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Fauſt’s Footſteps

Ars Goetia for OſR Gaming & Lamentations of þe Flame Princeß

Credits
Artwork: Gary Chalk, James ‘Grim’ Deſborough,
Writing, Editing, Layout: James ‘Grim’ Deſborough, material taken
and modified from þe S.L. Mathers/Aleiſter Crowley tranſlation of Þe
Leßer Key of Solomon and Dictionairre Infernale.
© Chronicle City, 2014
Publisher: Angus Abranson
Creative Director: James ‘Grim’ Desborough
Printed and distributed, under license, by Chronicle City of 58 Woodville Road,
New Barnet, Herts, EN5 5NG, UK. For further information about other Chronicle
City games please check out our website and forums at:
http://www.chroniclecity.com
Introduction Thoſe who conſider magick
to be real are often wary
Þe Goetia is part of þe Leßer
Key of Solomon, an hiſtorical of þe spirits and demons of
grimoire dating from þe 17th Goetia, conſidering þem to be
Century. It is amongſt þe moſt dangerous, hard to control and
notorious and influential books hard to uſe.
of weſtern ceremonial magick
and derives in part from earlier We do not believe in ‘real
ideas from þe century before. It magick’ and preſent this material
was moſt famouſly tranſcribed, in truncated and gamified for,
tranſlated and preſented by for uſe in your campaigns as
Aleiſter Crowley at þe beginning a different flavour of magick
of þe 21st Century and much of from whiz-bang fireballs, magic
what is found in it – demonic mißiles, or þe manifeſted miracles
ranks, þe appearance of demons, of þe gods. This is a form of
þeir summoning and binding magick with great riſk and
– has become part of þe more great reward, which takes place
common underſtanding of what a between dungeons - not within
demon is and does. þem.

As such, and as a ‘real’ book Unuſual Symbols


of magick, Þe Goetia makes This book uses various old
a perfect fit for þe deadlier English symbols for the sake of
end of þe Old School gaming immersion and replicating the
renaißance and, in particular, look and feel of old grimoires.
Lamentations of þe Flame
Princeß whoſe position at ſ: The long ‘s’ symbol is simply
þe darker, naſtier end of another version of the ‘s’ and
adventuring fits Þe Goetia well. not - as it appears - an ‘f ’. It
occurred at the beginning or
middle of words, mostly the
middle, and is often found on
gravestones. In this book it is
used in the middle of words.

1.
ß: This symbol is ‘the sharp s’,
or the ‘eszett’ in German, is the
Diſclaimer
Magick and demons aren’t real.
long ‘s’ found when there is a
double ‘s’ in a word. It was used Nor are events that happen in
- inconsistently - in old English games.
for a very long time, phased out
only much later. If anything upſets and/or diſturbs
you, that’s your own look-out
Þ: This symbol, the ‘thorn’, is and not our reſponsibility.
pronounced as ‘th’ and appears
at the beginning of words. It Don’t conſume media you don’t
survives today as the ‘Y’ in ‘Ye’ as like.
in ‘Ye olde Taverne’ - though it
should still be pronounced ‘th’ as
in ‘the’.

Lamentations of the
Flame Princeß
LotFP: Weird Fantasy Role-
Playing presents a siniſter and
horrific twiſt on traditional
fantaſy gaming and provides you
with all Þe tools needed to create
and run a long-laſting campaign
tailored to your specific viſion.
Simple enough for a beginner –
with material intended for those
that have never before played a
role-playing game – yet meaty
enough for the veteran, this is a
complete game in one (virtual)
box.

You can find out more at:


lotFP.blogspot.com
2.
Þe Ritual Magician
Þe baſis of Fauſt’s Footſteps is a new character claß/enemy þe Ritual
Magician.

Þe Ritual Magician, unlike exiſting magic-uſing claßes, is devoted to


ritual magick and through that ritual magick to binding spirits and
demons into þeir service, or demanding gifts from þem. Þeſe gifts
manifeſt as items, familiars, knowledge, special abilities and booſts to
exiſting abilities.

Ritual Magicians are not truſted, at all, by þe common folk and are
treated like witches and demons þemſelves. Þey muſt often hide
þeir workings and þeir reſults and maſquerade as alchemiſts or more
conventional magicians, prieſts or other roles in order to preſerve þeir
lives and þeir work.
Level Experience Hit Points Paralyſe Poiſon Breath Device Magic Special
1 0 1d4+1 13 13 16 13 14 Lead Seal
2 1,750 +1d4+1 13 13 16 13 14 Lead Seal
3 3,500 +1d4+1 13 13 16 13 14 Lead Seal
4 7,000 +1d4+1 13 13 16 13 14 Alloy Seal
5 14,000 +1d4+1 13 13 16 13 14 Alloy Seal
6 28,000 +1d4+1 11 11 14 11 12 Alloy Seal
7 56,000 +1d4+1 11 11 14 11 12 Mercury Seal
8 112,000 +1d4+1 11 11 14 11 12 Mercury Seal
9 224,000 +1d4+1 11 11 14 11 12 Mercury Seal
10 336,000 +2 11 11 14 11 12 Silver Seal
11 448,000 +2 9 9 12 9 8 Silver Seal
12 560,000 +2 9 9 12 9 8 Silver Seal
13 672,000 +2 9 9 12 9 8 Tin Seal
14 785,000 +2 9 9 12 9 8 Tin Seal
15 896,000 +2 9 9 12 9 8 Tin Seal
16 1,008,000 +2 7 6 8 5 6 Copper Seal
17 1,120,000 +2 7 6 8 5 6 Copper Seal
18 1,232,000 +2 7 6 8 5 6 Gold Seal
19 1,344,000 +2 6 5 7 4 4 Gold Seal
20+ 112,000/lvl +2/lvl 6 5 7 4 4 Platinum Seal
3.
Ritualiſt: Ritual Magicians start For each familiar you gain you
with þe unique ‘Ritual’ skill at 1 grow an additional nipple, from
and gain 1 skill point per level – which þe familiar will suckle
which may be placed in any skill, blood. Demonic familiars vary
including ‘Ritual’. in power according to þe power
level of þe demon that granted
Summoning and Binding: Ritual þem.
Magicians gain þeir power by
summoning and binding spirits Demonic Buildings: Various
and demons to þem in complex demonic powers allow for þe
magical circles and with complex conſtruction – out of thin air
magical sigils. This is a long- – of demonically summoned
winded and dangerous proceß buildings. As with familiars,
that þe Games Maſter should roll þeſe will be replaced if þey are
out of þeir sight before applying deſtroyed, but only so long as þe
þe effects. A Ritual Magician magician survives. Þeſe buildings
can summon one power from are made of igneous rocks such
one demon within þeir power as granite and baſalt, perhaps
level, each level þey gain. Þe including obſidian. Þey are
summoning, binding and its unſettling to live in and give off
effects should be applied between a ‘bad vibe’ to anyone of good
games, perhaps as a little roleplay alignment or magical senſitivity.
between þe Games Maſter and þe
player. Þe proceß of summoning Þe Future: Some powers allow
and binding is explained later. þe Ritual Magician to see into þe
future. Þe Games Maſter should
Demonic Familiars: You may anſwer þeſe as þe poßible future,
have multiple familiars and when þe future that will happen if
one is killed it will be replaced nothing significant changes in þe
by þe next seßion with a new preſent.
one. You can uſe þe senſes of
a familiar and uſe your other
powers through þem. Þey can
travel any diſtance and still be
directed by you and connected to
you.
4.
Familiars Mercury
AC: 15
Familiars are little demonic Hit Dice: 3 (14hp)
creatures through which you can Movement: 135’
uſe your effects, speak and uſe Number of Attacks: 1 bite at +4
your senſes. A familiar might be Damage Per Attack: 1d3
as small as a mouſe or as big as a Form d6: 1. Wildcat, 2. Wolf, 3. Lynx,
4. Eagle, 5. Homunculus, 6. Mote of
horſe. Familiars will be replaced – Darkneß
should þey die – by your demonic
accomplices, but when one dies Silver
you take d6 hit points of damage AC: 15
as pſychic feedback. Your Games Hit Dice: 4 (18hp)
Maſter may allow you to chooſe Movement: 140’
different forms than thoſe Number of Attacks: 1 bite and 2 claws
at +4
listed below for your familiar, Damage Per Attack: 1d6
in which caſe þeſe should be Form d6: 1. Lion, 2. Bear, 3. Bull, 4.
taken as guidelines of þe size Horſe, 5. Tentacled Maß, 6. Imp
and capabilities of þe familiar.
Familiars can be tougher and Tin
more dangerous than þeir forms AC: 16
would suggest. Hit Dice: 5 (23hp)
Movement: 150’
Number of Attacks: 1 bite and 1 claw at
Lead +7
AC: 13 Damage Per Attack: 1d8
Hit Dice: 1 (5hp) Form d6: 1. Imp, 2. ‘Cherub’, 3. Fawn,
Movement: 120’ 4. Succubus, 5. Incubus, 6. Whiſpering
Number of Attacks: 1 bite at +1 Shadow
Damage Per Attack: 1
Form d6: 1. Frog, 2. Snake, 3. Bat, 4.
Rat, 5. Lizard, 6. Starling Copper
AC: 18
Hit Dice: 6 (27hp)
Alloy Movement: 155’
AC: 14 Number of Attacks: 1 bite and 2 claws
Hit Dice: 2 (9hp) at +7
Movement: 130’ Damage Per Attack: 1d10
Number of Attacks: 1 bite at +2 Form d6: 1. Animated Armour, 2. Silent
Damage Per Attack: 1d2 Warrior, 3. Tiger, 4. Demon Hound, 5.
Form d6: 1. Cat, 2. Dog, 3. Badger, 4. Cerberus, 6. Nameleß Beaſt
Crow, 5. Vulture, 6. Raven
5.
Gold Valefor Familiar
AC: 19 Lion with an aßes head, bellowing.
Hit Dice: 7 (32hp) AC: 17
Movement: 160’ Hit Dice: 8 (36hp)
Number of Attacks: 1 bite and 2 claws Movement: 160’
at +9 Number of Attacks: 2 claws at +9
Damage Per Attack: 1d12 Damage Per Attack: 1d12
Form d6: 1. Giant Bat, 2. Giant Snake, Form: A lion with an aßes head,
3. Giant Spider, 4. Legged Serpent, 5. bellowing. This bellow – uſable once
Simpering Perſon, 6. Hellbound Soul per day – is a sonic breath attack in a 50’
cone, doing 8d6 damage.
Platinum
AC: 20
Hit Dice: 9 (41hp)
Movement: 180’
Number of Attacks: 2 bites and 2 claws
at +10
Damage Per Attack: 2d6+1
Form d6: 1. Lion, 2. Unicorn, 3. Dragon,
4. Nameleß Beaſt, 5. Auroch, 6. Any –
choose.

6.
Summoning & • Golden Pentagram: Þe
pentagram has complex
Binding inſcriptions. It can alſo be
Þe binding and summoning made of silver. 50 silver
of demons is a lengthy proceß pieces for gold, 25 silver
requiring an inveſtment in pieces for silver. A golden
equipment and a great deal pentagram adds +1 to
of time spent over doing it. your Ritual Magic skill.
Þe Games Maſter will need to • Linen Robe: White, clean
preſide over each step and a and purified linen. 5 silver
failure at any step will reſult in pieces.
problems – even fatal problems, • Lion Skin Girdle:
for þe caſter. Inſcribed with holy names
upon its inner surface. 10
Equipment silver pieces.
Þe caſting of ritual magick • Mitre: A prieſtly hat. 2
requires þe following items at þe silver pieces.
following (Lamentations of þe • Perfumes & Incenſe: To
Flame Princeß) coſts. caſt into þe braziers when
making summonings. 10
• Anointing Oil: To purify silver pieces.
and perfume þe body. 10 • Ring of Solomon: More
silver pieces. of a diſc, this golden (or
• Cap: Covering þe head is silver) form protects þe
reſpectful. 1 silver piece. magician from þe breath
• Coloured Chalks: For and preſence of þe spirits.
þe inſcribing of magical It is covered in complex
circles and triangles. 3 inſcriptions. 100 silver
copper pieces. pieces for gold, 50 silver
• Calfſkin: To be inſcribed pieces for silver. A golden
with þe Hexagram of ring adds +1 to your
Solomon. 1 silver piece. Ritual Magic skill.
• Sceptre: A fancy rod and
symbol of authority. 10
silver pieces.

7.
• Sword: A weapon, You may make as many attempts
symboliſing strength, as you wiſh to summon a
force and juſtice. 20 silver demon, but you muſt take þe
pieces. conſequences each time that you
• Þe Seal of Solomon: fail. If you chooſe not to summon
Inſcribed according to all a demon between levels, you can
þe neceßary rules. 1 silver summon twice between your next
piece. levels. You can always chooſe
• Veßel of Braß: An to summon a demon weaker
inſcribed braß container, than þe ones you are capable of
as Solomon once uſed summoning (donated by þeir title
to trap spirits. 20 silver and þe metal that makes up þeir
pieces. seal).

Þe Proceß Making þe Circle


Summoning, binding and taking Inſcribing þe summoning circle
powers from demonic spirits is a requires you to make a roll
protracted and dangerous proceß on your Ritual Magic skill to
that places þe Ritual Magician correctly inſcribe every symbol,
at great riſk for þe mind, body to apply þe colours properly
and soul. Each and every step is and to enſure that þe names and
important and þe rolls should symbols are placed and spelled
be made by þe Games Maſter in correctly. This roll aßumes
secret, to determine what goes you are working from memory
wrong and when. and you can adjuſt your skill
level according to þe following
Þe preparations and prayers circumſtances:
before a summoning take so
much time and preparation • Reference Grimoire: +1
that þey can only be attempted • Plenty of time: +1
between levels. At each level you • Ruſhed: -1
can bind one power from one • Improper or mißing
demon (within þe scope of your materials: -2
power) and take þe name of þe
moſt powerful demon you have
bound as your magus title.
8.
If you fail to inſcribe þe circle Invocation & Summoning
properly, þe demonic spirit Once þe veſtments are donned
that is summoned will eſcape þe and þe circle is complete, þe
bounds of þe inſcriptions and demon muſt be summoned forth
you will take þe conſequences into þe circle from þe bounds of
of failure. If you succeed þen whatever hell it reſides in. Failure
you can proceed to donning þe at this stage brings no demon
garments. forth and þe ritual muſt be begun
again from þe start.
Donning þe Garments
For furþer protection þe Ritual • Reference Grimoire: +1
Magician muſt don particular • Plenty of time: +1
veſtments in a particular order • Ruſhed: -1
and with þe appropriate prayers • Lead Seal Demon: +2
and ritualiſtic geſtures. Þeſe • Alloy Seal Demon: +1
clothes protect þe ritual magician • Mercury Seal Demon: +0
from þe preſence of þe demonic • Silver Seal Demon: -1
spirits which can otherwiſe • Tin Seal Demon: -2
corrupt, twiſt and poiſon a perſon • Copper Seal Demon: -3
by þeir mere preſence. Donning • Gold Seal Demon: -4
þe garments requires a Ritual • Platinum Seal Demon: -5
Magic roll.
Binding
• Reference Grimoire: +1 Once a demon has been
• Plenty of time: +1 summoned, it muſt be bound
• Ruſhed: -1 and forced to give up its secrets
• Improper Clothing: -2 into þe seal, so that þe Ritual
Magician can þen uſe that power
If you fail you can still complete at þeir will via þeir link to þe
your summoning and þe reſt demonic spirit. This is done by
of þe steps, but you will alſo making another Ritual Magic
still take þe conſequences of roll. If succeßful þe power from
summoning and binding a þe demon is bound and þe Ritual
demon. If you succeed you can Magician has þeir power for that
proceed to þe invocation and level.
summoning.
9.
If þe binding fails þe Ritual Bidding þe Demon to Depart
Magician muſt take þeir Þe final step – and þe final roll on
conſequences and þe demon þe Ritual Magic skill – is to bid
departs without granting þem þe demon to depart, safely, back
power. to hell. Succeß diſpels þe demon
back from whence it came.
• Reference Grimoire: +1 Failure allows it to give you
• Plenty of Time: +1 conſequences before it leaves.
• Ruſhed: -1
• Lead Seal Demon: +2 • Reference Grimoire: +1
• Alloy Seal Demon: +1 • Plenty of Time: +1
• Mercury Seal Demon: +0 • Ruſhed: -1
• Silver Seal Demon: -1 • Lead Seal Demon: +2
• Tin Seal Demon: -2 • Alloy Seal Demon: +1
• Copper Seal Demon: -3 • Mercury Seal Demon: +0
• Gold Seal Demon: -4 • Silver Seal Demon: -1
• Platinum Seal Demon: -5 • Tin Seal Demon: -2
• Copper Seal Demon: -3
• Gold Seal Demon: -4
• Platinum Seal Demon: -5

10.
Liſt of Demons
Level 30 Platinum: Lucifer

Level25 Gold: Kings: Bael, Paimon, Beleth, Purſon,


Aſmoday, Balam, Belial.

