortal magic, 60% resistant to magic wielded by
wished to become a stallion, it would look much any gods of lesser ranks, 45 % resistant 10 magic of gods
other stallion. of same stature, and 20 % resistant to magic of gods
of higher stature.
Creation: Lesser Gods cannot create or duplicate any Planar Travel: Unlike other gods, demigods can
object. But they know where to find any object that travel between planes only via magic spells and
they desire that already exists. If they desire an object devices. Because of this limitation, they tend to
which does not exist, they can sense the location of remain on one plane more than any of the other types
those who can manufacture it. of gods.
Life and Death: Lesser Gods share the ability to Sensing Ability: Demigods have the ability to know
raise any previously living mortal being from the what is happening within one mile of themselves or
dead. They can do this at will and across any distance any of their own worshipers.
or barrier no matter what the current condition of the Communication: Demigods can speak only through
body. their avatars. In rare instances, they have fashioned
Communication: Lesser Gods can communicate holy objects which also allow them to converse with
with their worshipers only through dreams or by their followers directly.
means of an avatar. In some cases, they create special Multi·tasks: Demigods can perform any two tasks al
holy objects which allow them to communicate once without penalty. In rare cases, the physical form
directly with their followers. they select may limit this further, but that is seldom
Multi·tasks: Lesser Gods can perform up to five the case.
tasks at once without penalties of any sort. Avatars: Most demigods can use but one avatar at a
Obviously, in some forms they may encounter time. If this avatar is destroyed they require one full
physical limitations to the number of actions which year to fashion another. Many demigods, however,
can be attempted. are wholly unable to employ avatars.
Avatars: Lesser Gods can only use two avatars at a Granted Abilities: Demigods can grant any power or
time, moving them through planes at will. If one is spell of up to 5th level to their worshippers and
destroyed, it requires one month to make another. priests.
Granted Abilities: Lesser Gods can grant their
worshippers any power that does not exceed their
own powers, or spell of up to 6th level.
Chapter 18 The Divine and The Wicked
Saints Raise dead* (1 )
Reduced aging 1
It has been said that becoming a saint is the most
Remove cu rse* (3)
difficult goal to which a mortal may aspire. It
Summon (1) 2
requires that the saint serve his (or her) deity
Tongues/Comprehend languages (at will)
faithfully in every action he performs, and that he
True seeing (1)
follow all the rules of the religion unquestioningly. In
addition, the saint must constantly quest for and smite Notes:
the enemies of the religion, and be willing to die at The saint will have 5 to 10 times the lifespan of an
any moment for the sake of the religion's goals ordinary mortal, in addition to being able to use
without hope of rebirth; the saint must also do deeds life-prolonging aids available in the AD&D
of great valor against great odds, and be universally universe (such as a potion of longevity. Upon his
recognized as a champion of the religion. A saint death, a saint will go to reside upon an Outer Plane
should be far above ordinary mortals in power, with appropriate to his alignment and religion.
characteristics much greater than normal and levels A saint can summon one creature of the same
of ability close to the peak of human attainment (e.g., alignment of not more than 12 hit dice. This power
at least 16th level for fighters and clerics). The saint is usable once per week, as opposed to all other
may be on very close terms with the gods, and will be "numbered" powers, which are usable the specified
well versed in divine politics so he can deal with number of times per d ay.
other divinities and their servants to best advantage.
In addition to these powers, a saint has the ability
If a mortal fulfills these criteria, then his deity or a to inspire awe in creatures of 1 hit die/level or
grnup of sponsor deities, provided that they need a less, as if the saint were a divine being with a
champion, will empower the saint with a spark of charisma of 19. This awe ability is not dependent
divine essence so that he is no longer truly mortal. As on the actual charisma of the saint, and he may
a non-mortal, the saint must be a non-player activa te this power at will. This power also allows
character. If a player character somehow manages the high-level characters/creatures to be aware that the
near-impossible and is truly worthy of becoming a saint is a being of more-than human power.
saint, then the player should be satisfied with his
character's achievement, and mu t let the character As a demi-deity, a saint has a saving throw of 3 in
pass into the capable hands of the DM, to be used all categories. A saint is likely to have magic items
forever more as an NPC. of a unique nature (minor artifacts) or ordinary
magic items of the greatest power.
While the abilities of a saint are as varied as the gods
themselves, each saint being a unique individual, Not all religions have saints, while some
there seem to be some abilities, listed hereafter, religions have. a large number of "patron saints"
common to all saints. The number in parentheses who serve as intermediaries between the deity
after a listing indicates the number of times per and the deity's worshippers on a number of
day each of these spell-like powers may be used. matters. A patron saint is the most powerful
Powers followed by an asterisk (*) are those that are variety of saint, and actually receives worship
used in reversed fom1by an evil saint (for through shrines located in the major temples of the
instance, continual darkness instead of continual patron deity. Those saints who generate enough
light). interest that cults are eventually formed to honor
them may become demi-gods.
Command, 1 round effect, no saving throw (1)
Continual light* (3) Saints, being of such great power, should be
Cure disease/cure blindness* (6 each) relatively few in number on any one world; a
Dispel evil* (1 ) saintly encow1ter is rare for even the most
Heal* (1) travelled party. Saints make interesting
Immunity to death magic spells and powers acquaintances - or deadly enemies - for player
characters.
Know alignment (at will)
Protection from evil 10’ radius* (at will)
Chapter 18 The Divine and The Wicked
Heroes This power works just like the third-level Wizard
Heroes are legendary mortals who have performed spell suggestion, except that the priest does not have
such great feats that they become part of a culture's to use material components to the spell.
mythos. They have no god-like powers, although they
are generally well known to the gods and may have The DM may define this Power as working one of
frequent dealings with immortals. Their only powers two ways. Either it can be used in combat (in which
are that they often have very high attribute scores, case it can be used against only one target at a time),
maximum hit points and are not subject to dual- or or it cannot be used in combat (in which it can be
multi-class restrictions. used against a number of targets equal in HD to two
times the Priest's experience level).
Granted Powers
Many types of priests also have special Granted In either case, the Priest can use the ability three
Powers. times per day. If the target makes his saving throw,
he may choose to reject the suggestion, but will not
The DM should add at least one Granted Power to the recognize that priestly magic was being used against
abilities of a priest of a specific mythos; this gives the him.
priest more individual flavor and character. The DM
could add several, if this specific priest-class is weak This power is most appropriate to priests of the gods
compared to other priests. of love, mischief and trickery, music, and peace, but
can be given to any priesthood which has an
Additionally, as with the Druid, the DM can arrange influential position in the society.
things so that the priest acquires new Granted Powers
at certain experience levels, instead of receiving all of Immunities
them at first level.
This power gives the priest an automatically-
Granted Powers come in three levels: High Powers, successful saving throw against certain types of
Medium Powers, and Low Powers. damage, attacks, or broad classes of spells.
