• No results found

Demons and Elementals ______________________________

In document Warhammer FRP - Realm of Divine Magic (Page 164-176)

* according to priest rank

Wraiths are immune to psychology rules, cannot be forced to leave combat and cause terror in all living creatures. Wraiths are subject to instability when not on sacred ground.

[[All text from this point to the end of the chapter/file is duplication from Sorcery, and may be deleted if both Sorcery and Divine are printed in one volume.]]

Demons and Elementals ______________________________

Demons and elementals are magical creatures which may be summoned by divine magic in one of two ways: through prayer invocation, and through the use of greater divine instruments called "elemental factors" and "Daemonic mediums."

Demons and elementals may also be summoned by sorcerous means; however, sorcerers typically must rely on pentagrams to protect them during a lengthy summoning ritua l, at the conclusion of which the sorcerer must engage in a test of wills with the summoned being to determine whether the summoned being is under the control of the sorcerer; if the sorcerer loses the test of wills, the summoned being may attack the sorcerer.

When summoning a Daemon or elemental through prayer or through the use of a divine instrument, the cultist doesn’t need a pentagram, nor must he struggle to control the summoning. The summoned being is sent by its divine patron to serve the summoning cultist. There is an element of uncertainty and risk, however, even for divine

summonings. Demons and elementals may be temperamental, uncooperative, or even hostile, and the summoning cultist must pass a Service Test against the being’s Service Traits whe n requesting that the being perform a task. (See Rules and Terms , “Service Traits and Service Tests,” page ??.)

Elementals

Elementals are magical creatures of the elemental domains. Cultists are granted the power to summon them directly through the divine patron or indirectly through

agreements between the divine patron and the rulers of the elemental domains.

Abilities and Limitations of Elementals

Abilities: All elemental have the following abilities, in addition to those listed in the specific descrip tions below:

1. A magical attack or a weapon forged or coated with True Silver is required to hit an elemental.

2. An elemental's attack is magical, and therefore may affect beings which are only affected by magical attacks.

3. Elementals sense magic emana tions and perceive spirits of the living and undead creatures. These abilities work in the same way as the petty sorcery spells detect magic and perceive spirit, but elementals may exercise these abilities at will, without expending MP. (The sorcerous detect magic spell is similar to the divine petty prayer of the same name; the perceive spirit spell permits the being to be aware of the presence and location of the spirits of all living beings within approximately 15 yards.)

4. Elementals with other magical abilities (i.e., abilities to cast spells, rituals, invoke prayers, or to create other magical effects) expend MP to produce those effects, just like sorcerers and clerics.

5. Elementals can communicate telepathically or empathically with their

summoners as long as they are within line of sight and within 10 yards of the summoner.

Limitations : Elemental must remain in a sustaining environment with an adequate volume of substance associated with their elemental domain, or they rapidly weaken, losing the ability to manifest in the Material Realm. An elemental in complete isolation from a sustaining environment loses 1 Strength point for each round it is isolated. When its Strength is reduced to zero, its elemental consciousness fails, its elemental substance dissipates, and it disappears. If returned to its sustaining environment, lost Strength returns at 1 point per round.

Sustaining environments for each of the elemental domains are:

Earth: ground, soil, stone Air: air

Fire: flammable substances Water: a substantial body of water

When reduced to zero wounds, elemental sprites lose their substantial

manifestations and disappear from the material world. They do not, however, "die" in a sense that mortals understand. They retain their consciousness and memories of events, though less intelligent sprites remember hardly more than an instinctive positive or negative feeling for familiar persons, locations, and events.

Other Abilities and Limitations : Elementals may also have other abilities and limitations at the GM's discretion. If an ability or limitation is not explicitly listed here or in the descriptions below, that does NOT imply that the elemental CANNOT have that ability. Use common sense. For example, water elementals are not listed as extinguishing fires -- because common sense indicates that water will extinguish fire.

Service Traits and Service Tests

Elementals of different domains are more or less reliable as summoned servants.