Level 20 Copper: Dukes: Agares, Valefor, Barbatos,


Guſion, Eligos, Zepar, Bathin, Sallos, Aim, Bune,
Berith, Aſtaroth, Focalor, Vepar, Voval, Crocell,
Alloces, Gamori, Vapula, Haures, Amduſias, Dantalion.

Level 18 Tin: Prince: Vaßago, Sitri, Gaap, Stolas,


Orobas, Seir.

Level 16 Silver: Marquis: Gamigin, Amon, Leraikha,


Naberius, Forneus, Marchoſias, Phenex, Sabnock,
Shan, Oriax, Andras, Andrealphus, Kimaris, Decarabia.

Level 14 Mercury: Preſident: Marbas, Buer, Foras,


Malphas, Haagenti, Camio, Voſo, Avnas, Zagan, Volac.

Level 12 Silver/Copper Alloy: Earl: Botis, Marax, Ipos,


Glaſya-Labolas, Ronove, Furfur, Malthus, Raum,
Vine, Bifrons, Murmus, Andromalius.

Level 10 Lead: Knights: Furcas.

11.
Conſequences 124 Pagan Mark: Stench of sulphur.

When you screw up a 125 Soft Fleſh: Reduce your Str, Con
summoning, þe demon that has and Cha by -2. You only take 1 damage
been called extracts a toll from from piercing weapons, maximum. Your
fleſh drips and flows like soft wax.
you. It may twiſt your body, your
mind, your spirit, viſit miſfortune 126 Bleeding: You eaſily – and conſtantly
upon you and your friends – bleed. You take +1 damage from any
and family or even drag you and all sources of damage.
screaming down to hell.
131 Expoſed Brain: Your Con and Cha
are reduced by -2 and your Poiſon Save
Roll D666 increaſed by +2.
(3d6, hundreds, tens, units)
111 Redemption: Heaven steps in 132 Dog Features: Your face reſembles
and redeems your soul, drawing you that of a dog, your hands have hoary
to limbo to live out your spiritual pads and hair grows from your back
‘sentence’ before allowing you into and along your arms. Your Chariſma is
heaven. reduced by -2.

112 Pagan Mark: Change your 133 Crab Claw: One of your arms (D6,
character’s ethnic appearance – 1d8: 1-3 left, 4-6 right) is replaced with a
1. Negroid, 2. Eaſt-Aſian, 3. South gigantic crab claw. This can be uſed as a
Aſian, 4. Caucaſian, 5. Native American shield, increaſing your AC by +1 and as
(North), 6. Native American (South), 7. a weapon that does D6 damage.
Aboriginal, 8. Fantaſtical
134 Eyeſtalks: Your eyes protrude on
113 Pagan Mark: Goat horns. stalks like thoſe of a snail. Reduce your
Chariſma by -2.
114 Pagan Mark: Ram’s horns.
135 Carapace: Patches of your skin
115 Pagan Mark: Cloven feet. are grown through with hard, cruſty
shell. Reduce your Chariſma by -2 and
116 Pagan Mark: Red skin. increaſe your AC by +1.

121 Pagan Mark: Fangs (1d4 damage 136 Cryſtal Growths: Yellow sulphur
bite). cryſtals puſh out of your skin at þe
joints. Reduce your Chariſma by -1 and
122 Pagan Mark: Claws (1d4 damage increaſe your AC by +1.
slaſh).

123 Pagan Mark: Tail.

12.
141 Golgothan: Your body and fleſh are 152 Depths: You conſtantly drop
tranſformed into living human waſte. moiſture, your hair is lank and wet. You
Gain +1 AC, +2 Hit Points per level and smell like a tideline and barnacles and
Reduce your Chariſma to 1. other sea vermin cling to your fleſh.
Chariſma -1.
142 Cyclops: Your eyes are merged into
one, larger eyeball in þe centre of your 153 Slime: You conſtantly drip a viſcous
face. -2 to any and all ranged attacks. -1 slime, leaving a trail of it on everything
Chariſma. you touch and everywhere you go.
Chariſma -1.
143 Amphibian: Your skin is clammy,
your fingers and toes webbed. You 154 Serpentine: Your tongue is forked
reſemble a human toad and hunger for and you compulſively lie.
inſects. -1 Chariſma.
155 Serpentine: You have fangs that do
144 Fungal Growth: A foul black mould 1d4 damage on a bite.
grows over your body, fruiting in
rounded black beads here and þere on 156 Serpentine: You are covered in scales
your body. Reduce your Chariſma and that increaſe your AC by +1.
Conſtitution by -1.
161 Serpentine: Your legs are replaced
145 Inſect Eyes: Compound eyes reduce by a long, snake-like tail.
your Chariſma by -1, but you can see
into þe ultraviolet, granting you night 162 Serpentine: Your hair is a neſt of
viſion. vipers. In cloſe combat þey make an
additional attack for 1 damage.
146 Infeſtation: You are infeſted and
crawling with inſects. When you bleed, 163 Octopoid: Your mouth is replaced
you bleed worms and beetles. Your by a beak that does D3+1 damage.
voice takes on a buzzing tone and you Chariſma -1.
are conſtantly surrounded by flies. -2
Chariſma. 164 Octopoid: Your fingers are jointleß
tentacles, covered in little suckers. +1
151 Rotting: Your fleſh is dead, dripping Dexterity. -1 Chariſma.
away from your body. Healing spells
and potions do not work on you 165 Octopoid: Your hair (and beard)
and muſt be reverſed to heal you. are replaced with a maß of writhing
Necromantic energies of any sort heal tentacles. -1 Chariſma.
you while holy water and Cleric effects
hurt you as though you were truly dead. 166 Nightmare: Dreamſtuff clings to
Chariſma -2. you. Anyone you touch muſt save vs
magic or be afraid of you. Chariſma -1.

13.
211 Kaleidoſcope: Your skin, hair and 224 Sexleß: Your gender organs are
eyes are a conſtant swirl of sickly, removed and you become a sexleß,
ever-changing colours. Reduce your androgynous, drone.
AC againſt ranged attacks by 1. Reduce
your Chariſma by -1. 225 Hermaphrodite: You become a
creature fully male, and fully female, all
212 Miaſma: You are surrounded, at once.
conſtantly, by a thin, foetid miſt.
Increaſe your AC againſt ranged attacks 226 Priapic: You are curſed with
by +1. generative organs þe envy of a stallion
and an appetite to match.
213 Spark: You are charged with
lightning. Your fingers crackle with it, 231 Caliban: Your body is twiſted into
your eyes glow with it. You ignite paper a barely human form, knuckling along
by touching it and any metal weapon like an ape. Increaſe your Strength
you uſe does +1 damage. and Conſtitution by +1, reduce your
Chariſma by -2.
214 Glow: Your fleſh glows slightly with
a reddiſh hue, like a dying ember. Your 232 Fur: You are covered in denſe,
AC againſt ranged attacks is -1. matted fur like a wild goat.

215 Shadow: You cannot interact 233 Gigantic: You grow to seven feet in
with solid matter or be harmed by height.
non-magical attacks. You cannot paß
through walls but can paß through gaps 234 Dwarfiſm: You shrink to two feet in
at leaſt two inches wide. height.

216 Burning: Hot, choking smoke 235 Obeſity: You swell up to become
surrounds you. In cloſe combat your AC morbidly obeſe and fat. Reduce your
is increaſed by +1. Conſtitution by -1.

221 Unnatural Wind: A slight breeze 236 Ice: Your fleſh is chill to þe touch
surrounds you, blowing curtains, and blue. You leave rime on anything
turning pages, blowing out candles. you touch. You breathe miſt.

222 Unnatural Beauty: Increaſe your 241 Twiſted Arm: Your arm is waſted
Chariſma by +2. You are strangely and twiſted, reduce your Dexterity by
beautiful, unnaturally so, making you -2.
seem unreal and cauſing envy.
242 Twiſted Leg: Your leg is waſted and
223 Change Sex: Your gender is twiſted, halve your movement.
reverſed.

14.
243 Stone Fleſh: Your skin is grey and 262 Out of Phaſe: You are not quite in
hard. Halve your movement, increaſe þe material world. Þe firſt attack againſt
your AC by +2. you always mißes. After that your AC is
raiſed by +2.
244 Waſted: You are little more than a
living skeleton, fleſh clinging tight to 263 Volatile: You steam and hiß, your
slender bones. Reduce Str and Con by fleſh seems to toil and bubble. If you are
-2. killed you explode, for your level in d6
damage with a radius equal to your level
245 Brambles: You are covered in sharp in feet.
thorns. Anything hitting you in cloſe
combat takes 1 damage. 264 Amneſia: You retain your statiſtics
but forget everything elſe about
246 Clear Skin: Your organs and fluids yourſelf.
are viſible, beneath your thin skin.
Chariſma -2. 265 Weakneß: -2 Strength.

251 Luſt: You have a boundleß and 266 Sickneß: -2 Conſtitution.


inſatiable love for perverſity.
311 Clumſineß: -2 Dexterity.
252 Gluttony: You have a boundleß
appetite for food and drink that can 312 Feeblemindedneß: -2 Intelligence.
never be satiſfied.
313 Stupidity: -2 Wiſdom.
253 Avarice: It is impoßible for you to
have enough wealth. 314 Uglineß: -2 Chariſma.

254 Sloth: Doing anything is a taſk for 315 Paralyſis: You are paralyſed from þe
you. You take a one point penalty to neck down.
any rolls.
316 Witchblight: Plants within a radius
255 Wrath: You are filled with anger that of your level in feet yellow, blacken and
can explode at any point. Eſpecially in die. Your bare hands do d12 damage
combat. Increaſe your baſe attack by +1. to plant or fungal enemies. Cropland
within your level in miles produces half
256 Envy: You are conſumed by jealouſy its normal yield and is vulnerable to
and will do anything to salve it. diſease. Milk curdles in your preſence.

261 Pride: You are convinced that you 321 March of þe dead: Any living foe
are þe beſt, at everything. upon which you land þe death-blow,
riſes as þe undead and reſumes its attack.

15.
322 Bovine: You reſemble a centaur, but 341 Firſt Born: Your eldeſt – or firſt –
with þe body of a bull. +2 Con, +2 Str, child is forfeit to hell.
-1 Chariſma.
342 Demon Blade: You are only
323 Bovine: Your head is that of a great permitted to uſe a dagger given to you
ox with enormous horns. Your horns can by hell. Any killed with it loſe þeir souls
attack for d6 damage. Chariſma -1. to þe abyß. It does 1d4+1 damage.

324 Black Wings: You have a fallen 343 Demon Blade: You are only
angels dark wings. You may fly once per permitted to uſe a sword given to you by
day for D6 turns, shedding feathers as hell. Any killed with it loſe þeir souls to
you do so, after which you cannot fly. þe abyß. It does 1d6+1 damage.

325 Lion Head: Your head is that of 344 Demon Bow: You are only
a great lion. Your jaws can bite for d6 permitted to uſe a bow given to you by
damage. hell. Any killed with it loſe þeir souls to
þe abyß. It does 1d8+1.
326 Gooſe Feet: You have flat, webbed
gooſe feet in place of your own feat. 345 Demon Armour: You are sealed,
permanently, within a suit of black, iron
331 Bill: You have þe bill of a duck or +1 plate-mail.
gooſe in place of your mouth. Chariſma
-1. 346 No Shadow: You no longer caſt a
shadow.
332 Antlers: You have þe antlers of a
deer protruding from your head. Þeſe 351 No Reflection: Your image no
can strike for d4 damage. longer appears in mirrors.

333 Hart: While þe sun is in þe sky you 352 Animal Hoſtility: Animals hate you.
are in þe form of a white deer, a much Houſe pets hiß and bark, farm animals
sought after target for hunters. flee, wild animals attack you – and prefer
to attack you.
334 Crow Kin: Crows and ravens
conſtantly follow you and feaſt on þe 353 Rats: Anywhere you stay rapidly
fallen. becomes infeſted with rats and mice,
fearleß of people and leaving dung and
335 Cherub: You appear to be a child, no urine everywhere. Þey arrive within a
older than five. day and rapidly multiply.

336 Crone: You appear to be an elder of 354 Spiders: Anywhere you stay rapidly
some eighty summers. becomes infeſted with spiders. Þey
arrive within a day and rapidly coat
everything in thick webs.

16.
355 Flies: Anywhere you stay becomes 415 Demon Tongue: You can only speak
infeſted with flies and maggots. Þey in þe language of þe angels and demons.
fill food with writhing maggots within
a day and buzz everywhere leaving 416 Demon Tongue: You can only speak
everything fly speckled. in Latin.

356 Sores: You are covered in sores and 421 Hairleß: All þe hairs, even þe fineſt
scabs. Reduce your Chariſma by -2. ones, fall out of your body.

361 Waſting: Your body is waſting away, 422 Albiniſm: You are turned as pale as
skin sloughing off, and yellowed fleſh. a ghoſt, with red eyes that betray your
Reduce your Hit Point total by 1d4. demonic status.

362 Blindneß: You are struck blind. 423 Curſe of Ham: You are turned as
black as pitch, as þe night, as a mark of
363 Deafneß: You are struck deaf. your sin.

364 Dumbneß: You are struck dumb. 424 Janus: You have a second face in
þe back of your head that echoes your
365 Foulneß: Everything taſtes foul, and expreßions and speech.
þe same, to you.
425 Dark Twin: At night while your
366 Stench: Everything smells foul, and conscious mind sleeps, a demon controls
þe same, to you. your body and lives its own life.

411 Spider Eyes: Six extra eyes appear 426 Doppelgänger: You have an evil
all over your head in random places. -2 double, looſe in þe world, identical to
Chariſma, +1 Wiſdom. you in every way other than its evil.
Should it die, so will you.
412 Conjoined Imp: A small imp is fuſed
with your body, conſtantly talking and 431 Feaſt of Foulneß: You can only
kibbitzing about what you’re doing. survive by eating vermin, dung,
drinking sewage and sucking pus.
413 Poltergeiſt: A wicked spirit lurks
around you at all times. It miſplaces 432 Wrath of Helios: Expoſure of any
things for you, smaſhes glaßes and tries significant amount of skin to sunlight
to diſrupt what you do. cauſes your skin to burn, taking one hit
point every turn.
414 Twiſted Growth: Plants around
where you spend any time grow twiſted
and evil over time.

