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Ritual and Result v 1.0
RITUAL AND RESULT
The following is a spattering of occult knowledge totally liberated from sources best left disclosed. Some has been modified mainly for Kult purposes. The function of this text is not to lay claim to auctorial ritual, but as a reference for Kult Gamemasters intending to upgrade their occult lore for their respective games and is not bible. I apologize in advance for the predominantly masculine terminology. Note: try these at your own peril.
This text is version 1.0. There will be inclusion of extra spells, demons and other paraphenalia at the writer's discretion. But for now…
Planets and their influences upon Rituals
Most conjurers have sufficient and/or extraordinary knowledge regarding astrology. However, Astrology serves only the Illusion, for beyond the borderlands no stars shine in the sky other than the Dead Sun. The planets are symbols of the Illusion, created by the Archons to serve the Illusion that space exists beyond. In years of past it was thought magic was attributed to the heavenly bodies, or gods or demons. Magic was not well studied or allowed to be studied, via the counter-efforts of Malkuth and Chokmah. However, with the breakdown of the Illusion magic has become more prominent as the walls crumble. The seven heavenly bodies closest to humanity, though of an era past, still have great hold over humankind.
Conjurers attempting magic use these symbols/heavenly bodies - and primarily the seven main ones - to realize the Illusion, break out of it and access the matter underlying the Lie. Each of the seven main planets has various functions which are invoked and recognized by Conjurers whilst in preparation and conjuration. Modern conjurers utilize the nine 'true' planets in creation of the Temple - however, the strength of the seven heavenly bodies offer the most power through via the strength of the symbols. The association of the Sun being recognized as a planet is simply a facet of the Illusion, once held in history as such - it's power now is much weaker and shows in the lack of influence of primary Archons: now missing. Also recognized the Moon. In the same breath, it was proffered as a planet and not as a satellite, however, historical documents show the inconsistencies… Its pull on the Illusion is the strongest. For the Conjurer the concepts and attributes that serve as reality, known as the Archons, are for some beyond even parallel thought and so the planets serve as gateways of thinking to breaking the Illusion.
Saturn: Concentration beyond landscape. Breaking the barriers of physical structures or realizing the nature underneath. Used in conjunction with the Lore of Dream to interact with the creatures of Dream. The power of Saturn is absolute and death, disaster and destruction are its facets. Archons in association with Saturn: Geburah, Netzach, Hod, Malkuth.
Jupiter: Hubris. Greed. Desire metted out in action. Associated with the Lore of Passion. Strong bodies breeding attractiveness and wealth. Archons in association with Jupiter: Kether, Malkuth, Yesod.
Mars: War, violence and destruction. Matters of Mars are disharmonic and usually result in wholesale slaughter on a mass scale. Mars also represents strength in arms and is reflected in the Lores of Death, Passion and Madness. The suffering of victims as a result of violent acts also plays a part. Archons in association with Mars: Netzach, Kether, Hod. When Mars is strong the doors to Inferno are the weakest.
Sun: Hope beyond the dark, peace of mind. The association of Archons in support of the Demiurge against the Death Angels for the continuation of the Illusion. The Lore of Time and Space is often used in conjunction with the Sun. The Demiurge was represented by the Sun in times when the Sun was known as a planet. The representation of the earth being the centre of the universe in past times was more accurate than it is now. The sun is now the weakest 'planet' and is misleading as the centre of the solar system. The co-relation of the Dead Sun within Inferno may have something to do with the Demiurge's disappearance. Archons in association with the Sun: Chesed, Kether, Chokmah.
Venus: Lust, physical and mental pleasures. Venus promotes itself in the Illusion of Love which is merely lust, followed with slavery, bondage. Defined as the primary symbol with the Lore of Passion. Archons in association with Venus: Binah (more in suppression), Tiphareth, Malkuth.
Mercury: Most conjurers acknowledge the function of the alcemical Mercury. Thought in the arts and science are best represented. Abstract and logical thought combined. Divination and discovery. Fluidity in all. Most recognized in the Lore of Madness. Archons in association with Mercury: Tiphareth, Yesod, Malkuth.