When a caster gives a summoned elemental a command, a Service Test must be made against the Faithful and Vengeful Traits of the sprite. (See Rules and Terms, “Service Traits and Service Tests,” page ??.)

Below are listed the Service Traits for each of the Elemental Domains:

Elemental Air: Faithful 10, Vengeful 4.

Elemental Fire: Faithful 7, Vengeful 10.

Elemental Water: Faithful 17, Vengeful 5.

Elemental Earth: Faithful 17, Vengeful 3.

Least Elementals

(also known as Elemental Servants)_____

Least Elementals are modest coherences of elemental matter no more than 1 cubic yard in volume. They usually assume the forms of small animals, but may also appear as miniature versions of natural phenomena (e.g., whirlwinds, flames, fountain, etc.). Basic profiles of two sample forms are given below for each type of least elemental. Servants cannot use armor, weapons, and/or tools.

Least elementals are fairly intelligent, can understand and speak Elemental Tongue, and can follow directions about as well as a well-trained, supernaturally-intelligent domestic animal. They follow commands literally, however, and seldom show initiative or imagination, except when presented with an undesirable task, when they may display some ingenuity in avoiding the task without directly refusing to complete it. The GM may require Intelligence tests (did the least elemental understand the command?) and Will Power tests (was the caster persuasive?) at his discretion.

Though all least elementals of a given domain are similar in attitude and temperament, they vary in character about as much as do domestic animals. Least elementals are fairly tractable, but least pyronomes and geonomes in particular may present some threat to the summoning cultist if not controlled.

Least Aeronome

Dust Devil form: A small, whirling tornado funnel. Swift, aggressive fighter.

Reckless and carelessly destructive. Fly as hoverer.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 10 35 - 1 2 6 70 1 20 10 15 10 30 20 8

Crow form: A black, yellow -billed bird about 12-18 inches tall. Mimics human speech. Manipulates objects well with beak and claws. Fly as swooper.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 8 25 - 2 2 6 70 1 30 10 20 10 30 20 8

Restrictions : -2 modifier to damage.

Service Traits : Faithful 10, Vengeful 4.

Attitude and Temperament: Occasionally playful and distractible but likely to concentrate on a task and use some ingenuity when presented with unforeseen

difficulties. Quirky and temperamental at times, often rude and disrespectful. Similar to a parrot or trained raven in personality.

Typical Applications: Produce light equivalent to a lantern. Carry or crudely manipulate light objects (i.e., torch, tankard of ale, etc. of Encumbrance 5 or less).

Retrieve remote objects. Distract and confuse opponents in melee. Scout for living beings or magical emanations.

Least Pyronome

Wildfire form: A spider-like mass of flame with numerous limbs of fire extending on all sides. Indiscriminately destructive. Gets carried away and forgets commands.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 4 25 1 1 2 6 30 4 20 10 20 10 30 10 8

Fire Newt form: A large salamander with glowing red skin like a hot coal. More slow and deliberate in following commands than most pyronomes, but often sullen and unresponsive.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 2 35 - 3 2 6 30 1 20 10 30 10 30 10 8

Restrictions : May move only on caster, caster's hand-held items, or on flammable materials. May be extinguished like a normal torch.

Service Traits : Faithful 7, Vengeful 10.

Attitude and Temperament: Clever and energetic, enthusiastic when spreading fires. Nasty in its pranks and subtle treacheries. In personality, most closely resembles a perversely-intelligent attack dog.

Typical Applications: Produce light equivalent to a lantern. Carry or crudely manipulate light non-flammable objects (i.e., plates, tankard of ale, weapons, etc. of Encumbrance 5 or less). Causes damage as normal fire on flammable materials, and may ignite them (see "Fire," WFRP, page 80). Extinguish torch or lamp.