17.
433 Unhealing: You cannot heal 445 Foulmouth: Every word you utter,
conventionally, but during periods of a small piece of dung drops from your
reſt you can stitch, splint and replace lips.
parts of your body, regaining your
Tinker skill level in Hit Points. Slowly 446 Ruſting Touch: Metal tarniſhes and
your fleſh will be replaced by stitching, ruſts, crumbles and wears through under
leather, straw and wood until nothing of your touch.
þe original you remains.
451 Satanic Bible: Your body is carved,
434 Tithe: You muſt sacrifice a perſon to marked and scarred with obſcene and
þe demon you called up when suffering blaſphemous paßages.
this effect, every year, on this date or
elſe be dragged to hell. 452 Parted From God: You are abſent a
conſcience and removed from þe sight
435 Holy Ground: You may not enter and bleßing of þe divine. Clerical magic
holy places, temples, churches or sacred doeſn’t work on you, for good or ill.
groves. If forced to enter, you take one
hit point of damage per turn until you 453 Three Mouths: In either cheek are
leave. additional mouthes, vertical rather than
horizontal, which continuouſly chew
436 Lunacy: During a full moon you and hunger.
go inſane, clawing and biting, fighting
anyone and everything that comes near 454 Uncaring: You no longer care about
you and living as a beaſt. anyone or anything other than yourſelf.

441 Truth Telling: You may never lie. 455 Miſerly: You will never help or
gift anything to anyone without being
442 Weak to Silver: Silver does double forced.
damage when uſed to strike you. Merely
touching it cauſes one hit point per 456 Great Weight: Everything that you
turn. carry weighs twice as much (uſes twice
as much encumbrance) and you weigh
443 Weak to Gold: Gold does double twice as much as you should.
damage when uſed to strike you. Merely
touching it cauſes one hit point per 461 Nakedneß: You cannot bear þe
turn. touch of cloth upon your skin. You take
one hit point per hour you are forced to
444 Black Void: You are an empty shell wear clothing.
containing a black void. Your eyes are
black with diſtant pinpoint motes of 462 Twiſted Head: Your head is twiſted
light. backwards on your body.

18.
463 Gaſeous: You are conſtantly 522 Tiny Mouth: Your mouth is a tiny
belching and farting, with þe force an little hole, you can barely eat solid food.
volume of a trumpet.
523 Groundleß: You float a bare half-
464 Bleeder: Slaſhing weapons do inch above þe ground at all times.
double damage to you.
524 Fear þe End: You have a profound
465 Brittle: Blunt weapons do double phobia of fire.
damage to you.
525 Fear þe End: You have a profound
466 Headcracker: You suffer from phobia of darkneß.
conſtant, painful headaches. Powerful
senſory stimulation does you 1hp of 526 Paralyſis Vulnerability: Your save Vs
damage. Paralyſis is two points worſe.

511 Enormous Eyes: You have great eyes 531 Poiſon Vulnerability: Your save Vs
like saucers, reſembling some nocturnal Poiſon is two points worſe.
animal.
532 Breath Vulnerability: Your save Vs
512 Enormous Noſe: You have an Breath Weapons is two points worſe.
enormous naſal snout, several inches
long. 533 Device Vulnerability: Your save Vs
Magical Devices is two points worſe.
513 Enormous Ears: You have enormous
ears, somewhat reminiſcent of thoſe of 534 Magic Vulnerability: Your save Vs
an elephant. Magic is two points worſe.

514 Enormous Mouth: Your mouth 535 Loſt Thumbs: You no longer have
stretches halfway around your head. thumbs. Your attacks are made at -2.
You can literally grin from ear to ear.
536 Beard: Regardleß of sex you have
515 Tiny Eyes: Your eyes are tiny little a long, sweeping beard down to your
pinpricks, like thoſe of a rodent. toes, which if cut regrows rapidly.

516 Tiny Noſe: Your noſe is barely 541 Beard: Regardleß of sex you have a
preſent, a mere pair of holes in your saturnine beard and mouſtache, which if
face. cut regrows rapidly.

521 Tiny Ears: Your ears are little more 542 Hunchback: Your spine twiſts and
than tiny tags either side of your head, turns, cauſing you to grow a hump and
like thoſe of a mouſe. to walk with a stoop.

19.
543 Tumours: Your fleſh is conſtantly 561 Reptile Eyes: Your eyes can – and do
growing and muſt be, groteſquely, – move and focus independently.
trimmed to keep you mobile.
562 Gaps: Þere are gaps in your fleſh
544 Crown of Bone: Your skull grows where your body should be, but iſn’t.
spines and spikes, a crown of bone Whole limbs can appear to be severed
marking you sarcaſtically as hell’s and floating, but move as though still
royalty. attached to your body.

545 Mane: Only þe very front of your 563 Berſerk: Demonic rage flows
face is bare, hair grows long and thick through you, in combat take five away
from your head, your cheeks and your from your AC and add +2 to your attack
chin, sweeping back. and damage rolls.

546 Long Neck: Your neck is elongated 564 Viſions: You are subject to
and stretched out, like a human giraffe. hallucinatory viſions under streß. You
muſt make a save Vs magic when under
551 Trunk: In place of your noſe you streß – like combat – or be loſt in your
have a flexing trunk that queſts around viſions, fighting phantoms from your
and moves of its own accord. own mind and viſions of hell.

552 Warts: You are covered head to toe 565 Tremors: Your body shakes as
in warts, and þey are infectious. though in terror, conſtantly. You are
drenched in flop sweat conſtantly and
553 Cocoon: At night you sleep in a reduce your Dexterity by -2.
cruſty cocoon of your own excretions.
566 Grudgebearer: You are unable to
554 Cold Blooded: You are no longer forgive even þe smalleſt slight and muſt
truly a mammal, your blood is cold and seek to redreß þe balance.
you rely on ambient heat. Cold attacks
do +1 damage againſt you. 611 Life Leech: Any living thing you
touch, in any way, even gloved or
555 Target of Luſt: You are a walking clothed, looſes 1d6 hit points and you
temptation to anyone who might even regain 1.
remotely be attracted to you and þey
cannot help þemſelves. 612 Shared Pain: When you are hurt, for
every 5 damage (round down) that you
556 Target of Wrath: You are a walking take, everyone within fifty feet of you
aggravation. Þe slighteſt provocation alſo takes 1 damage.
will cauſe someone to try and pick a
fight with you. 613 Hellfire: You are immune to fire
damage, but alſo derive no warmth or
comfort from þe heat of flame.

20.
614 Precious: Your life force is 625 Sleep of þe Dead: When sleeping,
intimately tied to your familiar (or if you appear to be dead. No breathing,
you lack a familiar, a helpleß animal). no pulſe, no warmth.
Should that die, you alſo will die.
626 Warded: Holy or good men cannot
615 Haunted: You can see and hear þe approach you, a holy or good being
dead, though you cannot control þem. touching you takes a hit point of
Þey dog your every step, follow you damage each turn that it does so.
everywhere and make petty demands of
you at all times. 631 Warded: Lawful or ordered men
cannot approach you. A lawful or
616 Three Days in Hell: Once per year ordered being touching you takes a hit
on this date you are dragged to hell for point of damage each turn that it does
three days before being returned to so.
þe Earth. You muſt make a save verſus
Poiſon each time or loſe -1 Con, Wis 632 Viſions: Anyone you touch receives
and Int. viſions of hell.

621 Balor’s Eye: Your gaze withers and 633 Tourette’s: You cannot help but
kills anything you look upon. You have pepper every sentence with obſcenities
no control over this other than to cover and blaſphemies from þe pits of hell.
your eye. A mirror will harm you. Your
eyes are red, swollen and groteſque 634 Unnatural Spaſms: When you
and whatever you look upon takes d4 move, your body twiſts and spaſms
damage each turn. This only affects in unnatural ways that make it seem
living things. as though your limbs are broken or
your body is unnaturally shaped. This
622 Hell’s Machine: Your fleſh is doeſn’t affect your actions, but unſettles
replaced with complex clockworks of onlookers.
black iron. You can only be healed via
þe Tinker skill (an hour of work and a 635 Mercileß: You cannot give quarter.
roll to heal Tinker level in HP) and þere
is no miſtaking you for human. 636 Aura of Strife: Ordinary people
around you are more likely to get into
623 Never Alone: You are watched by an altercations, fights and vendettas.
audience of imps, from hell, at all times.
Þey jeer and offer commentary on your 641 Uglineß: Anything you make is
life that nobody elſe can hear. uniquely unlovely and groteſque from
fathering a child to painting a picture.
624 Precious: Your life force is
intimately tied to ann object. Should 642 Judged: Anyone you meet takes
that object be deſtroyed, you will die. an inſtant diſlike to you, which takes a
great deal of effort to overcome.

21.
643 Enfeebled: Your Strength is 663 Faithleß Charmer: Raiſe your
reduced to 3. Chariſma to 18 and reduce your other
statiſtics by -2 each.
644 Enfeebled: Your Conſtitution is
reduced to 3. 664 Wiſe Fool: Raiſe all your Skills by
+1 and reduce all your statiſtics by -2
645 Klutz: Your Dexterity is reduced to each.
a score of 3.
665 Roll Twice: Roll two times and
646 Enfeebled: Your Intelligence is apply both reſults.
reduced to 3.
666 Your body and soul are dragged
651 Enfeebled: Your Wiſdom is reduced down to hell by þe demon for an
to a score of 3. eternity of torment.

652 Emotionleß: Your Chariſma is


reduced to 3.

653 End of Faith: Prayers offered


within fifty feet of you are not heard
and clerical magic from good or lawful
sources does not work.

654 Faithleß Brute: Raiſe your Strength


to 18 and reduce your other statiſtics by
-2 each.

655 Faithleß Brute: Raiſe your


Conſtitution to 18 and reduce your
other statiſtics by -2 each.

656 Faithleß Intellectual: Raiſe your


Intellgience to 18 and reduce your other
statiſtics by -2 each.

661 Faithleß Moral Coward: Raiſe your


Wiſdom to 18 and reduce your other
statiſtics by -2 each.

662 Faithleß Expert: Raiſe your


Dexterity to 18 and reduce your other
statiſtics by -2 each.

22.
Demonologia Cheiromancy: With þe seal
of this power your character
gains þe Cheiromancy Skill at
Knight 1. Reading palms takes an hour.
FURCAS (Furcamagus) - Þe Succeeding at þe roll allows þe
Fiftieth Spirit is Furcas. He is target character to add or take
a Knight, and appeareth in þe away one from a roll, one dice
Form of a Cruel Old Man with roll in þe seßion.
a long Beard and a hoary Head,
riding upon a pale-coloured Pyromancy: With þe seal of this
Horſe, with a Sharp Weapon in power your character gains þe
his hand. His Office is to teach þe Pyromancy Skill at 1. Þey can
Arts of Philoſophy, Aſtrology, read þe omens in þe flames. Þe
Rhetoric, Logic, Cheiromancy, flames can be read once per day
and Pyromancy, in all þeir parts, and grant þe Magus a free critical
and perfectly. He hath under his roll or succeß (without rolling)
Power 20 Legions of Spirits. that þey can uſe during þe seßion.
Philoſophy: With þe seal of this
power, your character gains +1 Dagger of Furcas: With þe seal
point in any skill, +1 Wiſdom. of this power your character
gains a weapon. Þe Dagger of
Aſtrology: With þe seal of this Furcas is forever sharp. It cannot
power, your character gains þe be broken and cannot be gifted
Aſtrology Skill at 1. Succeeding to another without loſing its
on þe skill roll foretells þe future power. It gains +1 to hit and +1 to
allowing þe target character to do damage.
re-roll one dice roll in þe seßion,
due to þeir foreknowledge.

Rhetoric: With þe seal of this


power, your character gains +1
Chariſma.

Logic: With þe seal of ths


power, your character gains +1
Intelligence.

23.
24.
Earls Reconciliation: With this power
sealed you can cauſe one enemy
BOTIS (Botimagus) - Þe
Seventeenth Spirit is Botis, a to ceaſe þeir animoſity and
Great Preſident, and an Earl. become a friend, and can increaſe
He appeareth at þe firſt show in your Chariſma by +1.
þe form of an ugly Viper, þen at
þe command of þe Magician he Sword of Botis: With this power
putteth on a Human shape with sealed your character gains a
Great Teeth, and two Horns, longſword. Þe sword is eternally
carrying a bright and sharp sharp and bright and shining. Þe
Sword in his hand. He telleth all AC of anyone you attack with
things Paſt, and to Come, and this blade is reduced by -1 until
reconcileth Friends and Foes. He your next turn. Þe sword has
ruleth over 60 Legions of Spirits. +1 to hit and to do damage. It
Poſtcognition: With this power cannot be gifted to anyone elſe
sealed, once per day þe Magus without loſing its power.
can look into þe paſt of a location
þey are at to one, specific, time.
Precogition: With this power
sealed, once per day þe Magus
can look into þe future of a
location þey are at to one,
specific, time.

25.
MARAX (Maraxomagus) - Þe Familiar: With þe sealing of this
Twenty-firſt Spirit is Marax. He power you gain a familiar. An
is a Great Earl and Preſident. He animal through whom you can
appeareth like a great Bull with a see, hear, smell, taſte, touch,
Man’s face. His office is to make speak and uſe your powers.
Men very knowing in Aſtronomy,
and all other Liberal Sciences; Herbaliſm: With þe sealing of
alſo he can give good Familiars, this power you gain acceß to
and wiſe, knowing þe knowledge of herbs and other
virtues of Herbs and Stones plants. With ingredients and a
which be precious. He governeth survival roll you can apply herbs
30 Legions of Spirits. to heal someone of one hit point
of damage. You can alſo make
Aſtronomy: With this power poiſons of 1d4 effect with þe same
sealed you can find and name þe roll.
stars and planets. Your Ritual
Magic skill is increaſed by +1. Gemology: With þe sealing
of this power you know þe
Sciences: With this power sealed virtues, powers and value of any
you can add +1 to Architecture, gemſtone.
Buſhcraft, Languages, Tinker or
Ritualiſm (or any other mentally
oriented skill).

26.
IPOS (Ipomagus) - Þe Twenty- Know þe Paſt: With this power
second Spirit is lpos. He is an sealed you can, once per day, aſk
Earl, and a Mighty Prince, a queſtion about þe paſt and have
and appeareth in þe form of it anſwered truthfully.
an Angel with a Lion’s Head, Know þe Preſent: With this
and a Gooſe’s Foot, and Hare’s power sealed you can, once per
Tail. He knoweth all things day, aſk a queſtion about þe
Paſt, Preſent, and to Come. He preſent and have it anſwered
maketh men witty and bold. He truthfully.
governeth 36 Legions of Spirits.
Know þe Future: With this power
sealed you can, once per day, aſk
a queſtion about þe future and
have it anſwered truthfully.
Wit & Boldneß: With þe power
sealed you can add +1 to either
your Chariſma, or your Wiſdom.

27.
28.
GLASYA-LABOLAS Hiſtory: You can recall þe
(Labolamagus) - Þe Twenty-fifth hiſtory, deep into þe paſt, of any
Spirit is Glaſya-Labolas. He is a location that you are at. ‹Hiſtory’
Mighty Preſident and Earl, and being significant events that have
showeth himſelf in þe form of a happened þere.
Dog with Wings like a Gryphon.
He teacheth all Arts and Sciences Foreknowledge: You gain
in an inſtant, and is an Author of glimpſes of things to come.
Bloodſhed and Manſlaughter. All your Saving Throws are
He teacheth all things Paſt, and improved by 1 and once per day
to Come. If deſired he cauſeth you can aſk a yes/no queſtion
þe love both of Friends and of about a courſe of action.
Foes. He can make a Man to go
Inviſible. And he hath under his Charm: Once per day you can
command 36 Legions of Spirits. caſt ‹Charm Perſon’ as though
His Seal is this, to be, etc. you were level 12.