As with all the priest's special abilities, Granted Examples of appropriate categories for immunity:
Powers should be chosen for the priest based on the
attributes of the worshipped god. It's not Certain types of priests might have automatically
inappropriate to give a water-breathing ability to the successful saves against all Evocation spells. This is a
priest of an ocean-god, but is quite inappropriate for very powerful ability; it means the priest will
the priest of a god of the desert winds. automatically take half damage from most damaging
spells. (Those spells which don't allow a saving throw
Some Granted Powers may be used any time the are not stopped or affected by this immunity.)
priest wishes and when circumstances allow. For
example, normal clerics can try to Turn Undead as Others might have automatic success against all
many times in a day as they wish (but it can only Enchantment/Charm spells. This is equally powerful;
work when they're facing undead, naturally). Other it means that the priest will be completely unaffected
Granted Powers may only be used a certain number by most spells of this sort, as well as other powers
of times per day. When the DM first adds a Granted such as the vampire's hypnotic gaze.
Power to the listing of a priest's abilities, he must
define how often and under what conditions the Immunities may be taken against any one wizardly
Granted Power may work. School of Magic, against any one priestly Sphere of
Influence, or against all Poisons, as a High Power.
High Powers There are other, lesser, immunities, discussed below.
High Powers are those which are of great use in
situations which arise frequently in the campaign. Immunities can work against a character, though.
Here are some examples of High Powers appropriate Immunity to all priestly Necromantic spells means
to various types of priests: that the character does not benefit as much from
Healing spells. He automatically makes his saving
Charm/Fascination throw against them, whether he wishes to or not, and
so gets only half the healing value of the spell.
Chapter 18 The Divine and The Wicked
The Immunity must be appropriate to the attributes of magic, and the sun. There is no limit to the number of
the god being served. The priest of a god of healing times per day a priest can use this ability.
might have Immunity to all poisons, while the priest
of the god of love might have Immunity to Medium Powers
Enchantment/Charm spells.
Medium Powers are those which are of some
The most important thing to remember about usefulness in situations which arise frequently in the
Immunity is that it isn't complete protection. It campaign, or are of great use in situations which only
merely gives the character an automatically- arise occasionally. Here are some examples of
successful Saving Throw. In most cases, this means Medium Powers:
that he will still take half damage from the attack or
spell. Defiance of Restriction or Obstacle
There is no limit on the number of times per day a With this power, the priest can simply ignore some
character can use this ability; whenever he is struck aspect of the physical world which normally slows,
with the appropriate attack, his Immunity helps impedes, or prevents passage.
protect him. For example:
The priest of a nature god might be able to ignore
Inspire Fear heavy underbrush: He can travel through the thickest
undergrowth as fast as he could normally walk, while
This power is similar to the wizard's fourth-level fear other humans are slowed or even stopped completely.
spell, though the cleric does not have to use material The priest of the god of winter or the north wind
components. might not find ice slippery; he could move at a
normal rate across the slipperiest frozen rivers or
A priest with this power can use it twice per day. glaciers with no chance of falling.
The priest of a god of wind might be able to walk
This power is most appropriate to priests of gods with into the fiercest headwind without being slowed.
dark or fearsome aspects: Death, for example. The priest of the god of mischief might be able to
climb walls and hillsides at his normal walking-
Shapechanging speed, and without the need to make a roll for
success.
This power is very similar to the druid's There is no limit to the number of times per day a
shapechanging Granted Power, not to the ninth-level priest can use this ability.
wizard spell; read the description of that power in the
Player's Handbook. Immunities
The power can be used three times per day; it is the You read about Immunities above, under "High
DM's decision whether the priest can change into Powers." The Medium Powers immunities are not so
three different types of animal, each once per day, or strong. A single immunity will give a priest an
only into one specific type of animal three times per automatically- successful saving throw against:
day.
A narrow category of spells (for example, all Fire
This power, though it would seem to be most spells of the Evocation school);
appropriate to priests of gods of nature, is actually A narrow category of special powers (all Paralysis,
appropriate for any priesthood . . . if the god in including Hold spells and ghoulish paralysis; or all
question has an animal symbol or totem. For Energy Drains; or all dragon-breath powers); or A
instance, if the god of the sky has as his symbol the narrow category of poisons (all snake venoms, for
eagle, it's appropriate for his priests to have this example).
power and turn into an eagle three times per day.
Again, each type of Immunity is appropriate to a
Turning Undead different type of priest. Priests of the god of Fire
could be immune to Fire spells. Priests of the god of
This is identical to the cleric's ability. It is most Earth, whose symbol is often the snake, could be
appropriate to priests of the gods of birth, dawn, immune to all snake venoms.
fertility, fire, good, guardianship, healing, light, love,
Chapter 18 The Divine and The Wicked
And, again, Immunity isn't complete protection; it gods of the seas are limited to the languages of sea-
just gives the character an automatically-successful dwelling creatures.
Saving Throw. The number of languages learned with this power
may likewise be limited. Six to ten extra languages
Incite Berserker Rage learned this way is a practical limit.
This power allows a priest to inspire a fighter If the campaign is using the optional weapon and
(anyone belonging to the warrior class) to a state like nonweapon proficiency rules, then priests might,
berserker rage. The warrior must be willing to have instead of being limited to languages, receive
this war-blessing bestowed upon him. proficiency slots limited to certain categories of
languages, weapon proficiencies, and nonweapon
It takes one round for a priest to incite a single proficiencies pertinent to their faith.
warrior to berserker rage; the rage last six turns. A
priest can use this power on any number of warriors Example: The priest of a specific war-god might, at
per day, one at a time. A warrior may only be incited third level, start receiving one extra weapon
to berserker rage once per day; even if a different proficiency slot every experience level up to 12th.
priest tries it on him, it cannot incite a warrior to a
second rage in the same day. Laying On of Hands
The rage isn't identical to the abilities of the true This power is identical to the paladin's ability; the
berserker (see the description for the berserker in The priest can, once per day, heal himself or another for 2
Complete Fighter's Handbook). However, it does hit points per experience level.
give the warrior a +2 to hit and damage for the
duration of the rage. While enraged, the warrior This constitutes a little extra healing ability. It's most
cannot flee from a fight; he cannot leave the field of appropriate to priests of the god of healing. It's also
battle until no enemies face him. Once he does leave appropriate to priests who don't have access to
the field of battle, he can choose whether or not he healing spells, but who should have a little bit of
will emerge from the rage or sustain it; a warrior healing ability anyway.
would sustain it if he felt that another fight was likely
to take place soon. When he emerges from the rage, A reversed version of the power, where the priest
the warrior takes no extra damage or ill effects. lays on his hands and inflicts 2 points of damage per
experience level, or 1 point of damage per level if the
This power is most appropriate to priests of the god victim makes a saving throw, is appropriate for
of war. priests of the god of disease. A priest cannot have a
healing Laying On of Hands that is also reversible to
Language and Communication a harmful Laying On of Hands; it must be defined as
either healing or harmful.