Least Hydronome

Fountain form: An upwelling of water which can turn at will into a geyser of water spurting upward in a column from a body of water. Can project streams of water as an improvised melee or missile weapon. Pumps one gallon of water per round.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 3 25 25 3 3 8 30 1 20 10 30 30 30 20 8

Octopus form: A transparent, eight-legged octopus form. Invisible in water. In unarmed (heh, heh) combat, suffers no -2 to damage or -20 to WS, and grapples as with the Wrestling skill.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 5 25 - 2 3 8 30 4 30 10 30 30 30 20 8

Restrictions : Out of water, Move is reduced to 3.

Service Traits : Faithful 17, Vengeful 5.

Attitude and Temperament: Steady and reliable. Tenacious in combat. As patient and resourceful as a sheepdog, and almost as faithful, with occasional fits of

uncooperative independence.

Typical Applications: Out of water, carry or crudely manipulate small objects (i.e., shield, small animal, large book, etc. of Encumbrance 40 or less). In water, carry buoyant objects of Encumbrance 400 or less.

Least Geonome

Badger form: Fairly-large burrowing mammal with sharp claws and a tenacious disposition. Quiet, sensible. Excavates 1 cubic yard of earth or stone per minute.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 2 25 - 5 4 10 20 1 30 10 30 40 30 20 8

Wolverine form: Fairly-large omnivorous four -legged mammal, very aggressive, with a ter rible temper. Subject to Frenzy. Not a willing servant, proud, impatient, and uncooperative.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 4 25 - 3 3 8 30 2 10 10 20 10 30 10 8

Restrictions : +1 modifier to damage. Moves through solid materials at a Move of 1.

Service Traits : Faithful 17, Vengeful 3.

Attitude and Temperament: Generally cooperative and reliable (the Wolverine form being a notable exception). Sometimes headstrong, insistent on doing things their own way, but otherwise earnest servants. Like a large, even-tempered dog in

temperament, but aggressive and dangerous in combat.

Typical Applications: Carry or crudely manipulate small objects (i.e., of

Encumbrance 200 or less. Scout, attack, and retrieve through solid obstacles. Undermine building foundation, search for secret passages or underground structures.

Lesser Elementals_____________________________________

Lesser elementals are man-sized and larger-than-man-sized coherences of

elemental matter no more than 2 cubic yards in volume. Lesser elementals can use armor, weapons, and tools, provided they have man-like manipulative appendages or the

equivalent (see below).

With their multiple attacks, greater strength and toughness, and respectable combat proficiency, lesser elementals are dangerous opponents. Some lesser elementals are comparable to apprentice sorcerers and initiates in intelligence, and are competent spellcasters; others are not so mentally endowed. Lesser elementals can understand and speak Elemental Tongue and often one or two human languages. They may display ingenuity and imagination in interpreting the summoner's requests, both in accomplishing an appealing request, and in perverting the intent of an unappealing request.

Lesser elementals have distinct individual personalities, just like humanoids;

though all lesser elementals of a given domain are similar in attitude and temperament, they vary greatly in temperament and character.

Lesser Aeronome

Wind Eagle form: Giant eagles with high intelligence and man-like manipulative ability with beak and claws. Will use hand weapons and tools, but no armor. Drop stones like improvised missiles. Fly as swooper. Suitable as mounts for unencumbered,

unarmored humanoids. Cannot fight as a mount. Cast blinding light, magic light, muffle sound, and wildwind sorcerous spells.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 10 40 30 3 2 17 70 1 50 10 50 10 50 30 15

Mist Mare form: Winged horses like pegasi with modest intelligence but no manipulative appenda ges. Fly as swooper. Suitable as mounts for encumbered and

armored humanoids. Used as a mount, can make two stomp/kick attacks per round. Cast wildwind and mystic mist sorcerous spells.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 8 50 - 4 3 24 70 2 10 10 30 10 50 30 15

Restrictions : none.

Service Traits : Faithful 10, Vengeful 4.