Arts & Sciences: With þe seal of Inviſibility: Once per day you can
this power your character gains caſt ‹Inviſibility’ as though you
+1 Intelligence. were level 12.

Bloodſhed & Manſlaughter: With


þe seal of this power your baſic
attack is raiſed by +1 and you do
+1 damage with all weapons.

29.
30.
RONOVE (Ronovomagus) - Þe Servants: When you seal
Twenty-seventh Spirit is Ronove. this power you are granted a
He appeareth in þe Form of a monſtrous servant as though
Monſter. He teacheth þe Art of summoning at caſter level 12. Þe
Rhetoric very well and giveth creature is permanently bound
Good Servants, Knowledge to þe caſter, but may be slain and
of Tongues, and Favours with a new favour muſt be claimed to
Friends or Foes. He is a Marquis replace it.
and Great Earl; and þere be
under his command 19 Legions Tongues: When you seal this
of Spirits. His Seal is this, etc. power you gain total fluency in a
language.
Rhetoric: When you seal this
power, increaſe your Chariſma by Favours: When you seal this
+1. power you are granted þe ability
to caſt Charm Perſon once per
day as though at caſter level 12.

31.
32.
FURFUR (Furfurmagus) - Þe Thunder: With this power sealed
Thirty-fourth Spirit is Furfur. you may create a deafening blaſt
He is a Great and Mighty Earl, of thunder once per day. This
appearing in þe Form of an blaſt emanates from you in a
Hart with a Fiery Tail. He never circle out to 60 feet. Anyone in
speaketh truth unleß he be that radius takes 12d4 damage,
compelled, or brought up within 6d4 with a save verſus magic. A
a triangle, Ò. Being þerein, he failed save alſo means þey are
will take upon himſelf þe Form deafened.
of an Angel. Being bidden, he
speaketh with a hoarſe voice. Wind Blaſt: With this power
Alſo he will wittingly urge Love sealed you may create a Guſt of
between Man and Woman. Wind once per day as though
He can raiſe Lightnings and you were a 12th level magic
Thunders, Blaſts, and Great uſer. (Range 120 feet, knocks
Tempeſtuous Storms. And he back small creatures and holds
giveth True Anſwers both of medium-sized ones in place).
Things Secret and Divine, if Storms: With this power sealed
commanded. He ruleth over 26 you may create a powerful storm
Legions of Spirits. And his Seal is once per day. This will affect an
this, etc. area of 4d4 square miles for 4d12
hours afflicting it with driving
Love: With this power sealed you rain, clouds as dark as night,
may cauſe a man or women to fall lightning strikes and winds of up
completely and irrationally in to 7d4 x 10 mph.
love with you.
Truth: With this power sealed
Lightning: With this power you may aſk any queſtion about
sealed you may caſt a lightning any subject and receive a yes or
bolt, once per day, as though no anſwer which is accurate.
you were a 12th level magic uſer.
(Range 160 ft, 12d6 damage – 6d6
with a save verſus magic).

33.
34.
MALTHUS (Malthumagus) - Þe Tower: With this power sealed
Thirty-eighth Spirit is Halphas, Malthus raiſes a great stone
or Malthous (or Malthas). He is tower, ten stories high and
a Great Earl, and appeareth in armed with catapults and
þe Form of a Stock-Dove. He balliſtae, fitting to your deſires,
speaketh with a hoarſe Voice. His whereſoever you wiſh.
Office is to build up Towers, and
to furniſh þem with Ammunition Man-of-War: With this power
and Weapons, and to send Men- sealed Malthus sends you a
of-War to places appointed. He bodyguard from his legion. A
ruleth over 26 Legions of Spirits. 6th level fighter, equipped with
platemail, silent, loyal to a fault
Building: With this power sealed and armed with a great sword.
you gain an extra level in þe If killed, this servant will be
Architecture skill. replaced.

35.
RAUM (Raumagus) - Þe Deſtruction of Cities: With this
Fortieth Spirit is Raum. He is a power sealed a city becomes
Great Earl; and appeareth at firſt þe target of many calamities
in þe Form of a Crow, but after and diſasters. Fire, plague and
þe Command of þe Exorciſt he miſfortune befall þe city over
putteth on Human Shape. His þe courſe of 1d10 years until it is
office is to steal Treaſures out deſtroyed.
King’s Houses, and to carry it
whither he is commanded, and to Know þe Paſt: With this power
deſtroy Cities sealed you can, once per day, aſk
and Dignities of Men, and to tell a queſtion about þe paſt and have
all things, Paſt and What Is, and it anſwered truthfully.
what Will Be; and to cauſe Love
between Friends and Foes. He Know þe Preſent: With this
was of þe Order of Thrones. He power sealed you can, once per
governeth 30 Legions of Spirits. day, aſk a queſtion about þe
preſent and have it anſwered
Treaſure Trove: With this power truthfully.
sealed a treaſure of 1,000 gold
pieces is stolen from þe stores of Know þe Future: With this power
a rich men or noble and delivered sealed you can, once per day, aſk
to þe caſter. a queſtion about þe future and
have it anſwered truthfully.
Deſtruction of Dignity: With Reconciliation: With this power
this power sealed a single man sealed you may turn an enemy
may be brought low by a series into a friend.
of calamities and scandals that
rob þem of þeir reputation and
dignity.

36.
VINE (Vinomagus) - Þe Forty- Know þe Future: With this power
fifth Spirit is Vine, or Vinea. He sealed you can, once per day, aſk
is a Great King, and an Earl; and a queſtion about þe future and
appeareth in þe Form of a Lion, have it anſwered truthfully.
riding upon a Black Horſe, and
bearing a Viper in his hand. Tower: With this power sealed
His Office is to diſcover Things Vine raiſes a great stone tower,
Hidden, Witches, Wizards, and ten stories high and armed with
Things Preſent, Paſt, and to catapults and balliſtae, fitting to
Come. He, at þe command of your deſires, whereſoever you
þe Exorciſt will build Towers, wiſh.
overthrow Great Stone Walls,
and make þe Waters rough with Throw Down Walls: With this
Storms. He governeth 36 Legions power, once per day, you can
of Spirits. invoke this power to shatter a
hole – wide enough for two men
Diſcover Things Hidden: With to walk through side by side.
this power sealed, Provided you
know þe name of a perſon, place Rough Seas: With this power
or thing, you can find it. You may sealed you may create a powerful
invoke this power once per day. storm at sea once per day. This
will affect an area of 4d4 square
Know þe Paſt: With this power miles for 4d12 hours afflicting it
sealed you can, once per day, aſk with driving rain, clouds as dark
a queſtion about þe paſt and have as night, lightning strikes and
it anſwered truthfully. winds of up to 7d4 x 10 mph.

Know þe Preſent: With this


power sealed you can, once per
day, aſk a queſtion about þe
preſent and have it anſwered
truthfully.

37.
BIFRONS (Bifromagus) - Þe Arts & Sciences: With this power
Forty-sixth Spirit is called sealed you may raiſe any skill by
Bifrons, or Bifrous, or Bifrovs. +1.
He is an Earl, and appeareth
in þe Form of a Monſter; but Gem Knowledge: With this
after a while, at þe Command power sealed you know þe value
of þe Exorciſt, he putteth on þe and properties of gemſtones and
shape of a Man. His Office is to semi-precious stones at a glance.
make one knowing in Aſtrology,
Geometry, and other Arts and Wood Knowledge: With this
Sciences. He teacheth þe Virtues power sealed you know þe value
of Precious Stones and Woods. and properties of wood at a
He changeth Dead Bodies, and glance.
putteth þem in another place;
alſo he lighteth seeming Candles Steal þe Dead: With this power
upon þe Graves of þe Dead. sealed, once per day you can
He hath under his Command 6 cauſe a body to vaniſh from
Legions of Spirits. its reſting place and be moved
anywhere elſe you wiſh.
Aſtrology: With þe seal of this
power, your character gains þe Corpſe Candles: With this power
Aſtrology Skill at 1. Succeeding sealed, once per day you can
on þe skill roll fortells þe future create 1d4 dancing wiſps of light,
allowing þe target character to with þe luminoſity of of a candle.
re-roll one dice roll in þe seßion, Þey can stray up to a 160 ft from
due to þeir foreknowledge. you in any direction and can
move separately to each other.
Þey laſt as long as you need þem
to.

38.
MURMUS (Murmagus) - Þe Philoſophy: With this power
Fifty-fourth Spirit is called sealed your Intelligence or
Murmur, or Murmus, or Wiſdom are raiſed by +1.
Murmux. He is a Great Duke,
and an Earl; and appeareth in þe Queſtion þe Dead: With this
Form of a Warrior riding upon power sealed, once per day you
a Gryphon, with a Ducal Crown can bring a spirit of þe dead
upon his Head. Þere do go before you by invoking þe name
before him thoſe his Miniſters, of Murmus. This spirit is bound
with great Trumpets sounding. by Murmus’ power to anſwer
His Office is to teach Philoſophy you honeſtly and truthfully and
perfectly, and to conſtrain remains until diſmißed.
Souls Deceaſed to come before
þe Exorciſt to anſwer thoſe
queſtions which he may wiſh to
put to þem, if deſired. He was
partly of þe Order of Thrones,
and partly of that of Angels. He
now ruleth 30 Legions of Spirits.

39.
ANDROMALIUS Thief Taker: With this power
(Andromagus) - Þe Seventy- sealed, once per day, if you can
second Spirit in Order is named name a thief, Andromalius will
Andromalius. He is an Earl, convey both þe thief and what
Great and Mighty, appearing þey stole into your preſence.
in þe Form of a Man holding
a Great Serpent in his Hand. Wickedneß: With this power
His Office is to bring back both sealed you can peer into þe soul
a Thief, and þe Goods which of a perſon, once per day, and see
be stolen; and to diſcover all þeir moſt wicked and shameful
Wickedneß, and Underhand deed.
Dealing; and to puniſh all
Thieves and other Wicked Treaſure Hunter: With this
People and alſo to diſcover power sealed, once per day you
Treaſures that be Hid. He ruleth can name a treaſure and know its
over 36 Legions of Spirits. location.

40.
Preſidents Kill or Cure: With this power
sealed once per day you can
MARBAS (Marbamagus) - Þe
fifth Spirit is Marbas. He is a inflict or cure a diſeaſe. This can
Great Preſident, and appeareth at be any diſeaſe that þe character
firſt in þe form of a Great Lion, has encountered but otherwiſe
but afterwards, at þe requeſt of is Marbas’ Fever. Marbas’
þe Maſter, he putteth on Human Fever has an incubation period
Shape. He anſwereth truly of of one week, an interval of six
things Hidden or Secret. He hours, an infection time of one
cauſeth Diſeaſes and cureth þem. week and þe effect of lowering
Again, he giveth great Wiſdom Conſtitution.
and Knowledge in Mechanical
Arts; and can change men into Mechanical Arts: With this power
other shapes. He governeth 36 sealed increaſe your Tinker skill
Legions of Spirits. by +1.

Hidden Secrets: With this power Shapeſhifting: With this power


sealed, once per game you may sealed you can tranſform yourſelf
call upon Marbas to anſwer a yes into a great lion. Þe lion has
or no queſtion about something Strength 20, claws and teeth that
hidden or secret. do d6+5 damage (and can attack
with both in a turn). It has an
Armour Claß of 16. Diſpel magic
does not diſpel this shapeſhift
as it is a true change from a
demonic power.

41.
BUER (Buermagus) - Þe Tenth Herbaliſm: With this power
Spirit is Buer, a Great Preſident. sealed you may add +1 to your
He appeareth in Sagittary, and Buſhcraft skill.
that is his shape when þe Sun is
þere. He teaches Philoſophy, Heal Diſtempers: With this
both Moral and Natural, and þe power sealed, once per day you
Logic Art, and alſo þe Virtues of may heal someone of any mental
all Herbs and Plants. He healeth malady, enchantment, control or
all diſtempers in man, and giveth madneß.
good Familiars. He governeth 50
Legions of Spirits. Familiars: With þe sealing of
this power you gain a familiar.
Philoſophy: With this power An animal through whom you
sealed you may add +1 to can see, hear, smell, taſte, touch,
Architecture, Languages, speak and uſe your powers.
Tinker, Ritualiſt or +1 to
Wiſdom or Intelligence.

42.
FORAS (Foramagus) - Þe Logic & Ethics: Sealing this
Thirty-firſt Spirit is Foras. power gives your character +1
He is a Mighty Preſident, and Intelligence, or +1 Wiſdom.
appeareth in þe Form of a Strong Inviſibility: Once per day you can
Man in Human Shape. He can caſt ‹Inviſibility’ as though you
give þe underſtanding to Men were level 12.
how þey may know þe Virtues of
all Herbs and Precious Stones. Long Life: Sealing this power
He teacheth þe Arts of Logic and extends and guarantees life.
Ethics in all þeir parts. If deſired You will not die (at leaſt not
he maketh men inviſible, and to of old age) age until at leaſt þe
live long, and to be eloquent. age of 100+Conſtitution, your
He can diſcover Treaſures and Conſtitution is increaſed by +1
recover things Loſt. He ruleth and your Poiſon save is improved
over 29 Legions of Spirits, and by 1.
his Seal is this, which wear thou,
etc. Eloquence: Sealing this power
increaſes your Chariſma by +1.

43.
MALPHAS (Malphamagus) - Þe Builder: With this power sealed
Thirty-ninth Spirit is Malphas. Malphas will raiſe a manſion or
He appeareth at firſt like a a mage’s tower for þe one who
Crow, but after he will put on commands him.
Human Shape at þe requeſt of
þe Exorciſt, and speak with a Mind of þe Foe: With this power
hoarſe Voice. He is a Mighty sealed once per day you can read
Preſident and Powerful. He can þe mind of an enemy and know,
build Houſes and High Towers, in truth, what þeir deſires and
and can bring to thy Knowledge plans are as well as þeir deeds inn
Enemies’ Deſires and Thoughts, þe paſt.
and that which þey have done.
He giveth Good Familiars. If Familiars: With þe sealing of
thou makeſt a Sacrifice unto this power you gain a familiar.
him he will receive it kindly and An animal through whom you
willingly, but he will deceive can see, hear, smell, taſte, touch,
him- that doth it. He governeth speak and uſe your powers.
40 Legions of Spirits.

44.
HAAGENTI (Haagamagus) - Þe Philoſopher’s Stone: With this
Forty-eighth Spirit is Haagenti. power sealed, once per day you
He is a Preſident, appearing in can tranſform baſe metal into
þe Form of a Mighty Bull with gold. Þe total value each time is
Gryphon’s Wings. This is at firſt, 10 gold pieces. This is either a
but after, at þe Command of þe solid lump, an alloy, or a coating
Exorciſt he putteth on Human over þe baſe metal.
Shape. His Office is to make Men
wiſe, and to inſtruct þem in divers Wine and Water: With this
things; alſo to Tranſmute all power sealed, once per day you
Metals into Gold; and to change can tranſform your Wiſdom in
Wine into Water, and Water into gallons of water to wine, or vice
Wine. He governeth 33 Legions verſa. Þe water is pure spring
of Spirits. water, þe wine taſtes like a fine
vintage and is very strong.
Wiſdom: With this power sealed
you gain +1 to any Skill.