The priest with this power gains one extra language
per experience level he gains. This power is often Prophecy
granted only after a certain experience level is
attained; for example, with the druid, this power is With this power, the priest can sometimes see visions
granted at 3rd level. of the future. A priest with the Prophecy power can
If nonweapon proficiency rules are used, then the use it two different ways.
priest gains one extra nonweapon proficiency slot
each level, and must use that slot to acquire a First, the priest may sink into a meditative trance and
language. try to receive visions of the future. This trance lasts
The types of languages learned with this power ten turns; if the priest is interrupted before the ten
should be restricted by the DM. Priests of the gods of turns are done (struck with a weapon, shouted at by
nature are limited to learning the languages of someone within six feet of him, or knocked over), the
woodland creatures, while priests of the gods of the trance is prematurely broken and the priest gets no
earth are limited to learning the languages of vision.
serpents, dragons, and other cthonian reptiles; priests
of the gods of the sky are limited to the languages of Second, visions may just come to the priest, at the
birds and other aerial creatures, while priests of the DM's discretion. When the priest is hit with such a
vision, for a single combat round he no longer
Chapter 18 The Divine and The Wicked
perceives the real world; he sees, hears and There is no limit on the number of times per day this
experiences nothing but his vision. power may be used. A character can try to entrance
The priest receives no vision of the future if the DM himself several times per day, though this is usually
doesn't have one for him to see. Therefore, the priest fruitless and annoying. However, the DM can supply
who deliberately sinks into a receptive trance gets a priest-character with visions any number of times
absolutely no vision if the DM doesn't want him to per day. To keep prophecy from becoming a
see one. Therefore, this power is only partly an dominant part of the campaign, it's best to limit the
ability which gives the priest an advantage of future number of visions received, through either of the two
sight; it's primarily a tool for the DM to give the methods, to once or twice per month.
priest clues about the future, clues which guide the
adventure without giving the priest an overwhelming Low Powers
advantage in the campaign.
Low Powers are those which are of some usefulness
The visions which the priest receives should be short in situations which arise occasionally in the
and easy to misinterpret. They may be highly campaign, or are of great usefulness in situations
symbolic; if he sees a rat fighting a serpent to the which hardly ever arise. Here are some examples of
death, the animals may represent mighty armies Low Powers:
which bear those creatures on their flags, or may
represent two characters with traits similar to those Analysis, Detection, Identification
animals.
With this power, the priest can identify a category of
Also, the DM must decide whether, in his campaign, persons, places, or things. He must be within 10' of
prophetic visions are changeable or unchangeable. If the object in order to identify it correctly; he does not
they're changeable, then the priest will sometimes see have to see it, and the object can be hidden. In some
events which can be prevented. This tells him which cases, it could even be buried.
way the winds of fate are currently blowing, but he
knows that enough effort can change the future he If the DM designs it as part of the ability, the priest
sees. If they're unchangeable, then nothing he can do can also analyze the object and get additional details
will alter this vision; however, it's still possible that about it. The type of information brought about by
the vision is deceptive and not exactly what he thinks this analysis varies from object to object, as we'll
it is. (For instance, when he sees his best friend discuss below.
plummeting to his death from a clifftop, he may Here are some examples:
actually be seeing his friend's twin or doppleganger A priest of the god of healing could identify and
dying in this manner.) analyze injury and illness. He could look at an injury
and see not just where it hurts, but also if it is
This is a particularly tricky power to use within the infected or poisoned, how long ago it was inflicted,
scope of the campaign. Always remember that it's a etc. He could look at a sick person and determine
tool for the DM to give a slight advantage to the which disease afflicts him, what stage of
character and to guide the story, and not a weapon for advancement the disease is in, and what the sick
the priest character to use against the DM or the person's chances of recovery are.
story. The priest character can't sink into a trance,
receive no vision, and then immediately sink into A priest of the god of good could detect evil , as per
another one and expect to receive a vision then. The the first-level Priest spell; analysis would let him
endowing of visions is strictly at the DM's pleasure, know whether the evil were lawful, neutral, or
just as, in the campaign, visions are granted to chaotic in orientation.
characters strictly at the god's pleasure.
A priest of the god of goldsmithing could detect gold,
This power is most appropriate to priests of the god including refined gold that has been hidden or
of prophecy. However, it's appropriate to priests of unmined gold still under the earth.
any god. In Greek mythology, for example, there
were famous prophetic temples devoted to the gods Some of these powers of identification and analysis
Zeus (a god of the sky, lightning, oaks, and wisdom), are especially useful, such as those which duplicate
Apollo (a god of light, the sun, and music), and Gaea detect good, detect evil, and detect magic spells.
(the ancient earth- goddess). These may only be used three times per day. Other
powers may be used any number of times per day.
Chapter 18 The Divine and The Wicked
These powers are not automatic; the priest must category of spells; a narrow category of special
concentrate for a full round in order to use this powers; or a narrow category of poisons. These are
power. the same categories the Medium Power immunities
are broken down into; the difference here is that the
Immunities Low Power immunity only grants a +2 bonus to saves
vs. those attacks, instead of providing an
As a Low Power, Immunity can act in one of two automatically successful saving throw.
ways.
Therefore, a Low Power immunity could give a priest
A granted Immunity can give the priest an automatic success against the charm spell; a different
automatically-successful saving throw against one one could give the priest automatic success against
specific type of poison or magic spell. For example, a the paralysis brought on by the ghoul's touch; a
priest could automatically save against cobra venom, different one could provide a +2 bonus to all saving
or against the fireball spell. throws vs. all enchantment spells; another one would
Alternatively, such an Immunity could give the priest provide a +2 bonus to all saving throws vs. any sort
a +2 bonus to Saving Throws against a narrow of paralysis ability or spell.
