Tag: demon

Faith in Play #20: The Problem with Protests

This is Faith in Play #20:  The Problem with Protests, for July 2019.


It was brought to my attention that twenty thousand well-meaning wrong-headed religious conservatives have signed a petition asking Netflix not to run a show produced by Amazon exclusively for Amazon Prime subscribers.  The show is a scripting by Neil Gaiman of a book he co-wrote with the late Terry Pratchett, and centers on an angel and a demon cooperating to prevent the Antichrist from coming to power and bringing the apocalypse.

The most cogent of the objections, I suppose, is that it makes Satanism seem light and acceptable.  That’s not really surprising, given that Pratchett was a brilliant humorist and satirist, and Gaiman is a respected fantasy author; one would expect anything they wrote together to be funny on some level.  Other complaints are just foolish, such as that God is voiced by a woman (God in Genesis clearly embodies all that is masculine and feminine in one being, and so could express Himself as Herself if that suited His/Her purpose), and that the Antichrist is portrayed as a normal child (we know so little about The Antichrist, or even if that’s a proper designation for any individual—the word appears only four times, all in John’s first two letters, and always in ways that suggest a generalized bunch of people who share the title and were active when John wrote).

I’m told that Netflix has agreed not to air the show, which is both funny and sad—sad because I don’t have an Amazon Prime account but I do have a Netflix account, so unless I give in to the pressure from my Patrons and spend the money on Amazon I’m not going to be able to see it, funny because of course Netflix was never going to be offered the opportunity to air it so it’s an empty concession.

And this highlights the first big problem with these Christian protests.  I am one of probably millions who would not have heard about this show but for the news of the petition.  Many will have considered subscribing to Amazon Prime for the opportunity to see it—a Neil Gaiman scripting of a book he co-wrote with Terry Pratchett is going to attract a lot of potential viewers, and Amazon could not have asked for better publicity.  When I was a boy, there was a cartoon show about a flying squirrel and his friend, a moose.  (It was originally entitled Rocky and His Friends, after the lead character Rocket J. Squirrel, but the sidekick became so popular he soon got equal billing in Rocky and Bullwinkle and then top billing as it became The Bullwinkle Show.)  At one point they did a story arc about the “search for the Kirward Derby”.  What we kids didn’t know was that at the time there was a successful television personality named Durward Kirby.  Reportedly Kirby threatened to sue, but Rocky producer Jay Adams replied by letter saying, “Please do, we need the publicity.”  That may be the first time anyone recognized that in the entertainment world there is no such thing as bad publicity, and loudly objecting to anything in that field can only make it more popular.  It is said that one of the reasons TSR did not more aggressively attempt to address Christian objections to Dungeons & Dragons back in the 80s was because the young people the game was targeting were more likely to want to know about a game that their parents and the churches condemned.  The probability that Amazon would have pulled the show in response to a petition was negligible, and so the only likely outcome of the petition is exactly what it achieved, advertising the show to many who would not otherwise have been aware of it.

That the petitioners don’t recognize this also makes them look foolish.  Of course, these particular petitioners look the more foolish because they petitioned the wrong network.  That is not only foolish in itself, it makes it blatantly evident that possibly not a single person who signed that petition knew what it was to which they were objecting—they had never seen the show, perhaps not even a trailer for it.  Had they seen it, at least some of them would have realized that it was not on Netflix but on Amazon, and so that ignorance is underscored in this case.  Yet apparently not even the people who started the petition saw the show, because they didn’t know it was on Amazon, either.  I don’t know who started the petition, but even if that person saw the show, for twenty thousand sheep to sign a petition against something about which they know only that one person didn’t like it—well, it reminds me of the Penn and Teller riff where they attend an environmental rally and get people to sign a petition to ban the potentially dangerous chemical di-hydrous oxygen (which is in fact water).  I’m not against anyone protesting for or against anything in which they believe, but I really do think that before you sign your name to a petition you ought to know what it is really protesting.  These people didn’t—and that is so frequently the case with petitions launched by the religious right that such petitions make religious people look more foolish.