45.
CAIM (Caimomagus) - Þe Underſtanding of Creatures:
Fifty-third Spirit is Camio, or With this power sealed you
Caim. He is a Great Preſident, can underſtand and speak
and appeareth in þe Form of þe language of animals. Þey
þe Bird called a Thruſh at firſt, cannot speak in þe complexity
but afterwards he putteth on þe of human tongues but þey can
Shape of a Man carrying in his be communicated with and
Hand a Sharp Sword. He seemeth underſtood.
to anſwer in Burning Aſhes, or
in Coals of Fire. He is a Good Voice of þe Waters: With this
Diſputer. His Office is to give power sealed, once per day you
unto Men þe Underſtanding of can speak to a pool, river or þe
all Birds, Lowing of Bullocks, ocean and have it reply to you
Barking of Dogs, and other through its spirit to tell you of
Creatures; and alſo of þe Voice what it has witneßed that day.
of þe Waters. He giveth True
Anſwers of Things to Come. He Things to Come: With this
was of þe Order of Angels, but power sealed, once per day you
now ruleth over 30 Legions of can call upon Camio to reveal þe
Spirits Infernal. anſwer to a yes or no queſtion
about þe future.

46.
VOSO (Voſomagus) - Þe Fifty- Sciences: With this power sealed
seventh Spirit is Oſo, Oſe, or you can add +1 to Architecture,
Voſo. He is a Great Preſident, Buſhcraft, Languages, Tinker or
and appeareth like a Leopard Ritualiſm (or any other mentally
at þe firſt, but after a little time oriented skill).
he putteth on þe Shape of a
Man. His Office is to make one True Anſwers: With this power
cunning in þe Liberal Sciences, sealed, once per day you can aſk
and to give True Anſwers of a yes or no queſtion about divine
Divine and Secret Things; alſo or secret matters and receive a
to change a Man into any Shape true anſwer.
that þe Exorciſt pleaſeth, so
that he that is so changed will Tranſformation: With this power
not think any other thing than sealed, once per day you can
that he is in verity that Creature tranſform another perſon into
or Thing he is changed into. any shape you so wiſh as though
He governeth 3024 Legions of caſting Polymorph Oþer at Level
Spirits. 14. This tranſformation cannot
be removed by Diſpel Magic,
only by a Wiſh or by a second
application of this power.

47.
AVNAS (Avnamagus) - Þe Fifty- Sciences: With this power sealed
eighth Spirit is Amy, or Avnas. you can add +1 to any mentally
He is a Great Preſident, and oriented skill. From þe baſic skills
appeareth at firſt in þe Form this would include Architecture,
of a Flaming Fire; but after a Buſhcraft, Languages, Tinker –
while he putteth on þe Shape and Ritualiſm.
of a Man. His office is to make
one Wonderful Knowing in Familiars: With þe sealing of
Aſtrology and all þe Liberal this power you gain a familiar.
Sciences. He giveth Good An animal through whom you
Familiars, and can bewray can see, hear, smell, taſte, touch,
Treaſure that is kept by Spirits. speak and uſe your powers.
He governeth 3 6 legions of
spirits. Treaſure: With this power sealed
Avnas will reveal to you þe
Aſtrology: With þe seal of this location of a +2 magical item,
power, your character gains þe or its equivalent in other powers
Aſtrology Skill at 1. Succeeding or its value in gold and other
on þe skill roll foretells þe future treaſures.
allowing þe target character to
re-roll one dice roll in þe seßion,
due to þeir foreknowledge.

48.
ZAGAN (Zagomagus) - Þe Wine and Blood: With this power
Sixty-firſt Spirit is Zagan. He sealed, once per day, you can
is a Great King and Preſident, tranſform þe blood contained in
appearing at firſt in þe Form of a single creature to wine, or þe
a Bull with Gryphon’s Wings; wine in a single container into
but after a while he putteth on blood. A targeted creature muſt
Human Shape. He maketh Men make a save verſus poiſon or be
Witty. He can turn Wine into inſtantly killed. Even a succeßful
Water, and Blood into Wine, alſo save loſes half þeir hit points
Water into Wine. He can turn all and is thrown into drunken
Metals into Coin of þe Dominion unconciouſneß.
that Metal is of. He can even
make Fools wiſe. He governeth 33 Strike Coin: With this power
Legions of Spirits. sealed, once per day you
can tranſform a lump of raw
Wit: With this power sealed your metal into its same weight in
Chariſma is increaſed by +1. perfect copies of coins of that
Wine and Water: With this denomination.
power sealed, once per day you
can tranſform your Wiſdom in Make Wiſe: With this power
gallons of water to wine, or vice sealed your Wiſdom is increaſed
verſa. Þe water is pure spring by +1. You may chooſe, inſtead,
water, þe wine taſtes like a fine to confer this benefit upon
vintage and is very strong. someone elſe if you wiſh.

49.
VOLAC (Volamagus) - Þe Sixty- Serpent Seeker: With this power
second Spirit is Volac, or Valak, sealed you can determine þe
or Valu. He is a Preſident Mighty location of þe neareſt snakes
and Great, and appeareth like a at any time and may summon a
Child with Angel’s Wings, riding demonic serpent once per day
on a Two-headed Dragon. His to your bidding and diſmiß it
Office is to give True Anſwers at will. Þe serpent has AC15,
of Hidden Treaſures, and to tell bites for d6 damage, moves 120’
where Serpents may be seen. (ground) and has 14 hit dice. It
Þe which he will bring unto þe has a venomous bite that does
Exorciſer without any Force or d6 damage to Conſtitution and
Strength being by him employed. alſo has a conſtriction attack and
He governeth 38 Legions of can swallow a perſon whole on a
Spirits. critical hit.

Hidden Treaſures: With this


power sealed, once per day
Volac can reveal þe location of a
treaſure cloſe to þe petitioner or
þe location of a specific treaſure
that þey know þe name of.

50.
Marquis Sciences: With this power sealed
you can add +1 to Architecture,
GAMIGIN (Gamimagus) - Þe
Fourth Spirit is Samigina or Buſhcraft, Languages, Tinker or
Gamigin, a Great Marquis. Ritualiſm (or any other mentally
He appeareth in þe form of oriented skill).
a little Horſe or Aß, and þen
into Human shape doth he Sinner’s Souls: With this power
change himſelf at þe requeſt of sealed and in þe preſence of
þe Maſter. He speaketh with a human remains, Gamigin can
hoarſe voice. He ruleth over 30 whiſper to you knowledge of þeir
Legions of Inferiors. He teaches life – from þeir point of view –
all Liberal Sciences, and giveth but only if þeir soul ended up in
account of Dead Souls that died hell.
in sin.

51.
AMON (Amomagus) - Þe Feuds: With this power sealed
Seventh Spirit is Amon. He is you can call upon þe power of
a Marquis great in power, and Amon – once per day – to create
moſt stern. He appeareth like a situation that may cauſe enmity
a Wolf with a Serpent’s tail, between two people.
vomiting out of his mouth flames
of fire; but at þe command of þe Reconciliations: With this power
Magician he putteth on þe shape sealed you can call upon þe
of a Man with Dog’s teeth beſet power of Amon – once per day –
in a head like a Raven; or elſe to create a situation that may heal
like a Man with a Raven’s head a rift between two people.
(simply). He telleth all things Paſt
and to Come. He procureth feuds
and reconcileth controverſies
between friends. He governeth
40 Legions of Spirits.

52.
LERAIKHA (Leramagus) - Battles & Conteſts: With this
Þe Fourteenth Spirit is called power sealed, once per day you
Leraikha, Leraje (or Leraie). can cauſe a provocative situation
He is a Marquis Great in Power, that may cauſe a battle, or
showing himſelf in þe likeneß summon a 4 Hit Dice creature
of an Archer clad in Green, and or Level 4 Fighter (gladiator)
carrying a Bow and Quiver. from þe pits of hell with whom
He cauſeth all great Battles to battle or to set upon ones
and Conteſts; and maketh enemies – for one fight.
wounds to putrefy that are made
with Arrows by Archers. This Arrows of Putrefaction: Any
belongeth unto Sagittary. He living thing struck by an arrow
governeth 30 Legions of Spirits, fired by you (from a conventional
and this is his Seal. bow) muſt make a Poiſon Save or
suffer an additional d6 of damage.

53.
NABERIUS (Naberimagus) - Þe Sciences: With this power sealed
Twenty-fourth Spirit is Naberius. you can add +1 to Architecture,
He is a moſt valiant Marquis, Buſhcraft, Languages, Tinker or
and showeth in þe form of a Ritualiſm (or any other mentally
Black Crane, fluttering about þe oriented skill).
Circle, and when he speaketh it
is with a hoarſe voice. He maketh Rhetoric: With this power sealed
men cunning in all Arts and you can raiſe your Chariſma by
Sciences, but eſpecially in þe Art +1.
of Rhetoric. He reſtoreth loſt
Dignities and Honours. Loſt Honours: With this power
sealed you can, once per day,
create a situation in which you –
or someone you favour – can have
a chance to regain þeir loſt titles
and honours.

54.
FORNEUS (Fornemagus) - Þe Rhetoric: Sealing this power
Thirtieth Spirit is Forneus. He provides you with +1 Chariſma.
is a Mighty and Great Marquis,
and appeareth in þe Form of a Good Name: Sealing this power
Great Sea-Monſter. He teacheth, provides you with a good name,
and maketh men wonderfully wherever you go. People will
knowing in þe Art of Rhetoric. have heard of you and be fondly
He cauſeth men to have a Good diſpoſed towards you – until
Name, and to have þe knowledge you give þem reaſon to think
and underſtanding of Tongues. otherwiſe. If you muſt roll on þe
He maketh one to be beloved of reaction table, roll 2d4 inſtead of
his Foes as well as of his Friends. 2d6.
He governeth 29 Legions of
Spirits, partly of þe Order of Tongues: Sealing this power
Thrones, and partly of that of grants you full and fluent
Angels. command of a new language.
Beloved: Sealing this power
grants you can caſt Charm once
per day, as though you were level
12.

55.
MARCHOSIAS (Marchomagus) Warrior Spirit: With this power
- Þe Thirty-fifth Spirit is sealed your attack rolls are
Marchoſias. He is a Great and increaſed by +1.
Mighty Marquis, appearing
at firſt in þe Form of a Wolf Warrior Arm: With this power
having Gryphon’s Wings, and sealed, all your attacks do +1
a Serpent’s Tail, and Vomiting damage.
Fire out of his mouth. But after
a time, at þe command of þe Warrior Body: With this power
Exorciſt he putteth on þe Shape sealed, you gain +1d6 Hit Points.
of a Man. And he is a strong Warrior Defence: With this
fighter. He was of þe Order of power sealed, you gain +1
Dominations. He governeth 30 Armour Claß.
Legions of Spirits. He told his
Chief, who was Solomon, that
after 1,200 years he had hopes to
return unto þe Seventh Throne.

56.
PHENEX (Phenemagus) - Þe Sciences: With this power sealed
Thirty-Seventh Spirit is Phenex you can add +1 to Architecture,
(or Pheynix). He is a great Buſhcraft, Languages, Tinker or
Marquis, and appeareth like þe Ritualiſm (or any other mentally
Bird Phoenix, having þe Voice oriented skill).
of a Child. He singeth many
sweet notes before þe Exorciſt, Performance: With this power
which he muſt not regard, but sealed, once per day, you can
by-and-by he muſt bid him summon þe voice of Phenex to
put on Human Shape. Þen he ißue forth from your mouth.
will speak marvellouſly of all Everyone within earſhot muſt
wonderful Sciences if required. make a Saving Throw againſt
He is a Poet, good and excellent. Breath Weapon or be tranſfixed
And he will be willing to perform for þe duration of þe song. Being
thy requeſts. He hath hopes alſo harmed, struck or placed in peril
to return to þe Seventh Throne will break þe spell.
after 1,200 years more, as he said
unto Solomon. He governeth 20
Legions of Spirits.

57.
SABNOCK (Sabnomagus) - Buildings: With this power
Þe Forty-third Spirit, as King sealed Sabnock can do each of
Solomon commanded þem þe following, once only, for you.
into þe Veßel of Braß, is called He can raiſe a great tower, one
Sabnock, or Savnok. He is a hundred yards tall, for you, a
Marquis, Mighty, Great and caſtle one hundred yards on each
Strong, appearing in þe Form of side or a city large enough to
an Armed Soldier with a Lion’s houſe six thouſand people and
Head, riding on a pale-coloured surrounded by a wall.
horſe. His office is to build high
Towers, Caſtles and Cities, and- Wound Affliction: Once per day
to furniſh þem with Armour, this sealed power may be invoked
etc. Alſo he can afflict Men for to inflict 4d6+16 hit points of
many days with Wounds and with damage upon a single enemy, in
Sores rotten and full of Worms. þe form of suppurating, maggot-
He giveth Good Familiars at filled wounds and sores.
þe requeſt of þe Exorciſt. He
commandeth 50 Legions of Familiars: With þe sealing of
Spirits. this power you gain a familiar.
An animal through whom you
can see, hear, smell, taſte, touch,
speak and uſe your powers.

58.
SHAN (Shanomagus) - Þe Steal from Kings: Once per day
Forty-fourth Spirit is Shax, Shan can steal for you an item
Shan or Shaz (or Shaß). He is a worth 2d6 x 100 silver pieces from
Great Marquis and appeareth a local noble. This will always be
in þe Form of a Stock-Dove, a recogniſible item.
speaking with a voice hoarſe,
but yet subtle. His Office is to Fetch Horſes: Once per day
take away þe Sight, Hearing, Shan can be invoked to summon
or Underſtanding of any Man steeds for you and your party
or Woman at þe command of (maximum ten). This will either
þe Exorciſt; and to steal money by stolen from some local place
out of þe houſes of Kings, and brought into your preſence,
and to carry it again in 1,200 or obviouſly demonic in origin
years. If commanded he will or appearance (skeletal, flaming
fetch Horſes at þe requeſt of hooves and so forth).
þe Exorciſt, or any other thing.
But he muſt firſt be commanded Diſcover Things Hidden: With
into a Triangle, or elſe he will þe name or deſcription of a thing
deceive him, and tell him many hidden or loſt, you can invoke
Lies. He can diſcover all things Shan once per day to diſcover
that are Hidden, and not kept that thing’s location.
by Wicked Spirits. He giveth Familiars: With þe sealing of
good Familiars, sometimes. He this power you gain a familiar.
governeth 30 Legions of Spirits. An animal through whom you
can see, hear, smell, taſte, touch,
Take Underſtanding: Once per speak and uſe your powers.
day you can call upon Shan to
remove þe wits of a single perſon.
That perſon’s Skills, Intelligence
and Wiſdom are dropped to 3
immediately, unleß þey make a
save verſus Magic. Only magic or
wiſhes can fix this affliction.