The Gods
GREATER GODS
Worshipper’s Sphere Of
Name Symbol Priest Alignment Alignment Control Sex
Supreme God; Air
Domhnul Flaming Sword LG And Sky M
Aescbourne Rippling water wave NG Seas And Water M
Hunting, Archery,
Conmhaighe Longbow CN And Winter M
Gem encrusted silver Charisma And
Laochailn chalice NG Beauty M
Death Death’s head N Death M
Tighearn Scales LG War And Law M
Ice blue sword imposed Sunshine, Elves,
Righ na Sidhe on a sunburst NG Arcadia M
Branwyn Heart over a cradle NG Love And Fertility F
Fionnghuala White clouds LN Atmosphere F
Aogail Faceless white mask NE Death F
Lightning bolt in black
Damh sky CE Evil M
Boda Crossed sword and axe N Dooms M
Aodhan Flame CE Mischief, Strife, Fire M
Ruaidhigh Hammer CG Thunder M
Decapitated head dripping
Tiamhiadh gore CE Underworld F
Scythe held in clenched
Nathir Sgiathach fist CN(E) Underworld M
Alhhard Red sword LG War And Law M
Meadhb Crystal shard CE Black Magic F
Miadhail Star NG Magic And Fertility F
Gates And Open
Gaelbhan Horn LG Paths M
Cinniuint Dice N Fate And Luck F
Caer Cadhla Hammer and anvil LG Dwarves M
Riagan Gold nugget LG Gnomes M
An Beag Shield LG Halflings F
Magic, Knowledge,
Hrothramm Ibis N Guardian of the Dead M
Dray, Dragon
Gora Korun Bi-bladed holy avenger LG Hordlings M
Ki Iris N Nature F
Dun na h-Eoin Crossed oak and mistletoe LG Healing M
Chapter 18 The Divine and The Wicked
branches
Birth, Death
Madarual Sickle N Changing Seasons F
Spring, Dawn,
Lathander Rosey Pink Wooden Disc NG Conception M
Wars, Storms,
Gorm Blue Lightning Bolt LG Justice M
Healing Messengers,
Usamigares Five Pointed Star N Thieves F
Stone goddess with
The Goddess of Stone outstretched arms NE Deserts and Sand F
Two-Faced woman, one
Rhiannon ugly, one beautiful N Witches F
Majora Bejeweled mask CE Night F
Shadows, Peaceful
Mujula LG Night F
Umannah Gold and Red Spiral LN Sun M
Bachontoi Open Book LG Read Wisdom M
Pasperus Green Star CE Southern Stars M
Bandorack Feline Eyes N Feline Animals, Felis M
Vernaha Hummingbird LN Pixies F
Trameron Dolphin N Seas M
Torrchas Jackal CN Fools M
Cilborith Glowing Sword LG Elves M
Scodem Arrow LN Hunt M
Losborst A Bunch of Green Grapes CG Wine M
Mosinylo Icicle N North Wind M
Corrno Lock Pick N Thieves M
Hei Gnarled Fist N Giants M
Midor Crossed Daggers LE Orcs M
Dorak Olive Branch CG Peace M
Dacron Stone Hammer N Craftsmen, Markets M
Kolrak Mar Severed Human Hand CE Trolls M
Suthak Exaggerate female figure CG Fertility F
Telstar Golden Star N North Stars M
Gold Hammer on Purple
Kazadarum Field N Dwarves M
Penelopania Mithril Harp CG Music F
Pillage, Rapine and
Lord Skortch Burning Skull CE Thoughtlessness M
Kuartme Crescent Moon LE Moon M
Aladantle Glowing Gem CG Beauty F
Blacksmiths
Ilmarinen Anvil and hammer NG Any Artificers Inventors M
Aniu Hourglass N Time M
Aya Flying White Bird CG Winds F
Eqni Diamond N Earth M
Ostyed Horn CE Natural Disasters M
Ihlwynd Withered Tress NE Pestilence M
Xirchirios Chaos Star CN Chaos Unbound M
Snow Covered Twig
Mesha Sprouting Leaves CG Seasons F
Thanatos Green Skull LE Death M
Teth Tufa Granite Triangle NG Gnomes F
Frenzik Red Whirlwind CN Warriors, Berserkers M
Two Hands Clasped in
P’rofali Friendship NG Peace and Comfort M
Peace and
Kazaar-Freem Golden Coconut Shell LG Tranquility M
Love, Romance,
Beauty, Fine Art and
Hanali Celani Heart of Gold CG artists F
Order, Hope, Light,
Rulership and
Paladine Silver Triangle LG Guardianship M
Hand Partially Wrapped Mercy, Hope,
Chapter 18 The Divine and The Wicked
Benevolence and
Zodal in Gray CLoth NG Compassion M
Din N Power F
Farore N Courage F
Nayru N Wisdom F
Life, Fertility,
Image of the goddess or Women, Midwifery
The Goddess moon N and Wisdom F
Life, Fertility, Men
The Goddess’ Consort Image of the Consort N and Forces of Nature M
Chaos, Destruction
and Creation,
Image of the Goddess or Dragons and
Tiamat Chromatic Dragon CE Warriors F
A lance with two swords Patroness of War and
crossed over it or a black Conquerors and the
lion rampant on a white patron of the
Vanya field LE Heldonic Knights F
moon, women,
children,
patron of grief,
creator of the elves,
patron of
the Suethendur,
healer of madness,
protector of
Selene A silver sickle LG night-time travelers, F
fire, mankind,
goodness, chivalry,
Naril LG honor, duty, law M
Order & protector of
Dhiros Moon LN oaths M
Aotz Skull CG Destroyer of demons F
Sun-disc, seashell, lotus
Ikdes & mace LG God of mercy light M
INTERMEDI ATE GODS
Lioslinn Ocean waves CN Storms and the sea M
Poetry, eloquence,
Sgeulaiche Harp NG and song M
Springs and eternal
Aoibheil Apples in a wicker chest CG youth F
Aelfraeda Looped cross LG Mothers F
Cadawg Mountain CG Strength M
Ciataich Evergreen bough NG Nature F
Crossed sword and Courage and berserk
Cearbhallain hammer CG rage M
Excellence and skill
Fionnbhar Upraised sword CG in battle F
Ciaran Closed eyes N Sleep and dreams M
Eachthighern Two headed battle axe CG Strength and silence M
Eada cat CG Cats, Felis F
Duilliath Black sphere N Darkness and night F
Dubhlaoch Egg N Lizardmen M
Suileach Ocelot CE Vice F
Horned Rat Horned rat CE Skaven M
Pyremius Face of a yagnodaemon NE Poison, and murder M
Deep caves, pits, and
Beltar Great fangs about to bite CE(neutral tendencies) malice F
Head of a bear, alligator
Llerg or giant snake CN Beasts and strength M
Faluzure Draconic skull NE M
Grond Dirt N Earth M
Hisskattakal Fire N Fire M
Warrish Air N Air F
Pulash Water N Water M
Cra’ssh Kightning N Lightning M
Chapter 18 The Divine and The Wicked
Cryonak Ice N Ice M
Rahstri Green Apple NE Strength in Revenge F
Vicon Purple Shield LG Visions F
Zarkon Wandering River N Long Rivers M
Limtram Sheaf of Grass N Meadows F
Tangadorn Clouds N Sky Dwellers M
Margonne Black Circle LE Evil Plans M
Hercon Wand N Directional Magic F
Justice and Blind
Sasha A Balance LN Beggars M
Frantilla A Bird’s Wing NG Flying F
Tyrebill Lamp LG Light M
Vivistat Black Skull CE Unexplained Doom M
Feninva A Drop of Blood CE Blood F
Bondorr Crossed Scimitars N Swords M
Dexterity, Patron of
Kodeus Hand NE Thieves M
Mawdorn A Cast Shadow CE Shadows M
Mondorent A Bone LE Tombs F
Murulu Dagger LE Assassins M
Promehene Olive Branch NG Time M
Beythorn Tree N Trees M
Tar-Ark Glass Human Figure NG Invisible Things M
Jedahad Bird Silver Feather CE Summer Storms M
Phelonious Black Crown N Ancient Kings M
Mungo Dark Cloud NE Nightmares M
Molna A Receding Road LG Travelers M
Teros Bear Claws CG Forests M
Dyranti Silver Erlenmeyer Flask N Alchemy M
The Venerable
Moon, birth, women,
Selene LG elves, night
Alinah Crescent Moon LN Moon F
Corptis Red Sword CN Battle F
Kala Ka Flame CN Fire M
Ragtha Fish LN Waters M
Aerial Warfare and
Tardome Falcon N Falcons M
Mabont Red Eye NE Sight M
Selyton Red Cross (Greek) CE Pain M
Water, Lakes,
Elder Water Elemental Varies N Rivers, Streams, etc. M
A frilly handkerchief or a
Ellsbeth hennin and attached well CG Damsels in Distress F
Physical and
A goat cuneiform Intellectual
Nanny Binx pictogram of nine strokes LN Sustenance M
Hidden Taxes and
Nardrea A ledger LN Caches of Time M
Unknown (Invisible) Invisibility and
Naught symbol NE Invisible Stalkers M
Nazarash A shattered glass bottle CE Broken Glass M
Small green frog facing Political
downward as seen from Assassinations and
Neco above LE Contract Killings F
Miscibilities,
A potion flask with an Mixology, and