Attitude and Temperament: Far less playful and distractible than least

aeronomes, but more proud, independent, and temperamental. If treated with respect and consideration, usually cooperative servants; if enlisted in a cause (typically the protection of the natural world and its creatures, especially against Chaos, demons, and the undead), fervent and ingenious allies. Similar to a skilled humanoid hireling or companion in personality -- that is, personalities vary greatly.

Typical Applications: Produce light equivalent to a powerful lantern (double radius of light). Carry or manipulate small objects (i.e., shield, small animal, large book, etc. of Encumbrance 40 or less). Extinguish torch or lamp. Serve as mounts and fighting allies.

Lesser Pyronome

Hellhound form: A deerhound-sized wardog wreathed in glowing incandescent gases with modest intelligence but no manipulative appendages. Suitable as mounts for unencumbered and unarmored humanoids protected by the resist fire sorcerous spell.

Used as a mount, can make two claw attacks per round. All attacks are as with the hand of fire sorcerous spell.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 4 50 - 4 4 20 30 2 20 10 20 10 50 10 10

Winged Fire Serpent form: Giant winged snakes resembling wyverns without legs, with high intelligence and man-like manipulative ability with beak and claws. Will use hand weapons and tools, but no armor. Drop stones like improvised missiles. Fly as swooper. Suitable as mounts for unencumbered, unarmored humanoids protected by the sorcerous resist fire spell.. Cannot fight as a mount. Cast fireball (as a first level War Wizard), hand of fire, fireflare, and resist fire sorcerous spells.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 3 40 - 4 3 16 30 1 30 10 40 10 50 10 10

Restrictions : Is surrounded by an envelope of flammable gas, and may move without restriction in non-flammable environments for 1d6+6 minutes before suffering strength loss form isolation from sustaining environment. May not be extinguished except by magical means.

Service Traits : Faithful 7, Vengeful 10.

Attitude and Temperament: Sinister and cruel. Intelligent, shrewd, enjoys exercising powers, destroying things, and terrorizing mortals. Contemptuous of tender-hearted and noble sentiments, sly and conspiratorial with summoners of similar temperament. Similar to a skilled humanoid hireling or companion with cruel, violent tendencies.

Typical Applications: Produce light equivalent to a lantern. Carry or manipulate small non-flammable objects (i.e., metal shield, weapon, etc. of Encumbrance 40 or less).

Causes damage as normal fire on flammable materials, and may ignite them (see "Fire,"

WFRP, page 80). Extinguish torch or lamp. Serve as mounts or fighting allies.

Lesser Hydronome

Dolphin form: Large sea mammals with high intelligence but no manipulative appendages. Cannot use hand weapons, tools, or armor. Superb swimmers and aquatic acrobats. Cannot leave water. Suitable as mounts for unencumbered, unarmored

humanoids. Cannot fight as a mount. Cast breathe under water, waterwalk, distract elemental, extinguish fire, resist cold, smother, and waterward sorcerous spells.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 8 30 - 4 4 20 40 1 10 10 50 50 50 50 10

Hydra form: Similar to Chaos hydras, but smaller (maximum 8-foot-long), exclusively with water-serpent bodies and multiple serpent necks and heads.

Exceptionally violent and aggressive for hydronomes. Modest intelligence, no

manipulative appendages. Cannot use hand weapons, tools, or armor. Out of water, move is reduced to 2. Not suitable as mounts.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 4 30 - 2 3 20 40 7 10 10 20 50 50 30 10

Restrictions : May move out of contact with water for 1d6+6 rounds before losing Strength from isolation from a sustaining environment.

Service Traits : Faithful 17, Vengeful 5.

Attitude and Temperament: Steady and reliable, tenacious in combat, resourceful in problem solving. Avoid violence and confrontation (hydras are an exception). Usually friendly and cooperative, forgiving and patient, though dangerous when angered.

Sympathetic and protective of natural world and defenseless creatures. Like friendly, loyal hirelings or companions in personality -- that is, personalities vary widely.