Which further means that we become more marginalized.  Objecting to a fantasy television series on a limited access channel does not make us relevant; it makes us laughingstocks.  There go those Christians, once again condemning what they don’t understand.  They did it with rock music; they did it with role playing games; they did it with modern art.  Now once again they’re shooting off their mouths about what’s wrong with something about which they know absolutely nothing, and want us to believe that what they say has any meaning.  There’s no point listening to anything they say, because it’s obvious they don’t know what they’re talking about.  That’s what we’re teaching the world every time we sign another of these foolish counter-productive petitions.  If you’re wondering why no one listens when you preach the gospel, well, it’s because so much else that you said was nonsense that nonsense is what the world expects to hear from you.

I’m sure my request that we give up these petitions will fall on deaf ears.  I only hope that perhaps you might know better than to sign one in the future.  Certainly there are things in the world to which we ought to object, against which we ought to take a stand.  Do so, but only if you are personally informed concerning the object you are protesting and can, yourself, speak intelligently against it without regurgitating lines that you’ve been fed by someone who perhaps knows as little as you.

The title of the show is Good Omens.


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Next article:  Villainy.

Deliver Us From Evil — Rules for an Exorcism Ritual

Deliver Us From Evil

Optional Rules for the Ritual of Exorcism

“And they cried, ‘Dominus, in Thy name, even wicked spirits are under our dominion!’ And He replied, ‘I saw the Enemy hurled from Heaven like a thunderbolt. You know I granted you power over all the powers of wickedness… Nevertheless, take not pride in this fact, but rather in that you belong to the Almighty. Thy Heavenly Father hath granted me all power.’”
—Fragmentary Book of Disciples III, Dominite Scripture

PREPARATION FOR THE RITUAL

Careful preparation for an exorcism may reduce bodily harm to the possessed and the all participants, while poor preparation can be deadly. While there is no absolute standard for the number of participants, the type of participants, the rules for participants, or the materials needed, there are suggested norms. These are presented below.

Participants

The exorcist (usually a cleric) is the only essential participant, but most theologians and religious authorities consider it wise to have assistance. Typically, one lesser cleric will be assigned to aid the exorcist spiritually. Two to four additional lay assistants are suggested to restrain the possessed, to care for the wounded, and to run errands. All clerics and laymen should be hardened to blood, vomit, excretion, disgusting sights and smells, and foul language. All should be devout believers with no sins on their consciences during the ritual. Lay assistants must be strong to hold down the possessed.

If any of these participants are NPCs, the DM should create some important background information for them. Better yet, each player may develop an NPC. The success of the players’ NPCs will be tested by fire as the DM tries to crack each of the participants during the ritual. Each NPC should have at least one flaw, be it a vice or a fear. These should not be announced, but written down secretly and handed to the DM. Only during the ritual would the characters (and players) learn of these secrets. The DM may wish to make basic stats for these NPCs, as they may be affected during the ritual. Alternatively, the DM may simply assume their roles and have them react however he wishes.

Rules for Assistants

There are three time-honored rules that exorcists will demand of all participants:

  • First, obey the exorcist immediately and without question
  • Second, take no personal initiative
  • Third, do not address the evil spirit or the possessed

Needed Materials

The exorcist must have his holy symbol and holy water. In addition, two white candles and silver dust worth 25 gold pieces are traditionally recommended, but other materials may be suggested as well. The DM may determine the effect, if any, that these have.

The Site

The location of the exorcism should be a place familiar to the possessed. The area should contain a bed or comfortable surface upon which the possessed may rest. The area should be easily accessible to the exorcist and his assistants, and they should also have a safe area nearby in which they can rest and eat. Remember that the ritual can go on for some time, so long-term preparations should be made for food and other necessities. The room or area where the possessed will remain should be stripped bare of all items save anything necessary for the ritual. All loose items, especially heavy or sharp objects, should be removed, lest the demon use them against the possessed or the participants. Should the exorcist fail to make these important preparations, the DM should not hesitate to take full advantage of this grave mistake.

ROLE-PLAYING THE RITUAL

The rite of exorcism can be role-played for maximum dramatic effect as long as all players are comfortable with this. Certain DMs and players may opt to use appropriate scriptural quotes to provide atmosphere, while others may refrain from doing so. This is a matter of taste.