Qwarghourn explosion within N Dyspepsia M
Qzyma’a Eye in a forehead LG Synchronicity M
Closed eyelid on a black Fitful and
Raselorn field CN Unpleasant Rest M
A statue, often broken or
Rasoob neglected N Bronze M
Ratacus Gant A single copper piece CN Giant Rats M
Snares,
A spiderweb of barbed Entanglements, webs
Seppophis wire CE and spiders F
A book covering a hand
Seshati Pyhatia mirror LN Scholarly Pursuits F
Sernis A black cloak CG Secrets and Whispers F
Knives, Scalpels and
Methodical Serial
Sertetti A scalp and an Hourglass LE Killers M
Ancient and Forgotten Gods This was the greater god Amdosias. He saw himself
Before the gods we know today, yet after the Old as the head of the pantheon, with the other gods
Ones there existed other gods. These gods have few bowing in supplication to him. He rallied some
if any followers left. They can be found on just about minor gods and divine servants to his cause.
any plane of existence. They are still formidable Amdosias’ forces were no matched for the combines
beings with knowledge that spans eons. Occasionally forces of the other gods. The battle was swift and
adventuring parties will stumble across one of these Amdosias and his armies were forced to sign The
beings, some just looking to travel and share a fire, Compact. The Compact was a document infused
others looking to conquer the world and reestablish with godly magic the binds Amdosias and his
themselves.
followers, it is described below. This was the
An adventurer who wishes to may become a priest of
creation of the 21 Planes of Hell, the Nefarian race
these old gods. If they chooses to follow one of the
forgotten gods and become one of their clerics, then their lords. Amdosias became the The Grand Lord
they must carry a relic in order to freely cast divine Amdosias, King of All Demons with his hellish
spells. A relic is used in place of a holy symbol and court.
forms a link to divine power. These relics may appear
in many forms including bits of statuary, broken Within their realms, the demons have formed a
complex society all their own; there are diabolical
Chapter 18 The Divine and The Wicked
lords, Counselor, Lieutenant and thanes. Because a promise from one of the noble demons is to extract
most demons are greedy and ambitious, in-fighting is a promise from all the demon's thralls and servants as
common. Each individual demonling hopes to well.
eventually capture the Throne Treacherous so it can
feed off the choicest morsels of sin and receive As mentioned before, in-fighting is a fact of life for
tribute from its brethren. the lords of 21 Hells. Since the day the demons were
consigned to the underworld there has been a
Although demons can travel between the 21 Planes of constant struggle for control. The Lords of the 21
Hell, their home dimension, and the plane prime at Hells do not serve willingly and are content only to
will, their conduct in the mortal world is strictly rule. Every century or so there is a major upset, one
limited by an ancient accord, known as the Compact, of the lesser Lords is deposed, and a new demon
between the demons and the gods. The Compact assumes its throne and responsibilities. These
allows the demons to tempt mortals to commit all changes are seldom significant enough to affect the
manners of sin, but sets up certain restrictions upon upper echelons of the Infernal Hierarchy, but the
demonic activity. According to the Compact, for balance of power is sometimes affected when a lord
instance, all sin must spring from the sinner's own acquires more powerful servitors. Dukes are rarely
free will; demons cannot force their victims to sin. overthrown, and the diabolical princes have ruled
The gods allow the demons to carry out their assault since the beginning.
on the mortal soul because it functions as a useful
measuring stick that allows the gods to classify each The Compact
mortal as good or evil and determine the final resting
place of his or her soul. Affairs between mortals and demons are governed by
an arcane agreement known as The Compact.
Temptation is not the only danger demons hold in Although each individual Gamemaster should decide
store for mortals. For reasons not entirely understood how the Compact functions in his or her campaign,
by mortal spellcasters, there is a strange connection here are a few guidelines that all GMs are advised to
between the denizens of the 21 Planes of Hell and the observe.
forces of magic. A few mortal sorcerers have learned
that summoning and invoking demons grants them There are only two crucial restrictions that all but the
access to unusually powerful magics. Demons most powerful demons must follow. Demons may not
summoned to the mortal plane in this fashion, show themselves to mortals or allow themselves to be
however, are no longer bound by the Compact. A seen, and demons may only tempt the subconscious,
sorcerer who summonses a demon and fails to control offering mortals the opportunity to sin but leaving
it typically unleashes a rampaging monstrosity upon them the choice to refuse. In other words, a demon of
the plane prime. greed can leave a pile of gems in the path of a priest,
hoping he'll take them, but the same demon cannot
Exactly how the demons came to be trapped in the 21 cast a charm person and force the priest to steal.
Planes of Hell and sign the Compact with the gods
depends upon the needs of your individual campaign. These restrictions never apply to demons summoned
to the plane prime by mortal sorcerer. Summoning is
The Infernal Hierarchy an act of free will, and summoner ha karmic
responsibility for the demon’s action on the mortal
The infernal hordes are more orderly organized than plane. Although not bound by the Compact,
any mortal society. The Infernal Hierarchy was summoned demons still operate under a few
established by a series of wars in which the strongest restrictions. Most importantly, they must bow to the
demons sought dominance over the weak. When the influence of the gods; they may not enter hallowed
wars were over, the victors became the first lords of ground and must recoil from artifacts charged with
the Infernus. the essence of the divine.
The Infernal Hierarchy is similar to the feudal system Any additional provisions of the Compact are left to
used by mortals. Great Princes are served by Dukes the Gamemaster's imagination. For these, the only
who are in tum served by Lieutenants who are served rule is consistency. If a demon is banished by the
by lesser demons such as the legions of demonic tears of an innocent upon one occasion, for instance,
warriors that comprise the Nefarian army. To extract this same method should work every time it is
Chapter 18 The Divine and The Wicked
attempted under the same circumstances. You should restrictions, save the consent clause, are temporarily
note that the infernal powers make it their business to void. The gods of law and chaos made this
spread misconceptions about their limitations. There concession to the diabolical princes in return for
are countless legends about demons that paint a Amdosias' promise that he would call upon all his
misleading picture of the laws that bind them. These resources to admonish rogue demons who callously
legends are all that most characters will know at first. violated the strictures.