59.
ORIAX (Oriamagus) - Þe Fifty- Tranſformation: With this power
ninth Spirit is Oriax, or Orias. sealed your body changes and is
He is a Great Marquis, and perfected. You may shift points
appeareth in þe Form of a Lion, between your attributes loſing
riding upon a Horſe Mighty two points from one attribute
and Strong, with a Serpent’s to raiſe another attribute by +1.
Tail; and he holdeth in his Right At þe end of this proceß you can
Hand two Great Serpents hißing. add +1 to any attribute of your
His Office is to teach þe Virtues choice.
of þe Stars, and to know þe
Manſions of þe Planets, and how Dignities & Prelacies: With
to underſtand þeir Virtues. He þe sealing of this power Oriax
alſo tranſformeth Men, and he grants you a noble rank or
giveth Dignities, Prelacies, and Church title. This title cannot
Confirmation þereof; alſo Favour be one that is inherited, only
with Friends and with Foes. He one that can be granted by þe
doth govern 30 Legions of Spirits Church by þe exiſting nobility. In
practice þe higheſt rank you can
Aſtrology: With þe seal of this claim is that of Duke, or Biſhop.
power, your character gains þe If þe occupation is currently
Aſtrology Skill at 1. Succeeding held, it will be made vacant for
on þe skill roll fortells þe future you to fill it.
allowing þe target character to
re-roll one dice roll in þe seßion, Favours: With þe seal of this
due to þeir foreknowledge. power you can demand a favour
from a friend or foe once per
week and þey muſt fulfil it to þe
beſt of þeir – safe – ability.

60.
ANDRAS (Andramagus) - Þe Diſcord: Once per day you can
Sixty-third Spirit is Andras. He invoke Andras to set a man or
is a Great Marquis, appearing in beaſt againſt his fellows, to þe
þe Form of an Angel with a Head death or defeat. Þe madneß laſts
like a Black Night Raven, riding for a day.
upon a strong Black Wolf, and
having a Sharp and Bright Sword
flouriſhed aloft in his hand. His
Office is to sow Diſcords. If þe
Exorciſt have not a care, he will
slay both him and his fellows. He
governeth 30 Legions of Spirits

61.
ANDREALPHUS Menſuration: With this power
(Andremagus) - Þe Sixty-fifth sealed you can inſtantly and
Spirit is Andrealphus. He is a accurately eſtimate any angle,
Mighty Marquis, appearing at any diſtance, any weight, any
firſt in þe form of a Peacock, with number. With a glance you can
great Noiſes. But after a time he number þe soldiers in an army, þe
putteth on Human shape. He can stars in þe sky, þe grains of sand
teach Geometry perfectly. He on a beach.
maketh Men very subtle þerein;
and in all Things pertaining unto Likeneß of a Bird: With this
Menſuration or Aſtronomy. He power sealed you can, once per
can tranſform a Man into þe day, tranſform yourſelf into any
Likeneß of a Bird. He kind of natural, non-monſtrous,
governeth 30 Legions of Infernal bird. You gain that bird’s natural
Spirits. abilities but retain your own
attributes, hit points etc. If you
became a mynah bird you would
be able to fly, would retain þe
power of speech, gain þe power
of mimicry and have acceß to a
beak to peck with.

62.
KIMARIS (Kimagus) – Þe Rhetoric: With this power sealed,
Sixty-sixth Spirit is Cimejes, your Chariſma is raiſed by +1.
or Cimeies, or Kimaris. He is a
Marquis, Mighty, Great, Strong Logic: With this power sealed
and Powerful, appearing like a your Intelligence is raiſed by +1.
Valiant Warrior riding upon a
goodly Black Horſe. He ruleth Diſcover þe Hidden: Knowing þe
over all Spirits in þe parts of name of a hidden item, perſon or
Africa. His Office is to teach treaſure you can – once per day –
perfectly Grammar, Logic, know its location.
Rhetoric, and to diſcover things
Loſt or Hidden, and Treaſures.
He governeth 20 Legions of
Infernals.

63.
DECARABIA (Decaramagus) Birds: You can identify, know
- Þe Sixty-ninth Spirit is þe value of, and underſtand any
Decarabia. He appeareth in þe special abilities of any bird, with
Form of a Star in a Pentacle, at this power sealed.
firſt; but after, at þe command
of þe Exorciſt, he putteth on þe Stones: You can identify, know
image of a Man. His Office is to þe value of, and underſtand any
discover þe Virtues of Birds and special abilities of any precious
Precious Stones, and to make þe stone, with this power sealed.
Similitude of all kinds of Birds
to fly before þe Exorciſt, singing Birds of All Kinds: With this
and drinking as natural Birds power sealed, once per day you
do. He governeth 30 Legions can call forth a swirling, illuſory
of Spirits, being himſelf a Great flock of birds of all kinds. This
Marquis. maß of tweeting, pecking illuſion
fills a sphere with a radius of
twenty feet and thoſe within þe
sphere gain þe advantage of full
cover. Þe sphere moves with þe
ritualiſt and laſts for 21 rounds.

64.
Princes Paſt & Future: Once per day
you may aſk a yes or no queſtion
VAßAGO (Vaßamagus) - Þe
Third Spirit is a Mighty Prince, about þe paſt or þe future and
being of þe same nature as have it anſwered truthfully.
Agares. He is called Vaßago. This
Spirit is of a Good Nature, and Diſcover þe Hidden: Knowing þe
his office is to declare things Paſt name of a hidden item, perſon or
and to Come, and to diſcover treaſure you can – once per day –
all things Hid or Loſt. And he know its location.
governeth 26 Legions of Spirits.

65.
SITRI (Sitrimagus) - Þe Twelfth Enflame with Love: Once per
Spirit is Sitri. He is a Great day you can cauſe someone to fall
Prince and appeareth at firſt in yearning love with someone
with a Leopard’s head and þe of þe oppoſite sex – regardleß
Wings of a Gryphon, but after of þeir own normal preferences.
þe command of þe Maſter of Þere is no save againſt this effect
þe Exorciſm he putteth on immediately, but a save verſus
Human shape, and that very magic may be made each day to
beautiful. He enflameth men try and shake off þe effect.
with Women’s love, and Women
with Men’s love; and cauſeth þem Nakedneß: Once per day you can
alſo to show þemſelves naked if cauſe someone to strip naked and
it be deſired. He governeth 60 to have þe compulſion to remain
Legions of Spirits. naked all day and all night for
twenty four hours, whereupon
þeir shame will return. Þere is no
save againſt this effect.

66.
GAAP (Gaapomagus) - Þe Inſenſibility: Once per day you
Thirty-third Spirit is Gaap. He is may render a man unconſcious.
a Great Preſident and a Mighty Þere is no save againſt this effect,
Prince. He appeareth when þe but upon being struck or harmed
Sun is in some of þe Southern þey will awaken.
Signs, in a Human Shape, going
before Four Great and Mighty Ignorance: Once per day you
Kings, as if he were a Guide may afflict a man with ignorance.
to conduct þem along on þeir Þe target loſes all þeir skills and
way. His Office is to make men reduces þeir Intelligence to 3.
Inſenſible or Ignorant; as alſo Þey regain one skill point and
in Philoſophy to make þem one Intelligence per day until
Knowing, and in all þe Liberal þeir values are reſtored. Þere is
Sciences. He can cauſe Love no save againſt this effect.
or Hatred, alſo he can teach
þee to conſecrate thoſe things Philoſophy: With this power
that belong to þe Dominion sealed you may raiſe your
of AMAYMON his King. He Intelligence by +1.
can deliver Familiars out of þe
Cuſtody of other Magicians, and Sciences: With this power sealed
anſwereth truly and perfectly you can add +1 to Architecture,
of things Paſt, Preſent, and to Buſhcraft, Languages, Tinker or
Come. He can carry and re- Ritualiſm (or any other mentally
carry men very speedily from oriented skill).
one Kingdom to another, at þe
Will and Pleaſure of þe Exorciſt. Love & Hate: With this power
He ruleth over 66 Legions of sealed you may, once per day,
Spirits, and he was of þe Order of cauſe two perſons to fall in love,
Potentates. or to loathe one another. Every
day þey may make a save verſus
magic to shake off þe effect, but
for þe firſt day þe effect cannot
be avoided.

67.
Conſecration: You may Carriage: With this power sealed,
conſecrate a single item to once per day you may teleport
Amaymon, a ring, a pendant, a from one kingdom to another,
robe, a weapon, a crown or cap. and back (if you so wiſh) in a
This item either renders you great guſt of hot and sulphurous
immune to poiſon or inflicts wind.
inſtant death upon thoſe who fail
a poiſon save after being struck. Familiars: With þe sealing of
this power you gain a familiar.
An animal through whom you
can see, hear, smell, taſte, touch,
speak and uſe your powers. This
is stolen from another magician.

68.
STOLAS (Stolamagus) - Þe Aſtronomy: With this power
Thirty-sixth Spirit is Stolas, sealed you can find and name þe
or Stolos. He is a Great and stars and planets. Your Ritual
Powerful Prince, appearing in þe Magic skill is increased by +1.
Shape of a Mighty Raven at firſt
before þe Exorciſt; but after he Virtues of Herbs: With this
taketh þe image of a Man. He power sealed increaſe your
teacheth þe Art of Aſtronomy, Buſhcraft skill by +1.
and þe Virtues of Herbs and
Precious Stones. He governeth 26 Stones: You can identify, know
Legions of Spirits. þe value of, and underſtand any
special abilities of any precious
stone, with this power sealed.

69.
OROBAS (Orobamagus) - Þe Dignities & Prelacies: With þe
Fifty-fifth Spirit is Orobas. He is sealing of this power Orobas
a great and Mighty Prince, grants you a noble rank or
appearing at firſt like a Horſe; Church title. This title cannot
but after þe command of þe be one that is inherited, only
Exorciſt he putteth on þe Image one that can be granted by þe
of a Man. His Office is to diſcover Church by þe exiſting nobility. In
all things Paſt, Preſent, and to practice þe higheſt rank you can
Come; alſo to give Dignities, claim is that of Duke, or Biſhop.
and Prelacies, and þe Favour of If þe occupation is currently
Friends and of Foes. He giveth held, it will be made vacant for
True Anſwers of Divinity, and you to fill it.
of þe Creation of þe World. Favours: With þe seal of this
He is very faithful unto þe power you can demand a favour
Exorciſt, and will not suffer him from a friend or foe once per
to be tempted of any Spirit. He week and þey muſt fulfil it to þe
governeth 20 Legions of Spirits. beſt of þeir – safe – ability.

Paſt, Preſent, Future: With this Divine Anſwers: With this power
power sealed you may, once per sealed you may aſk a queſtion
day, aſk a yes or no queſtion about gods, spirits, demons or þe
about þe paſt, preſent or future divine act of creation and receive
and get an accurate anſwer. an accurate anſwer once per day.

70.
SEIR (Seiromagus) - Þe Conveyance: With this power
Seventieth Spirit is Seere, Sear, or sealed you can tranſport yourſelf
Seir. He is a Mighty Prince, and anywhere that you wiſh or have
Powerful, under AMAYMON tranſported to you anything you
, King of þe Eaſt. He appeareth can truly name, from anywhere
in þe Form of a Beautiful Man, in þe world. This power may be
riding upon a Winged Horſe. His invoked once per week.
Office is to go and come; and to
bring abundance of things Treaſure: With þe name of a
to paß on a sudden, and to carry treaſure you can, once per day,
or recarry anything whither thou know where it is being held or
wouldeſt have it to go, or hidden.
whence thou wouldeſt have it
from. He can paß over þe whole
Earth in þe twinkling of an Eye.
He giveth a True relation of all
sorts of Þeft, and of Treaſure hid,
and of many other things. He is
of an indifferent Good Nature,
and is willing to do anything
which þe Exorciſt deſireth. He
governeth 26 Legions of Spirits.

71.
Dukes Call Home: Someone who has
fled home, runaway or eſcaped
AGARES (Agarmagus) - Þe
Second Spirit is a Duke called from priſon can be compelled
Agreas, or Agares. He is under to return home or to þe place of
þe Power of þe Eaſt, and cometh þeir incarceration. You may not
up in þe form of an old fair see or notice þem, þey can be
Man, riding upon a Crocodile, stealthy, but þey are compelled
carrying a Goſhawk upon his fist, to return if and when it is in þeir
and yet mild in appearance. He power to do so. Þere is no save
maketh þem to run that stand againſt this effect.
still, and bringeth back runaways.
He teaches all Languages or Languages: With this power
Tongues preſently. He hath sealed you can learn full
power alſo to deſtroy Dignities command of a new language.
both Spiritual and Temporal, Deſtroy Dignities: With this
and cauſeth Earthquakes. He was power sealed you may cauſe a
of þe Order of Virtues. He hath man of Duke – equivalent or
under his government 31 Legions leßer rank – to loſe þeir poſition
of Spirits. in some manner.

Run: With this power sealed Earthquake: With this power


you can increaſe your movement sealed, once per day you may
by 10’ and you can alſo, once call an earthquake into being.
per day, induce a single target This quake may be caſt up to 120’
to run – which þey muſt do – by from þe ritualiſt and affects an
compulſion for a period of one area of 100’ diameter. Þe quake
day (24 hours). Þere is no save collapſes buildings, opens cracks
againſt this effect. in þe ground and knocks people
off þeir feet unleß þey can make
a save verſus paralyſis. While þe
earthquake laſts (1d4 rounds)
nobody in its area may caſt spells,
move, or fire ranged weapons. In
a cave or tunnel þe quake cauſes
rock falls that do 7d6 damage.

72.
At a cliff it cauſes a landſlip, Structures take 5d12 damage and
again doing 7d6 damage to thoſe any creature inſide takes 7d6
caught in it. On open ground 1d6 damage from falling beams and
creatures fall into þe crevices, ceiling. Lakes, rivers and swamps
and die. are drained in þe area of þe quake
and 1d6 creatures are sucked into
þe mud and drowned.

73.
VALEFOR (Valeformagus) - Þe Thief ’s Heart: Sealing this power
Sixth Spirit is Valefor. He is a increaſes one of þe following
mighty Duke, and appeareth in skills: Open Doors, Search,
þe shape of a Lion with an Aß’s Slight of Hand, Sneak Attack
Head, bellowing. He is a good and Tinker skills, by +1.
Familiar, but tempteth þem he is
a familiar of to steal. He Familiar: Valefor provides a
governeth 10 Legions of Spirits. familiar in his own form.

74.
BARBATOS (Barbomagus) - Þe Hidden Treaſures: With this
Eighth Spirit is Barbatos. He is a power, once per day, you can
Great Duke, and appeareth when cauſe to appear and open any
þe Sun is in Sagittary, with four treaſure hidden in þe room
noble Kings and þeir companies that you are currently in. This
of great troops. He giveth diſpels any illuſions, unſeals
underſtanding of þe singing of any container holding such a
Birds, and of þe Voices of other treaſure and unweaves any magic
creatures, such as þe barking of concealing or locking it away.
Dogs. He breaketh þe Hidden
Treaſures open that have been Paſt and Future: With this power
laid by þe Enchantments of sealed, once per day you can aſk
Magicians. He is of þe Order of a single queſtion of þe paſt or
Virtues, of which some part he future, and have it anſwered.
retaineth still; and he knoweth
all things Paſt, and to come, and Conciliation: With this power
conciliateth Friends and thoſe sealed, once per day (with þe
that be in Power. He ruleth over target getting a save verſus
30 Legions of Spirits. magic) a perſon’s attitude can
be shifted to þe beſt, poßible,
Animal Voices: With this power plauſible outcome. A judge may
sealed you may underſtand þe find you innocent or give þe
utterances of any animal. loweſt poßible sentence, a friend
may forgive you or a potential
lover, not sure whether to
accept you will take to you with
enthuſiaſm.

75.
76.
GUSION (Guſomagus) - Þe Paſt, Preſent and Future: With
Eleventh Spirit in order is a this power sealed, once per day
great and strong Duke, called you can aſk a single queſtion of
Guſion. He appeareth like a þe paſt, preſent or future, and
Xenopilus. He telleth all things, have it anſwered.
Paſt, Preſent, and to Come,
and showeth þe meaning and Conciliation: With this power
reſolution of all queſtions thou sealed, once per day (with þe
mayeſt aſk. He conciliateth and target getting a save verſus
reconcileth friendſhips, and magic) a perſon’s attitude can
giveth Honour and Dignity unto be shifted to þe beſt, poßible,
any. He ruleth over 40 Legions plauſible outcome. A judge may
of Spirits. find you innocent or give þe
loweſt poßible sentence, a friend
may forgive you or a potential
lover, not sure whether to
accept you will take to you with
enthuſiaſm.

