Demonology

Demonology is a skill determining your power to control and tempt the demonic forces which exist in the lower planes of light and darkness. To summon a demon you must create a gate to the other planes. This is done using the special bronzed cauldrons of demon summoning. Many of these can be carried around with you. Using this you must INTONE one of the words of command which will create the receptacle for a gate. Then you must PUT a number of GOLD coins IN CAULDRON, or PUT a dead body IN CAULDRON, both of which will enable you to conjure the demonic ritual. Then you must CHANT EQUILIBRIUM to establish mental balance, and finally you need to SUMMON the appropriate demon and assuming the cauldron is filled correctly, it will enter Avalon with the purpose as set by the initial INTONE. Type INTONE or SUMMON on their own to discover your proficiencies. You will also find that you can ORDER certain demons to regard specific players. ORDER DEMON is the syntax for this command, or ORDER ENTOURAGE to order them all at once. Type CALL DEMONS to summon all of your loyal demons, DEMONS to summarize your demonic entourage and TAME to tame wild demons. Type DEMONHELP followed by the Demonology ability for detailed help.

Example of summoning a demon:
  • Put 200 gold in cauldron
  • Intone naurlamalantara
  • Chant equilibrium
  • Summon slime
  • Call demons
  • You can make the following intones:
    Loyal to you:Naurlamalantara
    Loyal to your guild:Naurlamalantama
    Loyal to nobody:Naurlamalantana
    Loyal to your city:Naurlamalantaka

    TempestA whirling wind to blow your enemies about.
    AuraBlack battle-armour will emerge from the cauldron.
    HauntA demon to suck away the mana of your enemies.
    ImpAn annoying demon to trip and torment your enemies.
    SteedA demon steed upon which you may ride.
    ServitorThe servitor protects demons from being warded.
    LeechLeech demon to suck away food and drink.
    GateThe gate demon for the quick escape.
    SeekerA ball of malignant black liquid which attacks enemies.
    DemonThe horned demon, capable of attacking mage rituals.
    ParasiteA green ball of liquid that sucks away health.
    PossessionA spider-demon capable of injecting commands.
    SensorThe informative bug-eyed demon of locating.
    SlimeThe slime demon capable of enveloping your enemy.
    WightWight demon to drain the effects of healing magic.
    PestilencePestilence demon to spread disease and curses.
    HeartEncases your heart in crystal so you cannot be killed.
    BalrogSummons a great demon and servant to the Demonologist.
    StormThe demonic storm, to strike lightening at an enemy.
    HomonculusHomonculus demon, capable of channeling evocation.
    TawiscaraTawiscara, the Demon of Confusion.
    TagrakTagrak, the Plague of Blood.
    ShagraznarularShagraznarular, the Serpent.
    OrisionOrision, the Ancient Consumer of Souls.

    You are sufficient in Demonology to use the homonculus abilities.

    ChainChains another demon to the Homonculus. Orders transferred.
    SearchSearches out your loyal Homonculus.
    LookLooks through the eyes of a Homonculus.
    ExitsCheck out the exits from a location.
    OrderCommands the demon at distance.
    ReturnOrders the demon return to the place of its creation.
    CloakShrouds the Homonculus in a cloak of invisibility.
    FortifyTo fortify your Homonculus against warding rituals.
    SeekThe Homonculus seeks out your target.
    CommandIssues a command through the Homonculus to a chained Demon.
    EvokePasses your spiritual evocation through the demon.
    MoveMoving your homonculus about.
    BecomeEntering directly the consciousness of a homonculus.


    Tempest
    The tempest demon is a chaotic creation. it whirls about blowing people away from its creator - very useful as a defensive measure.

    Aura
    The aura demon, once summoned, will envelop the caster in a form of protective armour. it is akin to the charm of aura. this can be used in conjunction with any worn armour.

    Haunt
    Haunts the location in which the demon stands and drains mana from all those enemies present. you can order haunt demons to bear a specific enemy in mind by using order haunt followed by their name, e. g. order haunt anastasia.