The truth can only be gleaned through experience.
Nefarians (Demons)
As a final note, there are probably rogue demons
sufficiently powerful to resist the Compact who can Servitor Demons
escape to the mortal realm unaided. It is the Servitor demons can survive on any of the 21 planes.
responsibility of the demon gods to punish these These are the most numerous and the least defined. It
renegades, but they are sometimes slow to rebuke is from servitor demon ranks that forgemasters
their willful kinsmen. The Nephilim and divine summon and bind. There are six types of servitor
servants often deal with rogues themselves rather demons, they are:
than wait for the dark lords to intervene. Demons of Destruction (Demon Type #1)
Demons of Suffering (Demon Type #2)
The Rules of the Game Demons of Creation (Demon Type #3)
Demons of Insanity (Demon Type #4)
The Infernicum Mallemancia, an infamous arcane Demons of Ideas (Demon Type #5)
tome, lists the following restrictions on diabolical Demons of Shifting (Demon Type #6)
activity. Most are obviously misconceptions, but all
have a grain of truth to them. Some of these Lesser Demons
legendary strictures are “common knowledge" Each of the 21 Planes of Hell is inhabited by specific
despite their dubious accuracy. The Gamemaster type of demon. These are called lesser demons and
must decide which are true in his or her campaign. inhabit the planes like humans inhabit the Plane
• Demons are enjoined from harming or Prime. Lesser demons lack the raw power of greater
otherwise interfering with any mortal without that demons and, as a general rule, are not named.
mortal's direct consent. Demons defending
themselves from unprovoked attack, as well as those a. Wind Demons
demons who were summoned to the mortal plane (or b. Sea Demons
'*plane prime") against their will may ignore this c. Fire Demons
restriction. d. Earth Demons
• A demon may tempt a mortal for no longer
than five years at a time. If the mortal continues to e. Ice Demons
refuse the demon's advances at the end of the five- f. Night Demons
year period, the demon must relent. g. The Demon Locusts
• No mortals are immune to diabolical
h. Succubi
influence, but all demons must relent upon a joint
order from a god of law and a god of chaos. i. Lightning Demons
• No more than a single demon may tempt any j. Shadow Titans
given mortal at a time. If two demons who wish to k. Swamp Demons
tempt the same target cannot make an agreement
l. Sun Demons
between themselves, they must either relent or battle
amongst themselves for privilege. m. Hell Cat
• Demons are enjoined from interfering with n. Fire Fiends
mortal man during the holidays honoring the gods of o. Acid Fiends
law.
p. Black Wind
• Demons are enjoined from tempting a
mortal soul on ground that is properly hallowed and q. Windigos
consecrated in the name of the gods of law. At least r. Creeping Doom
one demonic duke, however, has persuaded the gods s. Star Demons
to grant him a special exemption to this rule.
t. Single (non-typed) Lesser
• During the fifth month of the fifth day of the
Demons (Boak is an example).
fifth year of every fifth decade, all the Compact's
Chapter 18 The Divine and The Wicked
The DM must use his or her wits when Greater
The lesser demon ranks are further joined by eleven Demons are involved so as not to do the easiest (and
lesser demon types that can be found on any of the 21 most logical) thing: slay the conjurer. This kind of
Planes. These lesser demons serve in specific areas. thinking negates the real value of terror in a
Such as the Seducers who report to Lord Thruxus, or game. A player should rightly fear and dread
the Winged Shadows that answer only to Grand Lord conjuring up a Greater Demon, but should not feel
Amdosias. resigned to 100% certain death if he/she does so. Play
on the horror of the unknown, ad-lib, make
Lesser Demon In Service To up your own Named Demons, be a true guide to the
Seducers Lord Thruxus “outer limits” of your own “Twilight Zone”.
Warriors Any Greater or higher
Demon The Infernal Court
Winged Shadows Grand Lord Amdosias
Balrogs Grand Lord Amdosias
Demon Gods
Gatekeepers Any Greater or higher
Demon
Scourge Any Greater or higher Where Greater Demons rule their specific realms as
Demon gods, even their power is dwarfed when compared to
Counselor Any Greater or higher the demon gods. These are the most power of the
Demon greater demons that have ascended to godhood to
Lieutenant, Lesser Any Greater or higher other demons.
Demon
Lieutenant, Greater Any Greater or higher
Demon The 21 Planes of hell are ruled by the demon Over-
Thane, Lesser Any Greater or higher King, Grand Lord Amdosias, King of All Demons.
Demon He is attended by the 5 prince and Lord Thruxus,
Thane, Greater Any Greater or higher Master Tempter. Amdosias resides the Palace of
Demon Bone at the center of the 21 planes in a place called
The Pit.
Greater Demons
Greater, or “Named”, Demons are the lords of their Grand Lord Amdosias, King of All Demons has the
own particular “hells”, and are the absolute powers of a greater god. After him the five princes
power within their realm: the “gods” of those hells as are Intermediate Gods.
it were. Five Princes
Grand Rubbibat, Prince of the Soul
The statistics given are for their incarnations outside Grand Polyphon, Prince of the Mind
of their home universe, and only give a bare Grand Phenex, Prince of Blood
hint as to their real power. Because they are less Grand Decarabria, Prince of the Flesh
powerful elsewhere, they seldom leave their own Grand Anthraxus, Prince of the Heart
areas. When forced to do so by conjuration or other
means, they are understandably very angry. Grand Lord Amdosias has four demons called the
Greater Demons detest mortals (and lesser Horsemen of the Holocaust that enforce his will
immortals) so much that they don’t consider them throughout the 21 planes and the Plane Prime. These
anything more than excrement to be destroyed or demons are lesser gods and named:
ignored as opportunity dictates.
Lord Dorndigaffe, Arch-Duke of Torments,
They will command lesser denizens (or demons) Horseman of the Holocaust
from their own plane, call Pets, and will frequently Lord Rundigard, Arch-Duke of Pestilence,
send those minions in their place when they are Horseman of the Holocaust
conjured. However, the conjurer has the option of Lord Bienthe, Arch-Duke of Legions,
demanding that they return and send their master as it Horseman of the Holocaust
was him/her who was called, and the lesser entities Lord Raastible, Arch-Duke of Death,
(if intelligent) must do so immediately (although they Horseman of the Holocaust
will try to persuade the conjurer otherwise, or
even try to slay him).