The Rules of the Game

The DM must decide the rules by which the demon will play during the exorcism ritual. He creates the cosmology of his world, so he sets the rules for how evil forces will act. Yet, it is commonly believed that the demon will not reveal itself or openly wield its powers unless provoked. It is also commonly believed that the exorcist is safe from direct physical attack, but only as long as he purports himself as a servant of his deity, acting on his master’s behalf. However, the instant the foolish exorcist oversteps his bounds and confronts the demon directly in his own name, the demon has full discretion to assail the exorcist with all its power.

Game Mechanics

Exorcisms usually go through the following stages: Presence, Pretense, Breakpoint, Clash, and Expulsion. There is no fixed duration for any of these, and the exorcism will not generally finish in one session. Exorcisms generally last from 10 hours to several weeks. Though the participants will usually require rest and breaks, the exorcism proceeds until it succeeds or fails. After each day of exorcism, the exorcist must make Fortitude save (DC 15) or temporarily lose one Constitution point. No restoration is possible until the exorcism ends in success or failure.

For each stage, the chart below provides concrete things that the exorcist must do, as well as attacks that the evil spirit will make. It is important to realize that the chart lists only what the exorcist MUST do to complete that particular stage of the exorcism, not the many things that he should do to protect himself or the host. The DM can always add to this template, for it is just a guide.

STAGE OF EXORCISM THE EXORCIST MUST… AND THE EVIL SPIRIT…
Stage I. The Presence

Everyone in the room or within a 20’ area becomes aware of an alien presence. It can be felt, but not with the senses. Sometimes it feels singular, and other times plural. Characters can not physically locate the presence.

  • Cast Consecrate (2) on the room or place of exorcism
  • Cast Detect Evil (1) on the possessed
  • Cast Aid (2) on the possessed
  • Will exude its presence as soon as the exorcist casts Detect Evil, thereby forcing everyone within 20’ to make a Will save versus horror (DC 15). Failure means that the character will suffer a –2 penalty on all future Will saves that day. A roll of 1 means that the character must make a Will save versus fear (DC 30) or flee.
Stage II. The Pretence

During this phase, the evil spirit hides behind the identity of the possessed. Breaking this pretence is the exorcist’s first task.

  • Get the evil spirit to reveal itself, or the exorcism can go no further. He can do this by channeling positive energy and making the evil spirit uncomfortable (using a series of successful Turn Undead checks). One check can be made every 10 rounds, after appropriate prayers and rites have been read. The strength of the evil spirit will determine the number of checks required. After the last successful check, the evil spirit will again let slip a hint of its supernatural nature, but will not necessarily identify itself.
  • May, while masquerading as the possessed, be silent. Alternatively, it may beg and plead for the exorcist to stop his badgering of the “innocent” victim. The evil spirit will attempt to make the exorcist look like the villain. This forces the exorcist to make a Wisdom check (DC 20). Failure indicates uncertainty, but success means that he get the feeling that the alien presence is very cunning, but at times also capable of crass stupidity. He must not expect stupidity, however, lest he fall into a deadly trap.
  • Becomes violent as the pretence breaks down, attempting to drive the exorcist “from the field”. It will use telekinesis to hurl objects at the exorcist to disrupt him (use Concentration checks to continue). The evil spirit may also attack the possessed, or cause the possessed to attack the exorcist. When the violence begins, all characters must make a Will save against fear (DC 15) or suffer –2 to future saves this day. This is cumulative with previous modifiers.
  • Once the evil spirit lets slip his alien nature, it will verbally reveal the exorcist’s deepest sins. Any hint of self-righteousness, justification, personal anger, or personal challenge will open a door for deadly assaults on the body and mind, using the demon’s normal powers. Role-play this or do opposed Charisma checks to see if the exorcist avoids these pitfalls.
  • May make melee attacks on the exorcist, but only if the exorcist opened the door by somehow challenging the demon on his own authority. If melee ensues, neither the exorcist nor any witnesses will see an opponent. Yet the wounds from such combat will be real, gashes and cuts appearing fantastically on the exorcist’s body as if inflicted by an invisible monster.
Stage III. The Breakpoint

This stage occurs when the exorcist is on the verge of getting the evil spirit to reveal a name to which it will answer. It may last only seconds, but it always precedes the Clash.