77.
ELIGOS (Eligomagus) - Þe Things to Come: With this
Fifteenth Spirit in Order is power sealed you can aſk a simple
Eligos, a Great Duke, and queſtion about þe future and get
appeareth in þe form of a goodly a true anſwer.
Knight, carrying a Lance, an
Enſign, and a Serpent. He War Knowledge: With this power
diſcovereth hidden sealed you may aſk any queſtion
things, and knoweth things to of a paſt, preſent or future
come; and of Wars, and how þe conflict and receive knowledge of
Soldiers will or shall meet. it. You could learn þe diſpoſitions
He cauſeth þe Love of Lords and of þe armies, þeir numbers, þeir
Great Perſons. He governeth 60 commander or where upon þe
Legions of Spirits. battlefield þey might meet.

Hidden Things: Once per day Patronage: With this power


you can call upon this power to sealed you may chooſe a powerful
detect þe preſence of any hidden perſon who has dominion over
thing in your preſence, concealed local lands – a lord, knight,
magically or otherwiſe. biſhop or wealthy merchant –
and cauſe þem to view you with
favour and patronage.

78.
ZEPAR (Zepamagus) - Þe Cauſe to Love: With this power
Sixteenth Spirit is Zepar. He is sealed, once per day you can
a Great Duke, and appeareth cauſe a man to fall in love with
in Red Apparel and Armour, a woman, or vice verſa. Þey may
like a Soldier. His office is to make a save verſus magic to reſiſt
cauſe Women to love Men, and þe effects.
to bring þem together in love.
He alſo maketh þem barren. He Barren Curſe: With this power
governeth 26 Legions of Inferior sealed you can – once per day –
Spirits. cauſe a man or woman to become
infertile or barren (you can alſo
do this to animals). Þey may make
a save verſus poiſon to reſiſt þe
effects.

79.
BATHIN (Bathomagus) - Þe Gem Lore: With this power
Eighteenth Spirit is Bathin. He is sealed you can know þe value and
a Mighty and Strong Duke, and virtues of any stone – magical or
appeareth like a Strong Man with otherwiſe – with even a curſory
þe tail of a Serpent, sitting upon examination.
a Pale-Coloured Horſe. He
knoweth þe Virtues of Herbs Tranſportation: With this power
and Precious Stones, and can sealed you may, once per day,
tranſport men suddenly from tranſport yourſelf inſtantly from
one country to another. He anywhere within one nation to
ruleth over 30 Legions of Spirits. anywhere within another nation –
Herb Lore: With this power defined by þeir current borders.
sealed you can increaſe your
buſhcraft skill by +1.

80.
SALLOS (Sallomagus) - Þe Cauſe to Love: With this power
Nineteenth Spirit is Sallos (or sealed, once per day you can
Saleos). He is a Great and Mighty cauſe a man to fall in love with a
Duke, and appeareth in þe form woman, or vice verſa. Þere is no
of a gallant Soldier riding on a save againſt this effect, and þe
Crocodile, with a Ducal Crown love is that of ‹true love’.
on his head, but peaceably. He
cauſeth þe Love of Women to
Men, and of Men to Women; and
governeth 30 Legions of Spirits.

81.
AIM (Aimagus) - Þe Twenty- Wit: With this power sealed,
third Spirit is Aim. He is a Great increaſe your Chariſma by +1.
Strong Duke. He appeareth in þe
form of a very handſome Man in Private Secrets: With this power
body, but with three Heads; þe sealed, once per day you can call
firſt, like a Serpent, þe second upon Aim to reveal someone’s
like a Man having two Stars on perſonal secret.
his Forehead, þe third like a Calf.
He rideth on a Viper, carrying a
Firebrand in his Hand,
wherewith he setteth cities,
caſtles, and great Places, on
fire. He maketh þee witty in all
manner of ways, and giveth true
anſwers unto private matters. He
governeth 26 Legions of Inferior
Spirits.

82.
BUNE (Bunomagus) - Þe Move þe Dead: With this power
Twenty-sixth Spirit is Bune (or sealed you can cauſe a dead body
Bim). He is a Strong, Great and to be removed from one place
Mighty Duke. He appeareth in and placed into another. Even
þe form of a Dragon with three þe undead. You muſt know þe
heads, one like a Dog, one like general diſpoſition of þe body.
a Gryphon, and one like a Man.
He speaketh with a high and Riches: Once per day you can
comely Voice. He changeth þe invoke Bune’s power to claim 2d6
Place of þe Dead, and cauſeth silver pieces from Bune.
þe Spirits which be under him
to gather together upon your Wiſdom & Eloquence: With this
Sepulchres. He giveth Riches power sealed your Wiſdom and
unto a Man, and maketh him Chariſma are increaſed by +1.
Wiſe and Eloquent. He giveth
true Anſwers unto Demands. Truthful Anſwers: With this
And he governeth 30 Legions of power sealed, once per day you
Spirits. can call to Bune for an anſwer to
a Yes/No queſtion and receive a
truthful anſwer.

83.
BERITH (Berimagus) - Þe Paſt, Preſent and Future: With
Twenty-eighth Spirit in Order, this power sealed, once per day
as Solomon bound þem, is named you can aſk a single queſtion of
Berith. He is a Mighty, Great, þe paſt, preſent or future, and
and Terrible Duke. He hath have it anſwered.
two other Names given unto
him by men of later times, viz: Philoſopher’s Stone: With this
BEALE, or BEAL, and BOFRY power sealed, once per day you
or BOLFRY . He appeareth in can tranſform baſe metal into
þe Form of a Soldier with Red gold. Þe total value each time is
Clothing, riding upon a Red 10 gold pieces. This is either a
Horſe, and having a Crown of solid lump, an alloy, or a coating
Gold upon his head. He giveth over þe baſe metal.
true anſwers, Paſt, Preſent, and Dignities & Prelacies: With þe
to Come. Thou muſt make uſe sealing of this power Orobas
of a Ring in calling him forth, grants you a noble rank or
as is before spoken of regarding Church title. This title cannot
Beleth. He can turn all metals be one that is inherited, only
into Gold. He can give Dignities, one that can be granted by þe
and can confirm þem unto Man. Church by þe exiſting nobility. In
He speaketh with a, very clear practice þe higheſt rank you can
and subtle Voice. claim is that of Duke, or Biſhop.
If þe occupation is currently
held, it will be made vacant for
you to fill it.

84.
ASTAROTH (Aſtarmagus) - Þe Breath of Aſtaroth: With this
Twenty-ninth Spirit is Aſtaroth. power sealed, once per day
He is a Mighty, Strong Duke, you can call forth þe breath of
and appeareth in þe Form of Aſtaroth. This fills a 20’ radius
an hurtful Angel riding on an sphere about you with noxious
Infernal Beaſt like a Dragon, vapours that laſts for twenty
and carrying in his right hand rounds. Anything in that area
a Viper. Thou muſt in no wiſe muſt make a save verſus poiſon or
let him approach too near unto suffer 3d8 damage each turn.
þee, leſt he do þee damage by his
Noiſome Breath. Wherefore þe Paſt, Preſent & Future: With this
Magician muſt hold þe Magical power sealed, once per day you
Ring near his face, and that can aſk a single queſtion of þe
will defend him. He giveth true paſt, preſent or future, and have
anſwers of things Paſt, Preſent, it anſwered.
and to Come, and can diſcover all
Secrets. He will declare wittingly Private Secrets: With this power
how þe Spirits fell, if deſired, and sealed, once per day you can call
þe reaſon of his own fall. He can upon Aim to reveal someone’s
make men wonderfully knowing perſonal secret.
in all Liberal Sciences.
Liberal Sciences: With this
power sealed you can increaſe
your Architecture, Languages or
Tinker skill by +1.

85.
86.
FOCALOR (Focamagus) - Þe Drag Down: With this power
Forty-firſt Spirit is Focalor, or sealed you may, once per month,
Forcalor, or Furcalor. He is a reach out and call for a ship to
Mighty Duke and Strong. He be sunk without trace beneath þe
appeareth in þe Form of a Man waves, taking its crew with it.
with Gryphon’s Wings. His office
is to slay Men, and to drown þem Wind & Sea: With this power
in þe Waters, and to overthrow sealed, once per day you can
Ships of War, for he hath Power cauſe a powerful guſt of wind
over both Winds and Seas; but he or a powerful current of water,
will not hurt any man or thing if stretching for 200’, to ruſh
he be commanded to þe contrary forth. This hurls small or flying/
by þe Exorciſt. He alſo hath swimming creatures back 1d6
hopes to return to þe Seventh x 10’ and holds medium sized
Throne after 1,000 years. He creatures in place. Larger
governeth 30 Legions of Spirits. creatures have þeir next
movement reduced by 30’.
Aßaßination: With this power
sealed you may, once per week, Harm None: With this power
call upon Focalor to strike dead sealed any other power you uſe or
any perſon. Þey muſt make a save any blow you strike can be made
verſus poiſon or be killed if þey to not kill. Þe targets may be
are of level/hit dice 20 or below. reduced to zero hit points and/or
Thoſe higher take 1d4 x 1d20 hit rendered unconcious but will not
points of damage. Each target be killed. Sunken veßels crews
may only be attacked once. will eſcape, rather than being
drowned.

87.
VEPAR (Vepamagus) - Þe Forty- Storms: With this power sealed
second Spirit is Vepar, or Vephar. once per week you can cauſe
He is a Duke Great and Strong a storm to come into being,
and appeareth like a Mermaid. rendering an area of three miles
His office is to govern þe Waters, in radius impaßible to shipping
and to guide Ships laden with due to storm-toßed waters. This
Arms, Armour, and Ammunition, storm will laſt a maximum of
etc., þereon. And at þe requeſt of twenty hours.
þe Exorciſt he can cauſe þe seas
to be right stormy and to appear
full of ships. Also he maketh Illuſory Fleet: With this power
men to die in Three Days by sealed you can summon an
Putrefying Wounds or Sores, illuſory fleet to fill a three mile
and cauſing Worms to breed in radius area of þe sea. It will
þem. He governeth 29 Legions laſt until a veßel approaches þe
of Spirits. fleet cloſe enough to touch, at
which time þe whole illuſion will
Guide Veßels: With Vepar’s dißipate.
power sealed a veßel that þe
magus travels upon will complete Putrefaction: With this power
its journey 10% faſter than sealed you can, once per day,
expected and will avoid all harm afflict a wounded enemy with
from weather, reefs and other a putrefying diſeaſe. Þey muſt
natural problems. make a poiſon to reſiſt and an
additional save each day after
being afflicted for three days
(made at -2), after which þey
recover. Each failed save cauſes
either þe loß of 1d6 Conſtitution,
or 4d12 hit points. Being reduced
to zero in either means death.

88.
VOVAL (Vovamagus) – Þe Cauſe to Love: With this power
Forty-seventh Spirit Uvall, or sealed, once per day you can
Vual, or Voval. He is a Duke, cauſe a man to fall in love with
Great, Mighty, and Strong; a woman, or vice verſa. Þey may
and appeareth in þe Form of make a save verſus magic to reſiſt
a Mighty Dromedary at þe þe effects.
firſt, but after a while at þe
Command of þe Exorciſt he Paſt, Preſent & Future: With this
putteth on Human Shape, and power sealed, once per day you
speaketh þe Egyptian Tongue, can aſk a single queſtion of þe
but not perfectly. His Office is paſt, preſent or future, and have
to procure þe Love of Woman, it anſwered.
and to tell Things Paſt, Preſent,
and to Come. He alſo procureth Friends and Foes: With this
Friendſhip between Friends power sealed, once per week you
and Foes. He was of þe Order can turn a foe into a friend. Þey
of Poteſtates or Powers. He may make a save againſt magic to
governeth 37 Legions of Spirits. reſiſt this effect.

89.
CROCELL (Crocemagus) - Þe Liberal Sciences: With this
Forty-ninth Spirit is Crocell, or power sealed you can increaſe
Crokel. He appeareth in þe Form your Architecture, Languages or
of an Angel. He is a Duke Great Tinker skill by +1.
and Strong, speaking something
Myſtically of Hidden Things. Find Water: With this power
He teacheth þe Art of Geometry sealed, once per day you can
and þe Liberal Sciences. He, at track þe neareſt clean water
þe Command of þe Exorciſt, source or þe neareſt hot springs
will produce Great Noiſes like once per day.
þe Ruſhings of many Waters,
although þere be none. He Thundering Waters: With this
warmeth Waters, and diſcovereth power sealed you can, once per
Baths. He was of þe Order of day, create þe thunderous sound
Poteſtates, or Powers, before his of a burſt dam or a breaking
fall, as he declared unto þe King wave. This sound deafens and
Solomon. He governeth 48 stuns thoſe within a 20’ sphere
Legions of Spirits. radius of you unleß þey can make
a save verſus paralyſis.
Qualities of þe Hidden: With
this power sealed, once per day
you can have revealed to you þe
qualities, powers and nature of a
hidden treaſure or magical item
that you are seeking.

90.
ALLOCES (Allomagus) - Þe Aſtronomy: With this power
Fifty-second Spirit is Alloces, sealed you can find and name þe
or Alocas. He is a Duke, Great, stars and planets. Your Ritual
Mighty, and Strong, appearing Magic skill is increaſed by +1.
in þe Form of a Soldier riding
upon a Great Horſe. His Face is Liberal Sciences: With this
like that of a Lion, very Red, and power sealed you can increaſe
having Flaming Eyes. His Speech your Architecture, Languages or
is hoarſe and very big. His Office Tinker skill by +1.
is to teach þe Art of Aſtronomy,
and all þe Liberal Sciences. Familiars: With þe sealing of
He bringeth unto þee Good this power you gain a familiar.
Familiars; also he ruleth over 36 An animal through whom you
Legions of Spirits. can see, hear, smell, taſte, touch,
speak and uſe your powers.

91.
GAMORI (Gamomagus) - Þe Paſt, Preſent & Future: With this
Fifty-sixth Spirit is Gremory, power sealed, once per day you
or Gamori. He is a Duke Strong can aſk a single queſtion of þe
and Powerful, and appeareth in paſt, preſent or future, and have
þe Form of a Beautiful Woman, it anſwered.
with a Ducheß’s Crown tied
about her waiſt, and riding on a Hidden Treaſures: With this
Great Camel. His Office is to tell power sealed, once per day
of all Things Paſt, Preſent, and to Gamori can whiſper þe location
Come; and of Treaſures Hid, and of a treaſure into your ear for
what þey lie in; and to procure þe you to þen find and claim for
Love of Women both Young and yourſelf.
Old. He governeth 26 Legions of
Spirits. Cauſe to Love: With this power
sealed, once per day you can
cauſe a man to fall in love with
a woman, or vice verſa. Þey may
make a save verſus magic to reſiſt
þe effects.

92.
VAPULA (Vapumagus) - Þe Profeßional Spirit: With this
Sixtieth Spirit is Vapula, or power sealed add +1 to any skill.
Naphula. He is a Duke Great,
Mighty, and Strong; appearing Philoſophy & Science: With
in þe Form of a. Lion with this power sealed add +1 to your
Gryphon’s Wings. His Office Intelligence and Wiſdom.
is to make Men Knowing in all
Handcrafts and Profeßions,
also in Philoſophy, and other
Sciences. He governeth 36
Legions of Spirits.