Chapter 18 The Divine and The Wicked
Lord Thruxus, who controls all of the Seducers, is a Slyth
lesser god. His Seducers act as Amdosias’ intelligent Tel-Kroath
network. Thugumokk, Patron Demon of All Goblin Kind
Thymorg
Lord Lustikaar, Wellspring of Chaos, is a greater god Urandos, King of Ice Demons
that wanders the 21 planes. No one understands Vathakk
Lustikaar's true motives. To most outsiders, he seems Vorcas
to wander about the planes at random, spreading
havoc and disaster. Ruling Caste
Grand Lord Amdosias, King of Demons, Possessor of
Although it is rumored that a few diabolical princes the Bone Throne
have struck alliances with Lustikaar, many believe Grand Rubbibat, Prince of the Soul
that it is impossible to communicate with him. Grand Polyphon, Prince of the Mind
Lustikaar's position within the infernal hierarchy is Grand Phenex, Prince of Blood
unclear. Grand Decarabria, Prince of the Flesh
Grand Anthraxus, Prince of the Heart
Apparently, he is simply a raging, unpredictable, and
unstoppable force. Most of the diabolical princes and Lord Dorndigaffe, Arch-Duke of Torments,
Arch-Dukes do not interfere with him because they Horseman of the Holocaust
fear his power. Lord Rundigard, Arch-Duke of Pestilence,
Horseman of the Holocaust
The Infernal Court Lord Bienthe, Arch-Duke of Legions, Horseman of
the Holocaust
Holding sway over all the demons is the Demon King Lord Raastible, Arch-Duke of Death, Horseman of
Amdosias and his court, made up of the Lords the Holocaust
Raastible, Bienthe, Rundigard, Lustikaar,
Dorndigaffe, and Thruxus. Amdosias' court advises Lord Thruxus, Master Tempter
him and helps him oversee affairs in his diabolical Lord Lustikaar, Wellspring of Chaos
kingdom. It is comprised of unusually powerful and
cunning demons who managed to rise through the Known Lesser Demons
TYPE KNOWN NAMES (CALLABLE BY SPELLS)
diabolical hierarchy to the rank of prince or beyond. Ice Demons Ryobar, Manobar, Lukobar, Thandobar,
Frundobar, Vardobar, Alcobar
Fire Demons T’Skree, Turaag, T’Kraar, T’Vroon, T’Chreen,
Greater Demons T’Vraalk, T’Luur (female?), T’Skaand
Abaddon, The Locust Lord Wind Demons Tring, Lingaat, Vingyth, Arshing, Myring
(female), Sondving, Olaving
Amon-Ra Earth Demons Gnoth, Gnorr, Gnuld, Gnorg, Gnumra, Gnulth,
Apharoe Gnayla, Gnymba
Arioch Sea Demons Urog, Uralth, Urong, Uragg, Urga, Urvos,
Boreas, Lord of the Ice Demons, Winter Demons Urnaat, Mithrom (now a Greater Demon?)
Demon Locusts Bel (the leader), Tokk, Barr, Vokka, Sarkk,
Bryghaul, The Great Deceiver Nemekk, Lokkok
Calyandagg Night Demons Murgra, Braskael, Braskhund, Khnorvolkk,
Cimmeries Branth, Aang, Razur
Dagonus
Gorok, The Hungry One Demon Lore
Groak, Lord of the Swamps
Karong, Lord of the Slimes/Oozes/etc. General Data
Kaving
Plane Shift-Demons have the ability to
Locust Demon of Swarms, Greater Demon
travel between the planes at will. While
Moloch, The Bane of Elfdom
operating on the plane prime, of course,
Nagandas, Lord of the Sea Serpents
demons must observe the Compact unless
Nanta, The Faceless Ones, the Fiend without a Face
summoned to the plane prime against their
Phroalgoea
will.
Ralkul
Shabaleth, Lord of the Reptiles
Chapter 18 The Divine and The Wicked
Alter Self-Demons have the ability to alter temptation (with all the
their own appearances at will, a power that consequences outlined above). You
comes in handy when tempting mortals. should not undertake this latter
Detect Alignment-Demons can detect option lightly, however, since it
alignment at a range of 12" at will. dilutes the players' ability to make
decisions for their own characters.
Protection from Good 10' Radius-This
magical ward emanates from all demons. Possession-Demons have the ability to
possess any mortal within a range of 6."
Immunity-All demons are completely Once possessed, the mortal loses physical
immune to poison and disease. control of his or her body to the demon.
Darkness Vision-Demons can see in the dark Demons possessing mortals have access to
as well as they can see in the light. This all their victim's thoughts and memories and
ability has nothing to do with the infra-red may still use all their own powers (as well as
spectrum and is not affected by heat sources. those of the target) while occupying the
Temptation-Demons have the power to mortal body. Mortals targeted for possession
tempt mortals into sin. Basically, this can resist with a successful save vs. magic.
magical ability allows a demon to magically If a possession attempt fails, the demon who
manifest any circumstances it needs in order made the attempt cannot try to possess that
to propagate the sin it represents. A demon particular mortal for a period of five days.
of gluttony, for instance, can magically o Once a mortal is possessed, the
locate a monstrous quantity of food or a only way to free him or her from
barrel of wine whenever he needs one to diabolical influence is to
assist him in tempting some mortal. successfully perform an exorcism
Although the exact limits of this ability are or to convince the demon to leave
up to the Gamemaster, greater demons can voluntarily. (To exorcise a demon,
obviously accomplish a great deal more than a priest must successfully turn
lesser demons. "special" undead, a priest of Skill
12 or higher must remove curse, or
an appropriate character must
o There are two ways of handling abjure, banish, dispel evil, or
diabolical temptation in play. First, dismiss the demon).
you can simply role play the o In accordance with the Compact,
situation. Suppose a greed demon
demons can only attempt to possess
leaves a jeweled necklace dangling
those mortals who agree to make
from around the neck of a sleeping
themselves willing targets, though
beggar. If one of the player
many demons are adept at tricking
characters takes the necklace, he or
mortals into granting such
she has succumbed to the
permission. Demons who are
temptation. Once a character has
unwillingly summoned to the plane
succumbed three or four times, his
prime, of course, may possess
or her alignment shifts to evil and
mortals with no restrictions. All
his or her immortal soul is forfeit to
demons have infravision good to
the gods of chaos.
120’ or more.
Demons hear everything within 120’
o If you would rather not role play regardless of obstruction.
the temptation sequences, every Demons have saving rolls equal to double
time a player character encounters their hit dice, on the most favorable table
a temptation "trap" laid by a demon (i.e., a 6 dice Demon rolls like a 12 dice
(like the beggar's necklace), give monster).
him or her both a saving throw vs.
magic and an Insight Ability Servitor Demons roll hit dice points on d8s;
Check. If both of these rolls fail, Lesser Demons roll hit dice points on d10s;
the character must succumb to the Greater Demons roll on d12s.