    Imp
    Attaches itself to an enemy of yours and pesters them shamelessly - tripping them, stunning them, and making a nuisance of itself.

    Steed
    The demon steed varies in might according to the summoner but is always a fiercely loyal beast. it acts in all ways like a normal steed.

    Leech
    The leech demon will attach itself to an enemy and suck away nourishment from their bones.

    Gate
    A gate demon will follow you around, always holding a vision of the location in which it was summoned. when in dire danger the demonologist may enter the gate demon and return immediately whence he came.

    Servitor
    The servitor is a small ally whose prowess in battle is reasonable. a servitor will also take out warding rituals for you.

    Seeker
    The seeker demon is an infinitely patient time-bomb. once summoned you should order it to remember a specific target (e. g. order seeker vilon). then you must lead it where you think the target might reside and order seeker act. it will hurtle around at a great pace until it finds the target at which time it explodes violently causing great damage. an enemy cannot be hit more than once every four or five seconds by a seeker demon.

    Demon
    The demon is a powerful ally and can be used effectively in battle to aid your cause. however the demon will also act against the mage rituals. demons will automatically attempt to destroy a ritual within its power range.

    Parasite
    The parasite demon attaches itself to an enemy of yours and saps away mana and health until its victim is dead. once summoned you should order it to remember a specific target (e. g. order parasite vilon). then simply lead it to its prey and order parasite act. it will attach itself and will not let go until slain.

    Possession
    The possession demon is most useful. it works in the same way as the parasite demon by attaching itself to an enemy. however instead of sapping mana and health, the spider-like possession will insert orders into the brain of its human host. to order the possession demon (and therefore force its host to act) you type order possession followed by what you wish the host to do, just as if he or she were typing it themselves.

    Sensor
    The sensor demon senses movement. once summoned you order it to bear an individual in mind (e. g. order sensor vilon). then every time the individual moves you will be informed by the demon. equally order sensor act tells you where that individual is at any given time, where in avalon or not.

    Slime
    Slime is the most annoying of demons. once summoned and instructed as to who to prey upon (e. g. order slime vilon), the slime demon must be lead to its prey. then you type order slime act and the demon will envelop your enemy. once enveloped your enemy will not be able to physically attack anything but the slime demon.

    Wight
    The wight demon, when ordered to act against an individual, will follow them around, haunting them, draining the effectiveness of any healing magics they try to use. the down-side of the demonic wight is that while in your entourage, it sucks away your healing potential.

    Pestilence
    The pestilence demon when ordered to act against an individual gives them random plagues and curses for as long as it remains beside them.

    Heart
    Summoning a heart demon infers immortality on the summoner. your heart will be ripped from your chest and crystalised. the only way, therefore, to slay you, would be to break your heart. thus it is wise to hide the heart where nobody is likely to find it. in combat you will lose health and mana as normal save that when somebody delivers the killing blow you will merely rise again totally refreshed. dying even when in possession of a crystalline heart results in minor experience loss.

    Balrog
    The balrog is the strongest of mortal demons and can be used either as a mighty ally in battle. it can act as a steed and a loyal guardian.

    Twine
    The twine demon is a coiled, spring-like demon which wraps itself about the legs of its prey and inhibits rapid movement, and weakens most physical efforts. once summoned you should order it to remember a specific target (e.g. order twine sauron). then simply lead it to its prey and order twine act. it will attach itself and will attack its target until slain.

    The demonic storm is used to attack players at some distance from yourself, but in the same general area (e. g. mercinae, thakria, parrius, the greenwood etc). once summoned the storm is given the name of its target and ordered to act. assuming the target is close enough, it will travel to them and begin to unleash lightning strikes. the storm will also follow its target until lost or destroyed.

    The homonculus demon is a weak creature, but its power lies in the sorcerer's capability to communicate with the demon at distance. it power of a homonculus is severely limited under cover, but is augmented by the night sky. as your power increases you will find yourself able to see through the eyes of the demon, order it at long distance and eventually order other demons or perform evocations through the homonculus.