93.
HAURES (Hauramagus) - Þe Paſt, Preſent & Future: With this
Sixty-fourth Spirit is Haures, power sealed, once per day you
or Hauras, or Havres, or can aſk a single queſtion of þe
Flauros. He is a Great Duke, paſt, preſent or future, and have
and appeareth at firſt like a it anſwered.
Leopard, Mighty, Terrible, and
Strong, but after a while, at þe Flames of Haures: Þe target is
Command of þe Exorciſt, he conſumed in a column of flame,
putteth on Human. Shape with 5’ in radius and 20’ high which
Eyes Flaming and Fiery, and a does 2d6 damage to þem and
moſt Terrible Countenance. He 1d6 damage to everyone and
giveth True Anſwers of all things, everything within ten feet for a
Preſent, Paſt, and to Come. duration of 20 turns. Þe flames
But if he be not commanded into are noxious and sulphorous.
a Triangle, he will Lie in all þeſe
Things, and deceive and
beguile þe Exorciſt in þeſe
things, or in such and such
buſineß. He will, laſtly, talk of
þe Creation of þe World, and
of Divinity, and of how he and
other Spirits fell. He deſtroyeth
and burneth up thoſe who be þe
Enemies of þe Exorciſt should he
so deſire it; alſo he will not suffer
him to be tempted by any other
Spirit or otherwiſe. He governeth
36 Legions of Spirits

94.
AMDUSIAS (Amdumagus) – Þe Woodſhaping: Once per day, at
Sixty-seventh Spirit is Amduſias, your command you can order
or Amdukias. He is a Duke Great all living wood within 20’ to
and Strong, appearing at firſt like shape itſelf to your bidding. You
a Unicorn, but at þe requeſt of could do this to create a shelter,
þe Exorciſt he standeth before a grove, a tree houſe, to clear a
him in Human Shape, cauſing path, to create an obſtacle. You
Trumpets, and all manner of can alſo use it to make þe plants,
Muſical Inſtruments to be heard, roots and branches all grapple
but not soon or immediately. Alſo everyone in an area. Þey are
he can cauſe Trees to bend and conſidered to wreſtle with an
incline according to þe Exorciſt’s attack of +10 and a Strength of
Will. He giveth Excellent 10.
Familiars. He governeth 29
Legions of Spirits. Familiars: With þe sealing of
this power you gain a familiar.
An animal through whom you
can see, hear, smell, taſte, touch,
speak and uſe your powers.

95.
DANTALION (Dantamagus) Know Thought: Once per day
- Þe Seventy-firſt Spirit is you may peer into þe mind of any
Dantalion. He is a Duke Great man and see what þey know and
and Mighty, appearing in þe feel on any subject, any secret.
Form of a Man with many
Countenances, all Men’s and Change Thought: Once per
Women’s Faces; and he hath day you may enter þe mind of
a Book in his right hand. His any man and change one of þeir
Office is to teach all Arts and thoughts in any way you so wiſh.
Sciences unto any; and to Viſion of Viſage: Once per day
declare þe Secret Counſel you can summon up þe perfect
of any one; for he knoweth illuſion of any man in þe world,
þe Thoughts of all Men and though all it may do is stand,
Women, and can change þem at still, as though in a trance.
his Will. He can cauſe Love, and
show þe Similitude of any perſon, Cauſe to Love: With this power
and show þe same by a Viſion, let sealed, once per day you can
þem be in what part of þe World cauſe a man to fall in love with
þey Will. He governeth 36 a woman, or vice verſa. Þey may
Legions of Spirits make a save verſus magic to reſist
þe effects.
Arts & Sciences: With this power
sealed you may raiſe any skill by
+1.

96.
Kings Inviſibility: With this power
sealed you can turn turn inviſible
BAEL (Baelomagus) - Þe
Firſt Principal Spirit is a King at will – and return to viſibility at
ruling in þe Eaſt, called Bael. will. Making an attack or violent
He maketh þee to go Inviſible. action of any sort forces you into
He ruleth over 66 Legions of viſibility for a turn. This effect
Infernal Spirits. He appeareth cannot be diſpelled.
in divers shapes, sometimes like
a Cat, sometimes like a Toad,
and sometimes like a Man, and
sometimes all þese forms at once.
He speaketh hoarſely.

97.
PAIMON (Paimagus) - Þe Ninth He is of þe Order of
Spirit in this Order is Paimon, a Dominations. He hath under
Great King, and very obedient him 200 Legions of Spirits, and
unto LUCIFER . He appeareth part of þem are of þe Order of
in þe form of a Man sitting upon Angels, and þe other part of
a Dromedary with a Crown moſt Potentates.
glorious upon his head. Now if thou calleſt this Spirit
Paimon alone, thou muſt make
Þere goeth before him alſo an him some offering; and þere
Hoſt of Spirits, like Men with will attend him two Kings called
Trumpets and well sounding LABAL and ABALI , and alſo
Cymbals, and all other sorts of other Spirits who be of þe Order
Muſical Inſtruments. He hath a of Potentates in his Hoſt, and
great Voice, and roareth at his 25 Legions. And thoſe Spirits
firſt coming, and his speech is which be subject unto þem are
such that þe Magician cannot not always with þem unleß þe
well underſtand unleß he can Magician do compel þem.
compel him.
Arts & Sciences: With this power
This Spirit can teach all Arts and sealed you can raiſe any one skill
Sciences, and other secret things. to 6, or increaſe your Wiſdom
He can diſcover unto þee what and Intelligence by +1.
þe Earth is, and what holdeth
it up in þe Waters; and what Abſolute Knowledge: With
Mind is, and where it is; or any this power sealed, once per day
other thing thou mayeſt deſire you can aſk any single queſtion
to know. He giveth Dignity, and and receive abſolute and true
confirmeth þe same. He bindeth knowledge, though you forget
or maketh any man subject unto this knowledge by þe next day
þe Magician if he so deſire it. He and may not record it, write it
giveth good Familiars, and such down or tell anyone elſe what you
as can teach all Arts. He is to be know, why or how.
obſerved towards þe Weſt.

98.
Dignities & Prelacies: With þe Familiars: With þe sealing of
sealing of this power Orobas this power you gain a familiar.
grants you a noble rank or An animal through whom you
Church title. This title cannot can see, hear, smell, taſte, touch,
be one that is inherited, only speak and uſe your powers.
one that can be granted by þe
Church by þe exiſting nobility. In
practice þe higheſt rank you can
claim is that of Duke, or Biſhop.
If þe occupation is currently
held, it will be made vacant for
you to fill it.

99.
BELETH (Belemagus) - Þe This Great King Beleth cauſeth
Thirteenth Spirit is called all þe love that may be, both of
Beleth (or Bileth, or Bilet). He Men and of Women, until þe
is a mighty King and terrible. Maſter Exorcist hath had his
He rideth on a pale horſe with deſire fulfilled. He is of þe Order
trumpets and other kinds of of Powers, and he governeth 85
muſical inſtruments playing Legions of Spirits.
before him. He is very furious
at his firſt appearance, that is, Total Love: You may cauſe a
while þe Exorciſt layeth his perſon to love you utterly as
courage; for to do this he muſt though by þe Charm spell, at
hold a Hazel Wand in his hand, will. You can alſo end þe effect at
striking it out towards þe South will. This can cauſe people to go
and Eaſt Quarters, make a againſt þeir normal nature and
triangle, without þe Circle, and even to harm þemſelves by þe
þen command him into it by þe magus’ will, though þey get to
Bonds and Charges of Spirits as save againſt þeſe commands and
hereafter followeth. And if he may throw off þe effects if þey do
doth not enter into þe triangle, at save.
your threats, rehearſe þe Bonds
and Charms before him, and
þen he will yield Obedience and
come into it, and do what he is
commanded by þe Exorciſt. Yet
he muſt receive him courteouſly
becauſe he is a Great King, and
do homage unto him, as þe Kings
and Princes do that attend upon
him. And thou muſt have always
a Silver Ring on þe middle finger
of þe left hand held againſt
thy face, as þey do yet before
AMAYMON.

100.
PURSON (Purſoagus) - Þe Abſolute Knowledge: With
Twentieth Spirit is Purſon, a this power sealed, once per day
Great King. His appearance is you can aſk any single queſtion
comely, like a Man with a Lion’s and receive abſolute and true
face, carrying a cruel Viper knowledge, though you forget
in his hand, and riding upon this knowledge by þe next day
a Bear. Going before him are and may not record it, write it
many Trumpets sounding. He down or tell anyone elſe what you
knoweth all things hidden, and know, why or how.
can diſcover Treaſure, and tell
all things Paſt, Preſent, and to Familiars: With þe sealing of
Come. He can take a Body either this power you gain a familiar.
Human or Aërial, and anſwereth An animal through whom you
truly of all Earthly things both can see, hear, smell, taſte, touch,
Secret and Divine, and of þe speak and uſe your powers.
Creation of þe World. He
bringeth forth good Familiars,
and under his Government þere
be 22 Legions of Spirits, partly
of þe Order of Virtues and partly
of þe Order of Thrones.

101.
ASMODAY (Aſmomagus) - Þe He giveth true and full anſwers
Thirty-second Spirit is Aſmoday, unto thy demands.
or Aſmodai. He is a Great King,
Strong, and Powerful. He He maketh one Invincible. He
appeareth with Three Heads, showeth þe place where Treaſures
whereof þe firſt is like a Bull, þe lie, and guardeth it. He, amongſt
second like a Man, and þe third þe Legions of AMAYMON
like a Ram; he hath alſo þe tail governeth 72 Legions of Spirits
of a Serpent, and from his mouth Inferior.
ißue Flames of Fire. His Feet are
webbed like thoſe of a Gooſe. Ring of Virtues: With this power
sealed, Aſmoday grants you a
He sitteth upon an Infernal magical ring with þe power of þe
Dragon, and beareth in his hand seven virtues.
a Lance with a Banner. He is firſt • Chaſtity: Þe ring makes
and choiceſt under þe Power of you immune to charm and
AMAYMON, he goeth before mind control effects that
all other. When þe Exorciſt play on attraction or luſt.
hath a mind to call him, let it be • Temperance: Þe ring
abroad, and let him stand on his makes you careful and
feet all þe time of action, with conſider your actions.
his Cap or Headdreß off; for if it It prevents you being
be on, AMAYMON will deceive subjected to fear,
him and call all his actions to enraging or other
be bewrayed. But as soon as þe emotional effect.
Exorciſt seeth Aſmoday in þe • Charity: Þe ring protects
shape aforeſaid, he shall call him you from being miſlead
by his Name, saying: “Art thou or turned againſt your
Aſmoday?” and he will not deny friends.
it, and by-and-by he will bow • Diligence: Þe ring
down unto þe ground. provides you with a +1
bonus to all your skills.
He giveth þe Ring of Virtues; he • Patience: Þe ring gives
teacheth þe Arts of Arithmetic, you a +1 bonus to all your
Aſtronomy, Geometry, and all saving throws.
handicrafts abſolutely.
102.
• Kindneß: Þe ring makes True Anſwers: With this power
people more inclined sealed, once per day you can aſk
to treat you well, giving any queſtion, of any knowledge
you a +1 bonus to your known to mortal man, and
Chariſma. receive a true anſwer.
• Humility: Þe ring
provides you with a +1 Invincibility: Your innate, natural
bonus to your Wiſdom. armour claß, without wearing any
armour, is raiſed by +2 and you
Arts, Sciences & Handicrafts: reduce all damage that you do
With this power sealed, increaſe take from any source by -2. Your
all your skills by +1. saving throws are alſo increaſed
by +2.

103.
BALAM (Balamagus) - Þe Fifty- Paſt, Preſent, Future: With this
firſt Spirit is Balam or Balaam. power sealed you may, once per
He is a Terrible, Great, and day, aſk a yes or no queſtion
Powerful King. He appeareth about þe paſt, preſent or future
with three Heads: þe firſt is like and get an accurate anſwer.
that of a Bull; þe second is like
that of a Man; þe third is like that Inviſibility: With this power
of a Ram. He hath þe Tail of a sealed you can turn turn inviſible
Serpent, and Flaming Eyes. He at will – and return to viſibility at
rideth upon a furious Bear, and will. Making an attack or violent
carrieth a Boſhawk upon his Fiſt. action of any sort forces you into
He speaketh with a hoarſe Voice, viſibility for a turn. This effect
giving True Anſwers of Things cannot be diſpelled.
Paſt, Preſent, and to Come. He
maketh men to go Inviſible, and Wit: With this power sealed, raiſe
alſo to be Witty. He governeth your Chariſma by +1.
40 Legions of Spirits.

104.
BELIAL (Belimagus) - Þe Sixty- Dignities & Prelacies: With
eighth Spirit is Belial. He is a þe sealing of this power Belial
Mighty and a Powerful King, and grants you any noble rank or
was created next after Church title. If þe occupation is
LUCIFER. He appeareth currently held, it will be made
in þe Form of Two Beautiful vacant for you to fill it.
Angels sitting in a Chariot
of Fire. He speaketh with a Familiars: With þe sealing of
Comely Voice, and declareth this power you gain a familiar.
that he fell firſt from among þe An animal through whom you
worthier sort, that were before can see, hear, smell, taſte, touch,
Michael, and other Heavenly speak and uſe your powers.
Angels. His Office is to diſtribute
Preſentations and Senatorſhips, Favours: With þe seal of this
etc.; and to cauſe favour of power you can demand a favour
Friends and of Foes. He from a friend or foe once per day
giveth excellent Familiars, and and þey muſt fulfil it to þe beſt of
governeth 50 Legions of Spirits. þeir – safe – ability.
Note well that this King Belial
muſt have Offerings, Sacrifices
and Gifts preſented unto him
by þe Exorciſt, or elſe he will
not give True Anſwers unto his
Demands. But þen he tarrieth not
one hour in þe Truth, unleß he be
conſtrained by Divine Power.

105.
Lucifer Morningſtar Demon Rank: You are made
a knight of þe demonic realm.
(Grand Magus) Your soul is bound to Lucifer
Þe Prince of Darkneß, Satan, and your true name can be uſed
Lucifer, he may be þe ruler in to summon and bind you. You are
hell but he is still subject to þe immune to non-magical weapons
language and symbols of divinity and fire. Your alignment shifts
and so poßible to bind to þe will to evil, and you can grant powers
of a caſter – though he will reſent in pacts or if bound, in þe same
it and take revenge upon þe soul manner and form as FURCAS.
of þe magus when he – inevitably Chooſe three of FURCAS’
– dies. Lucifer can grant almoſt abilities that you can grant and
any special wiſh, bringing þe one from an Earl. Þeſe also
dead back to life, sealing any become powers you can uſe at
of þe powers of any of his will.
subſervient demons. In addition
Lucifer can grant þe following:

106.
Contents
Introduction - Pg 1.
The Ritual Magician - Pg 3.
Familiars - Pg 5.
Summoning & Binding - Pg 7.
List of Demons - Pg 11.
Consequences - Pg 12.
Demonologia - Pg 23.
Knights - Pg 23.
Earls - Pg 25.
Presidents - Pg 41.
Marquis - Pg 51.
Princes - Pg 65.
Dukes - Pg 72.
Kings - Pg 97.
Lucifer - Pg 106.

107.
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original material by Gary Gygax. Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002,
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Author James Edward Raggi IV Weird Magic Items Grindhouse Edition Magic Item Contest: Malefic Eye of Putrescence
Copyright 2011 Johnathan Bingham First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak,
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Copyright 2011, LotFP, Author James Edward Raggi IV Designation of Open Game Content: Rules mechanics and
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