  • Force the evil spirit to identify itself by name. He can do this by additional Turn Undead checks. The same rules apply as in the previous stage. After the last successful check, the evil spirit will provide a name that it will obey, but usually not its true name.
  • Strikes back with confusion of some sort. All senses are distorted by powerful illusions (Will saves to negate). The exorcist is attacked more so than the others.
  • Now uses its own voice for the first time. It is alien and full of malice. All must make a Will save against horror (DC 15).
  • Will eventually attack with the Voice—a supernatural effect that will drive the exorcist mad if he can not overcome it. He must make a Will save or suffer penalties each round. He must also get it to stop somehow. Concentration checks apply if he is trying to cast spells.
Stage IV. The Clash

This is a battle of will between the evil spirit and the exorcist. The exorcist must invite this clash, but it can be deadly. During this clash, the exorcist must get as much information as possible from the evil spirit—its true name, superiors, mission, tactics, etc.

  • Make one successful Turn Undead check, which can only be attempted after surviving one battery of the evil spirit’s attacks (described at right). Failure on this check means that the evil spirit gets another battery of similar attacks before the exorcist may try again. If the attempt is successful, the evil spirit will yield a piece of accurate information that the exorcist demanded. More information, however, requires an additional turn undead check, made only after another battery of attacks.
  • Will first threaten to kill the host unless the exorcist submits and leaves it alone. The possessed may now endure extreme punishment and strain.
  • Then assaults the mind of the exorcist, casting doubt on everything that he believes. He must make a Will save to maintain his faith. Failure means that he will suffer –2 on subsequent Turning Undead attempts.
  • Will attack his body with overwhelming fatigue. He must make a Fortitude save (DC 15—adjust for the evil spirit) or temporarily lose 1d4 Constitution points.
  • Will also attack the exorcist with horrible smells, requiring more Will saves (DC 15). Failure indicates that the exorcist is nauseated. Nauseated characters are unable to attack, cast spells, or do anything requiring attention. Only a move action or move-equivalent action is permitted.
Stage V. Expulsion

Having withstood the Clash, the exorcist now attempts to complete the rites that will expel the evil spirit.

  • Cast Dismissal (4). Success means a successful exorcism; failure means that the evil spirit may continue its attacks on the exorcist.
More of the previous battery of attacks.

 

AFTERMATH

The effects of exorcism are felt years after the event itself. If successful, the possessed may go on to live a normal and healthy life. Often the encounter restores or otherwise rejuvenates the faith of the possessed, and the bond to the exorcist remains strong afterwards. For the exorcist, a successful exorcism may bring joy and satisfaction, but the encounter never leaves him without scars—emotional, spiritual, and sometimes physical. A failed exorcism may leave deep scars or it may push the exorcist to insanity or suicide.

Rewards for the Exorcist and his Assistants

If the exorcism is successful, meaning that the evil spirit has been driven from the possessed host, the exorcist gains full experience points for defeating the demon, as if he had done it single-handedly. The participants may also receive experience points, totaling one half of that normally gained for defeating the demon. This does not detract from the full award granted to the exorcist. For example, if a 9th level cleric banishes a demon with a challenge rating of 13, he gains the full award of 10,800 experience points. His five PC-assistants (one cleric and four laymen) would divide half of 10,800 experience points as their portion. This strange division reflects the extraordinary dangers to and consequences for the exorcist, without neglecting the role of his assistants.

Consequences for the Exorcist

A failed exorcism should have drastic consequences for the exorcist. Even a successful one should have mild consequences. Use the following tables to determine the consequences to the exorcist after the exorcism:

Consequences for an Exorcist after a Successful Exorcism

Roll 1d00 and consult the following table.

Table 1. Consequences for a Successful Exorcism
01-30 Nightmares plague the exorcist; once per month he is fatigued from lack of sleep as per a Nightmare spell
31-40 Physical appearance is slightly altered—the exorcist’s hair turns gray from stress
41-50 Physical appearance is slightly altered—the exorcist’s hands are chilled to the touch
51-60 The exorcist appears drawn and gaunt; he suffers a permanent -1 penalty to Fortitude saves
61-70 The exorcist appears drawn and gaunt; he suffers a permanent drain of 1 Constitution point
71-80 The exorcist has a new appreciation and fear of the supernatural; he suffers a permanent -1 penalty to Will saves against supernatural effects
81-90 The exorcist becomes more withdrawn and distant; he suffers a permanent drain of 1 Charisma point
91-93 The exorcist takes on one escapist vice to purge his memories (alcoholism, herbal addiction)
94-96 Mild insanity (nervous disorder, phobia)
97-99 Roll twice on this table, ignoring results of 95 or higher
00 Roll three times on this table, ignoring results of 95 or higher

Consequences for an Exorcist after an Unsuccessful Exorcism

Nightmares plague the exorcist; once per month he is fatigued from lack of sleep as per a Nightmare spell.
In addition, roll 1d00 and consult the following table.