    Tawiscara is an ancient demon of the sorcerous myths, called into existence by the great agemennion to addle the minds of his enemies. to tempt the demon requires a diamond in addition to gold coins. once summoned the beast must be tamed, else it shall run amok. if tamed then only those to whom the demon is loyal will not be affected by the plague of confusion.

    The demon-lord tagrak is a creature of the most fearsome terror. each of the demon's four arms bear a scythe, and the lord takes great delight in the sight of pouring blood. thus he is known as the 'plague of blood' - for where he meets enemies their blood shall flow like a river. tagrak requires a ruby to tempt it from the demonic planes.

    The serpent demon shagraznarular is a great demon of the diabolus. conjured in the divine war to fight alongside the host of balrogs, the serpent is unique in that it dispels many forms of magical defence. these include charms such as pentacle, invisibility and aura. additionally the serpent is said to be particularly effective against chivalrous warriors, and will use magic. you need an opal to summon this great demon.

    A legend from beyond the dawn of time, the demon orision was worshipped only in the most heinous circles of the western isles of sorcery. known as 'the consumer of souls', his physical form has many powers of magic to blight an enemy. a continuous bladebar surrounds orision, any spells or magics used upon him by lowly mages will simply rebound. the consumer of souls has particular hatred for the users of magic and alchemy - although the demon itself will use magic. it was orision who, under the thrall of agemennion, ruined the ancient city of ilmarael. there is a terrible price exacted for these powers - to summon the demon he must be fed a diamond. once in the mortal realm, the demon must consume the dead.

    Syntax: h chain (homonculus) (demon).
    Mana: 50.
    Causes a demon in your entourage to follow your loyal homonculus, and be dragged around by it when it seeks out its prey.

    Syntax: h search (homonculus).
    Mana: 0.
    Searches out the whereabouts of all loyal homonculus in the land.

    Syntax: h look (homonculus).
    Mana: 5.
    Looks through the eyes of a loyal homonculus. fortunately, homonculus are blessed with infravision, so darkness is of no concern to them.

    Syntax: h exits (homonculus).
    Mana: 0.
    Assess the exits of a location in which your homonculus is standing.

    Syntax: h order (homonculus) [(order)].
    Mana: 20.
    Passes an order to your homonculus, whereever it is in the land.

    Syntax: h return (homonculus).
    Mana: 150.
    Causes a loyal homonculus to return to where it was first summoned, from whereever it is in the land..

    Syntax: h cloak (homonculus).
    Mana: 100.
    Shrouds your loyal homonculus in invisibility, enabling it to slink around a little more effectively.

    Syntax: h fortify (homonculus).
    Mana: 20.
    Fortifies your loyal homonculus against the ritual of warding and assorted enchantments of demonic warding which might be hurled at it.

    Syntax: h seek (homonculus) (target).
    Mana: 0.
    Causes your homonculus to seek out a sentient target (whether a player, or a ccc). there are very few defences to this, and providing you are in the same local area as your target, your homonculus will seek them out quite effectively.

    Syntax: h evoke (homonculus) [(evocation)].
    Mana: whatever the evocation ability would cost.
    Evokes any of your evocation abilities through the presence of the homonculus. this enables you to use many of your offensive capabilities from the safety of some distant sanctuary.

    Syntax: h command (homonculus) (demon) [(command)].
    Mana: 40.
    Passes on an order to a demon chained to your loyal homonculus. this is particularly useful for causing demons sent to a target with a homonculus to act out their special offensive abilities.

    Syntax: h move (homonculus) (direction).
    Mana: 5.
    Moves your loyal homonculus around in specific compass directions, up, down, in or out.

    Syntax: h become (homonculus).
    Mana: 100.
    Merges your consciousness with a homonculus. you will only be able to issue homonculus commands, or type relax to return to your own spiritual state. while in the consciousness of a homonculus, you may omit the h and the (homonculus) parameters from any command, e. g. hom evoke hom blackhand eshkadeth would become evoke blackhand eshkadeth. instead of hom move, you may just enter compass directions to move your homonculus around.