Typical Applications: Out of water, carry or manipulate medium-sized objects (i.e., small human, full chest, table, etc. of Enc umbrance 200 or less). In water, propel buoyant objects of Encumbrance 2000 or less. Serve as mounts or fighting allies.

Lesser Geonome

Great Bear form: A very large cinnamon-colored bear, intelligent, with some manipulative skill with its paws. Can use weapons, tools, and armor. Use as mounts for encumbered and armored humanoids is possible but discouraged, since the creature is slow and cannot fight with a rider, but mostly because they do not like riders, but can carry prodigious loads at need. Cast burrow sorcerous spell. Pleasant and peaceful disposition, fierce when angered.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 4 50 - 5 4 30 30 2 10 10 30 60 50 30 10

Elder Troll form: The ancestral troll race, now extinct, before it became tainted and corrupted by Chaos. Flesh is similar in composition and texture to stone. Can digest earth and stone. Slow-witted, primitive, but peaceable, deliberate, and noble. Unsuitable as a mount, but can carry prodigious loads. Use only simple weapons and tools, no armor.

Throw stones as improvised weapons with +2 damage for large size of stones. Cast assault of stone, burrow, and shatter elemental bonds sorcerous spells.

M WS BS S T W I A Dex Ld Int CL WP Fel MP 6 50 30 5 6 40 20 3 10 10 50 60 50 30 10

Restrictions: +1 modifier to damage. Moves through solid materials at a Move of 1.

Service Traits : Faithful 17, Vengeful 3.

Attitude and Temperament: Placid, cooperative, friendly, but wary of insult or abuse. Confident and easy-going, restrained or playful in combat unless injured or threatened, then ferocious. Never subtle, clever, or witty; neither employ nor appreciate irony or dishonesty. Like friendly warrior companions or hirelings with excessive confidence in their strength and durability.

Typical Applications: Carry or crudely manipulate medium-sized objects (i.e., small boat, pair of characters with their gear, etc. of Encumbrance 1000 or less). Serve as bearers of burdens or as fighting allies.

Demons

Demons are magical creatures that may be summoned from the shadowrealms and the realms of Chaos.

Many of the innumerable legions of demons known to Warhammer World are the divine servants of the Four Great Chaos Powers, Slaanesh, Khorne, Nurgle, and

Tzeentch, and the various lesser Chaos Powers like Malal, Necoho, and Zuvassin. These magical creatures are divine beings, but they are not covered in this volume; see the Realm of Chaos volumes for details.

Nevertheless, there are hosts of independent Daemonic entities not aligne d with the Great and Lesser Chaos Powers. Some of these Daemonic entities are worshipped in their own right as minor gods -- for example, Zotan-Lufûtatar, the Daemon worshipped by the Henninga goblin tribes. Others may be aligned as servants of a divine entity; demons serve as numina of the Ecaté and Zotan-Lufûtatar cults, for example.

Demons are notoriously impulsive, unpredictable, even perverse servants when summoned. Indeed, a summoning cultist is assured that the Daemon comes at the will and

command of the divine patron. However, a cultist may properly be nervous about the exact nature of the god’s will , and the latitude the god will permit the summoned Daemon in interpreting his command, yet the cultist must gratefully and cheerfully welcome the divine patron’s generous gift of the Daemon as a test of his faith.

Abilities and Limitations of Demons

Abilities: All demons have the following abilities, in addition to those listed in the descriptions below, unless specifically mentioned otherwise in the description:

1. A magical attack or a weapon forged or coated with True Silver is required to hit an Daemon.

2. An demon’s attack is magical, and therefore may affect beings which are only affected by magical attacks.

3. Demons cause fear in all living crea tures.

4. Demons are immune to psychological effects, unless caused by more powerful demons or divine beings.

5. Demons sense magic emanations and perceive spirits of the living and undead

5. Demons sense magic emanations and perceive spirits of the living and undead

In document Warhammer FRP - Realm of Divine Magic (Page 164-176)