Table 2. Consequences for a Failed Exorcism
01-10 Physical appearance is slightly altered—the exorcist’s hair turns gray from stress and his hands are chilled to the touch
11-20 The exorcist appears drawn and gaunt; he suffers a permanent -2 penalty to Fortitude saves
21-30 The exorcist appears drawn and gaunt; he suffers a permanent drain of 2 Constitution points
31-40 The exorcist has a new appreciation and fear of the supernatural; he suffers a permanent -2 penalty to Will saves against supernatural effects
41-50 The exorcist becomes more withdrawn and distant; he suffers a permanent drain of 2 Charisma points
51-60 The exorcist takes on one escapist vice to purge his memories (alcoholism, herbal addiction)
61-80 Mild insanity (nervous disorder, phobia)
81-90 Severe insanity (paranoia, mania, schizophrenia)
91-94 Roll twice on this table, ignoring results of 95 or higher
95-97 Roll three times on this table, ignoring results of 95 or higher
98-99 Roll four times on this table, ignoring results of 95 or higher
00 Roll five times on this table, ignoring results of 95 or higher


The exorcism ritual is easily adaptable to any system, but the following creature is designed to Dungeons & Dragons rules and may require extensive revision to make it compatible with other systems.

The Demon

In its natural form, the demon is invisible and intangible. It can appear as a humanoid with infernal features like night-black skin, horns, bat-like wings, long tails, animal traits, etc. It can also appear as a wraith-like shadow. It can also appear as a dark silhouette or featureless man. Finally, it can appear as an old and wrinkled man. This wild spirit is unable to truly live and thrive unless it has a corporeal host, hence its urgent and almost desperate desire to inhabit a human body.

The demon is drawn to sin. In its non-physical form, it is limited to non-physical attacks and communication. Most of its time will be spent preparing its next host for possession, though this sometimes takes years. Once it actually possesses a host, its powers change slightly. It is able to use the host’s body to move, communicate and attack, though it will be careful not to draw too much attention to itself. When it desires, it can augment most of the host’s natural abilities (reflected in the adjusted modifiers below). It also retains its non-physical powers.

Possession is not an ability that it can use on an unwilling target, so it is not considered an attack. The process often takes a long time, and the details are not important here.

Medium-Sized Outsider

(Chaotic, Evil, Incorporeal)

HD: 10 HP: 132
Initiative: +2 AC: 15
Speed: 30’, 30’ fly in natural form (perfect)
Base Attack Bonus/Grapple: +10 / +14

Attack:
Claw +17 melee (1d8+4)
Targets of this attack are often treated as AC 10 because they cannot see it coming. Consequently, the chance of critical hit is also higher. Moreover, the attack does not hamper the demon’s invisibility in any way. Finally, this attack also ignores DR from armor. Despite the lethality of the attack, the demon often chooses to wound and to inspire terror rather than to kill.

Full Attack:
Two claws +17/+12 melee (1d8+4)

Space / Reach: 5 feet x 5 feet
Special Attacks: Fear Aura, Stench, Telekinesis, Unnerving Gaze
Special Qualities: Acid Resistance 10, Cold Resistance 10, Damage Reduction 5/Blessed, Darkvision to 60’, Electricity Resistance 10, Fire Resistance 10, Invisible, Incorporeal, Poison Immunity, Spell-Like Abilities, Spell Resistance 19, Telepathy 100’, Turned
Saves: Fortitude (+13), Reflex (+11), Will (+13)

Skills: 8 +5 =13 x 10 = 130
The following stats use the modified physical stats of the host. Where non-physical skills are concerned, the demon uses either its own score or that of the host, whichever score is higher:

Appraise +5, *Balance +2, *Climb +5, Concentration (15, +17), Craft +5, Decipher Script +NA, Disable Device +NA, Disguise +4, *Escape Artist +2, Forgery (13, +18), Handle Animal +NA, Heal +2, *Hide +2, *Jump +5, Knowledge of Amannah Mythos (13, +18), Knowledge of Arcana (13, +18), Knowledge of Architecture and Engineering +NA, Knowledge of Dungeoneering +NA, Knowledge of Geography (13, +18), Knowledge of History (13, +18), Knowledge of Local (13, +18), Knowledge of Nature (13, +18), Knowledge of Nobility and Royalty (13, +18), Knowledge of Religion (13, +18), Listen +2, *Move Silently +2, Open Lock +NA, Perform +4, Profession +NA, Ride +2, *Sleight of Hand +2, Speak Other Language +NA, Spellcraft (13, +18), Survival +3, *Swim +10, *Tumble +NA, Use Rope +3

Feats: Weapon Focus, Flyby Attack, Greater Weapon Focus, Improved Natural Attack

Host’s Natural Ability Modifiers:
STR: 14, +2 CON: 16, +3 DEX: 14, +2; INT: 12, +1 WIS: 11, +0 CHA: 10, +00

Possessed Host’s Ability Modifiers:
STR: 20, +5 CON: 20, +5 DEX: 14, +2; INT: 21, +5 WIS: 14, +2 CHA: 19, +4

Challenge Rating: 15

Darkvision to 60’ (Special Quality)
The demon can see perfectly in complete darkness.

Fear Aura (Special Attack)
The demon can radiate a five-foot radius fear aura as a free action. A creature in that radius must make a DC23 Will save or be afflicted as if by a Fear spell. One that saves is not susceptible again for 24 hours. Those affected become panicked. If cornered, it will cower. If the save succeeds, the target is shaken for one round.

Flyby Attack (Feat)
It can take a move action (including a dive) and another standard action at any point during the move. It cannot take another move action that round.

Improved Natural Attack
Claw damage is 1d8, instead of 1d6.

Incorporeal (Special Quality)
The demon is vulnerable only to incorporeal creatures, +1 or better weapons, or magic. Furthermore, it has a 50% chance to ignore damage from a corporeal source. If it does take damage from a corporeal source, its DR still applies. The demon has no need to breathe, eat, or sleep.

Invisible (Special Quality)
The demon is invisible to the naked eye. Even spells like True Seeing reveals it to be vague and shadowy figure. Only the spell See the Hidden will reveal its true form.

Poison Immunity (Special Quality)
The demon can neutralize any poison in the host body at will.

Spell-Like Abilities (Special Quality)
The Caster Level for all of the following is 13:

At will—Comprehend Languages, Darkness, Detect Evil, Detect Good, Dispel Magic, See Invisibility, Tongues
3/day—Chaos Hammer (DC 18), Confusion, Nightmare, Suggestion
1/day— Desecrate, Hold Person, Summon Swarm, Undetectable Alignment

Chaos Hammer
Range: 100 feet
Area: 20-foot radius burst
Duration: Instantaneous (1d6 rounds)
Save: Will partial
Deals 5d8 in damage to lawful creatures and slows them for 1d6 rounds. A successful DC Will save halves the damage and eliminates the slow effect. Non-lawful creatures receive half damage (or a quarter if they save) and are not slowed.

Confusion
Range: 100 feet
Area: 15-foot radius burst
Duration: 1 round per level
Save: Will negates
Targets cannot think straight. Roll % to see what each the target does.
01-10 Attack host (does not need to use
lethal force)
11-20 Act normally
21-50 Do nothing but hold ears and groan
51-70 Flee from host at top speed
71-00 Thrash about wildly for one round
(one attack at half damage) and
then flee

A confused character that cannot carry out his intended action will crumple into a ball and groan. A confused creature that is attacked will automatically attack the attacker on its next turn (believing it to be a shadowy monster), as long as it is still confused when its turn comes.

Desecrate
Range: 40 feet
Area: 20-foot radius emanation
Duration: 2 hours per level
Save: None
This imbues the area with negative energy. Turn checks receive a -3 penalty. If the area contains an altar or shrine or other permanent fixture dedicated to your deity, the effect is doubled. This counters consecrate.