Moon: Motion and madness. Travel and those who travel. Water is strongly linked to the Moon, and again this is merely a facet of the Illusion. The Lore of Madness is strongest in the Moon and visions attained or unintentional are often attributed to this planetary body. Archons in association with the Moon: Malkuth, Tiphareth.
General Spells
Misdirect Pursuant
The conjurer who makes mistakes finds those he intended to manipulate turn upon him or may merely find his opposition conjuring difficulty for him. In such situations the conjurer needs time to evade his hunters… whomever they may be. This ritual may only be used in regards to creatures beyond the Illusion.
An artifact of blood is created to divert the hunter from his intended target. This temporary artifact attracts the hunter straight to it, as it was the person himself. Confusion will settle for one day over the hunter who will not be able to find the conjurer as long as the conjurer is within the Illusion. Should the conjurer step outside of the Illusion the spell is rendered void, as time and space have no effect.
Skill Score: 8
Loss of Endurance: 30
Tools of magic: The sword, the chalice, and the crown
Time to cast: 20 minutes
Preparations: A tube of any sort, roughly 1 foot in length is taken. Any piping may be used; hollow bone, plastic casing, metal pipe, etc. From the skin of a living thing, dried and presented for inscription, the words ABIMEGH and IHVH are inscribed with the conjurer's blood. Then the piping is sealed at one end, then filled with the conjurer's blood until full, and sealed at the other end. The conjurer can then place the object at a location desirable and best flee at his peril.
Visualization: The conjurer concentrates his being, a shadow image of himself as he is bloodletting and seals himself in a prison, and then visualizes the lineal form of his hunter - imagined or envisaged.
Lore of Death Spells
Binding Ritual of Sacrifice
The conjurer rather than binding and commanding creatures of Inferno may offer sacrifice through a form of binding ritual to appease said creature. As with summoning, the conjurer must know the name of the being, or its form, in order to offer sacrifice. Sacrifice is made in blood and soul. Age is not a sacrifice requirement, nor is gender or race - all are welcomed by those of Inferno. Sacrifice usually increases the potency of a spell, but here it is used with intent of appeasement… much like bringing gifts to the king so that he grants favours. Effect required is as per Beyond the Boundaries sourcebook:
ENTITY EFFECT FOR CALLING
Spectre 3
Purgatide 5
Legionnaire 5
Razide 10
Nepharite 15
Angel of Death 20
Incarnate of Astaroth 25
The called being is not bound, but favourably looks upon the conjurer and has the option of granting favour. Each sacrifice victim increases the effect by 1. Note: this ritual renders the Temple void after the creature has departed.
Skill Score: 8
Loss of Endurance: 20
Tools of Magic: The staff
Time to cast: 10 hours
Preparations: Used within a consecrated temple that is further defined as follows: Seven circles of 3-foot diameter are painted at the points of a heptangle all, bar one, intersecting the Temple. The northern-most circle is separate from the Temple. These are painted in a mixture of the conjurer's blood and in the boiled fat of an adolescent. One hour is spent actualizing each circle during inscription. The northern-most circle is inscribed with the name of the creature to be called (or visualized: see below). Sacrificed victims, up to six, are brought bound, naked, and incapacitated into the six intersecting circles. More sacrifice can be offered during the diatribe with creature that may or may not respect the offer.
Invocation and gestures: Standing in the northern-most circle, the conjurer calls out the names, Adonai, Zenard, Lama, Amal, Eton, Agla in the seven circles order until the one he stands (see Visualization for requirement of conjurer's circle. Tantric repetition of each of these names over and above the thought of the named creature is required for 3 hours.
Visualization: The conjurer slowly opens each circle to the consecrated temple, keeping the Temple intact, but extending it to the boundaries of the six circles. Then the conjurer focuses on the centre of the Temple and visualizes inky darkness stretching out to each circle, gradually forming into the creature called.