Chapter 18 The Divine and The Wicked
Demons cannot be frightened, and usually Elementals, Djinns, Efreet, etc. hit at half
attack everything on sight (90% chance), attack value; Golems at a quarter.
including others of their own kind (75% Standard Demonic Abilities (possessed by demon
chance). lords):
Conjuration of demons requires that those Immortality-It is impossible to slay a
doing so be of equal level to the type called. diabolical lord, prince, or duke anywhere but
Chance of control is below. However, the % on the 21 planes of hell. If "killed" on the
of control probability is halved vis-a-vis for plane prime, greater demons simply reform
Greater Demons. Maintaining control in the 21 Planes of Hell 5-50 days later. If a
requires 100% concentration! member of the diabolical hierarchy is slain
o Parity = 10% plus 1 level = 15% in the Infernus, he is truly dead, but his
plus 2 levels = 20% throne is claimed by another demon almost
immediately.
plus 3 levels = 25%
Teleportation-Demon Lords can teleport
plus 4 levels = 30% unerringly from place to place.
plus 5 levels = 40%
Gate-A demon lord can attempt to gate in 2-
plus 6 levels 12 of its servants at will.
and up = 50% plus 10% thereafter. o Greater Demon treasures are
o Remember, once concentration usually quite vast: 250,000 to
and/or control is broken, it cannot 500,000 gold, 100,000 to 1,000,000
be reestablished, BY ANYONE, electrum, 500,000 to 5,000,000
for 24 hours. Decontrolled Demons silver, 10,000 to 100,000 platinum,
are mad Demons. 1,000 to 10,000 Mithril coins, 100
Demons never check morale, and although to 3,000 gems, 50 to 500 pieces of
preferring to be alone, they will tolerate their jewelry, and 10 to 30 Leaser and 1
own (demon type) kind, if, and only if, they to 10 Greater, magikal items, as
are conjured together (still 20% chance of well as 1 to 3 artifacts – Lesser
fighting), otherwise section VI prevails. Demons generally have 10% to
“Katey, bar the door!” 20% of the above listed treasure.
o All demons regenerate as trolls but
Special Information
50% faster (Lesser) and 100%
faster (Greater). They cannot be 20th level Patriarchs have a 10% chance
killed, only dissipated (all points of turning away Lesser Demons; that
gone and constant bombardment or goes up 2% per level thereafter.
attack for 6 consecutive melee
turns so they can’t regenerate, then 50th level Patriarchs have a 5% chance to
they dissipate back to “hell”), turn away Greater Demons; that increases
unless, after having all points 1% per level thereafter.
destroyed, a successful exorcism is Greater Demons always have at least a 5%
carried out by the appropriate level chance of not turning away!
cleric. The only exception to this Demons always get 100% of hit dice points
rule is Lesser Demons hit by (like ancient Dragons); you just roll to see
nuclear explosions, phasers, or how many dice it is!
other technological energy
weapons (including power whips); All class types 4th level and below (3rd
points lost that way are level for Clerics) automatically flee in
unregeneratable! terror from Lesser Demons (roll save
versus fear). If the check is failed, run! If
Only attacks that can hit Demons are from you make the save, be paralyzed with fear
magical weapons, Dragons and Balrogs (or or pass out from fright!
other demons, etc.), the “stoning” effect of
medusas, or shadow Titans hits (don’t drop
life levels, just does hit damage).
Chapter 18 The Divine and The Wicked
All class types 8th level and below (6th Demons attacks, like saving rolls, are
level for Clerics) flee, etc. as above when under the table that is double their hit
confronting Greater Demons. dice (6 dice Demon = 12 dice attack table).
Chapter 18 The Divine and The Wicked
If the entity's save fails, the new master has gained HELL SPIRALS
control, and may issue orders just as the previous
master could. A Hell Spiral is a runic path that acts as a road, or
gate, to other planes, times, or places. They are
If the entity's save succeeds, treat it as if the original usually carved (sometimes painted), and hurt the eyes
binding failed, with all the appropriate consequences if looked at for too long a period of time.
described earlier, including (for demons) the Those with true seeing have a tendency to go
possibility of attacking the would-be master. catatonic if they stare at one!
However, bound demons may choose not to leave,
and instead stay bound to the original binding object, The person wishing to utilize this means of travel
awaiting another potential master (and the chance to must step onto the outside point of the spiral,
sow more chaos). If the demon stays, any further looking only down (always!) to where his feet go
attempts by that same individual to control the demon next. He then must proceed along the runed spiral
fail automatically, with all the usual consequences. track, never wavering and never trying to stop or go
back. If he does, disaster!
CONTACT PATRON LORD
At eleventh level, the sorcerer may call upon a For a DM to adjudicate a character’s success at
particular Lord of Chaos or another powerful extra- walking such a spiral, use the below chart:
planar patron. This is similar to contacting an
Chapter 18 The Divine and The Wicked
Old Ones can use the following powers a total of four THE NECRONOMICON
times per day (cumulative). When on their home The Necronomicon is a powerful and perilous
planes, these powers can be used at will, with no magical tome of ancient origins. It was originally
limit on the number of uses. written by Abdul Alhazred, a great magic-user
• Anti-magic shield known to some as "the Mad Arab". After ten years
• Cure serious wounds alone in the desert he wrote a book called At Azif—
• Dispel evil (dispel good) words used to denote the nocturnal sounds of insects
• Dispel illusion which may be the voices of demons. Alhazred was
• Dispel magic later seized in the streets of a desert city by invisible
• Enthrall demons and devoured horribly in front of many
• Minor globe of invulnerability witnesses. Those who have studied his writings have
• Polymorph others sometimes met a fate nearly as terrible. The book was
• Quest banned and all known copies were destroyed, but a
• Summon (summons ld6 creatures, max. 30 hit dice few translated editions, retitled The Necronomicon,
total, of the same alignment as the Old One) still exist.
• Trueseeing
The book gives a description of the pre-human
Old Ones can use the following powers a total of two worship of the Old Ones, their banishment by the
times per day (cumulative). They can be used four elder gods, and their imminent return. The revelations
times per day (cumulative) if on the god's home of cosmic horror contained within its pages are so
plane: intense that there is a 40% probability of characters
• Deathspell below level 5 changing alignment to chaoti
• Holy word (unholy word) c (d6, 1-3) or going mad (4-6}. This probability
• Resurrection decreases by 5% for every level of the reader above
• Wish (granted to some creature from the material 4th.
plane, cannot affect any other deity)
• Spell immunity It would appear that spells are given for summoning
• Gate all of the Old Ones and their minions, and some
• Restoration spells for their control and dismissal, although these
• Symbol latter are not always effective. The spells are very
• Vision long and complicated, and not entirely
• Heal comprehensible without long study and research. In
fact, only magic-users of 18 intelligence have a
THE ELDER SIGN chance of understanding (and thereby using) them,
Chapter 18 The Divine and The Wicked
and that chance is only 5% per level, starting at the
6th level. Many of the spells require that the "stars be
right", and can only take place at certain times of the
year or in certain places. Attempting to cast any of
the greater summoning spells will result in a straight
30% chance of the caster going insane. The spells
don't always work: in particular they often fail to
protect the magic-user from the thing he or she has
called from the outer darkness. Such unfortunates are
rarely seen again, although simulacra or zombie-like
imitations sometimes appear.