Hold Person
Range: 100 feet
Target: One creature
Duration: 1 round per level
Save: Will negates
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, on its turn, it may attempt a new saving throw to end the effect (this is a full round action that does not provoke an attack of opportunity).

Nightmare
Range: Unlimited
Target: One creature
Duration: Instantaneous
Save: Will negates (-10 on saves)
It sends horrible dreams that prevent restful sleep, causing 1d10 in damage and fatigue (so spell casters have only half of their manna pool).

Suggestion
Range: 40 feet
Target: One creature
Duration: 1 hour per level or completion
Save: Will negates
This implants an almost irresistible suggestion in the target’s mind. A very reasonable suggestion provides a -1 or -2 penalty to the save.

Summon Swarm
Range: 40 feet
Effect: One swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Save: None
This summons a swarm that attacks all in its area. Once it arrives, the swarm is not controlled by the demon.

Swarm of Bats
HP: 13 Initiative +2
Speed 40’ fly AC: 16
Special Attacks: Distraction
Fort +3, Ref +7, Will +3
Blindsense 20’, Immunity to Weapons,
Low-light vision

Swarm of Rats
HP: 18 Initiative +2
Speed 15’, Climb 15’ AC: 14
Special Attacks: Disease, Distraction
Fort +4, Ref +6, Will +2
Low-light vision, half damage from
slashing and piercing weapons, scent

Swarm of Spiders
HP: 09 Initiative +3
Speed 20’, Climb 20’ AC: 17
Special Attacks: Distraction
Fort +3, Ref +3, Will +0
Darkvision 60’, Immunity to Weapons,
Tremorsense 30’

Distraction: Make a DC11 (spiders or bats) or DC12 (Rats) Fortitude save or be nauseated for 1 round. Casting requires a Concentration check (DC 20 + spell level). Using skills that involve patience requires a DC20 Concentration check.
Disease: In this case, there is a 10% chance of contracting a disease per rat injury. If so, consult the disease table.

Spell Resistance (Special Quality)
A caster must score a 19 or above on a caster check (roll 1d20+caster level) to affect the demon with spells or spell-like abilities.

Stench (Special Attack)
It creates a foul smelling stench that forces creatures within 10’ to make a DC24 Fortitude save or be nauseated for as long as it remains in the area and for 1d4 rounds afterwards (they cannot attack, cast spells, or concentrate; they can only take one move action per turn). Those that save will not be nauseated for 24 hours, but they are sickened for as long as they remain in the area (they suffer -2 to attacks, saves, skill checks, and ability checks).

Telepathy (Special Quality)
It may communicate telepathically, regardless of language, with any creature within 100’. It often uses this ability to taunt a victim, creating “invisible voices” in the victim’s head.

Telekinesis (Special Attack)
Six times per day, the demon can either provide a gentle sustained force or a single short violent thrust. If a sustained force is desired, it can move a creature or object weighing 300 pounds up to 20 feet per round. A creature can negate this effect against itself or against an object that it is holding with a successful Will save (DC 14). This action can persist for up to 12 rounds. An object can be telekinetically manipulated as if by one hand. If a violent thrust is desired, the effect lasts only for a single round. It can hurl objects or creatures together. It must succeed on an attack roll for each creature attacked, using +15 (base attack bonus + intelligence modifier). Hurled objects do 1 point per 25 pounds (for less dangerous items, like a barrel) to 1d6 points per 25 pounds (for heavier items, like a boulder).

Turned (Special Quality)
A cleric can turn the demon and the possessed person. It is HD 15. The demon cannot physically harm someone protected by a Protection from Evil spell, unless that person commits a sinful act, thereby allowing the demon to make an opposed Will save against the target. If the demon wins, he can enter.

Unnerving Gaze (Special Attack)
The demon can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those that fail their saves take a -2 penalty on attacks for 1d4 rounds. A successful DC 18 Will save negates. Range is 30’.

Magic as Part of Creation

First, let me address the matter of the question. When talking about a designing a role-playing game and the role that magic in the role-playing game will take, we must first decide on what questions we are asking ourselves. Several questions come to my mind. First, what is magic? What is it, not only in fantasy and reality, but also in the role-playing sub-culture? What will it be in my game world or system? The second question is “Why do I want it in the game system?” Why do I need or want magic in the game I’m designing? Third, how does it work in my game system? How do I want it to work in my game? Read more