Curse of Chains
The conjurer wields this ritual with the authority of a Nepharite and the result is just as powerful. Calling upon Inferno itself, the conjurer targets a person or creature of Metropolis and binds it within a purgatory deep in Inferno for eternity. Nepharite's actively hunt Conjurers who abuse this ritual, although several conjurers in pact with Nepharites feel no compunction of supplying more purgatides for their masters.
Skill Score: 35
Loss of Endurance: 70
Tools of Magic: The sword, the staff and the ring
Time to cast: 8 hours
Preparations: A seal is made to embody the target. Consecrated parchment is written with the name of the intended and with something of their body or close to them, placed in a black box. The box is half-full of sulphur, assafoetida and magnesium. The box is wound with iron wire, crossed seven and twelve times. Taking hold of the sword, the conjurer impales the box and holds it over a flaming brazier within the Temple.
Invocation and gestures: With the passing of the box over the flames, the conjurer intones, 'In the names of Shelhabiron, Adimiron and Golohab, I call thee, Inferno, in the name of Astaroth, and by the created Qlippoth to torture and burn, to torment [name of target] for ever and ever… for eternity.'
Visualization: The conjurer visualizes the target within the Illusion or Metropolis and visualizes Inferno pressing around him, tearing him apart with chains and hooks before the conjurer who gloats before the pushing the victim into Inferno's hands.
Talismanic Medallions
Agents of the Angels of Death have prepared ways to counter those who serve the Archons within the Illusion via the entrenched symbols of the seven planetary heavens. The rituals for these medallions has fallen into neglect with the waning power of the Illusion - the exploitation of the planetary bodies no longer provides surety against those who serve the Archons. Merely wearing another's talisman will not work. Each medallion is configured for the conjurer who prepares each talisman with great ritual and labour.
The medallions were usually made from metal or parchment, but with the disintegration of the Illusion, some conjurers have constructed medallions from bone, plastic - anything that can hold markings. However, metal of planet in question for creation, must be applied to the medallion in some way or form. Saturn requires lead, Jupiter requires tin, Mars requires iron, Sun requires gold, Venus requires copper, and the Moon requires silver. The medallion of Mercury requires an alloy, usually of silver-gold combination, but is not restricted to this combination alone. Inscriptions must be written in the colour of the planetary body to have influence over. These inscriptions can be weaved, painted, drawn, but must have the relating colour. Saturn is black, Jupiter is azure, Mars is red, the Sun is gold/yellow, Venus is green, the Moon is silver/white-grey, and Mercury is not limited requiring mixed colours. Size or shape is of no importance to the construction and consecration of the medallions.
To create a medallion, a conjurer must have at least 20 skill in the Lore of Magic required by each planet.
Medallion of the Sun
Lording dominion over the agents of the Demiurge, Kether, Chesed and Chokmah. Once, the most revered and powerful medallion, it was found only in the upper echelons of Astaroth's servants, but now it is the weakest. Moreover, the ritual for creation was rarely written down and passed only by oratory tradition, most of which has been lost. It once held the ability to strip power from those in rank.
The medallion must be constructed in the hour following midday, until completed. A diamond is constructed in the centre of the medallion, surrounding by a square. On all sides the words IHVH are inscribed. An outer ring surrounds the medallion and in latin the words, 'Dirupsiti vincula mea: tibi sacrificabo hostiam laudis, et nomen invocabo', are inscribed within. The meaning of which: You have loosened my bonds, I offer you sacrifice, and call upon the name of the Demiurge. On the rear of the medallion the words El and Shaddai are inscribed.
Known powers of the medallion of the Sun: Command over the Seraphim (no longer, although the Seraphim will listen more intently to the wearer), The ability to permanently blind (now a function lasting no more than a few days), be forewarned of enemies of the Demiurge, Kether, Chesed or Chokmah (now no more than a form of Sixth Sense).
Medallion of Venus
Lording dominion over the agents of Binah, Tiphareth and Malkuth. Conjurers of the Lore of Passion use this medallion to great affect. The ritual is known by leaders of the Lorelei across the world, and conjurers in service of Gamaliel. The medallion of Venus is often used in affairs of lust and deceitful love.
The medallion is constructed when venus is visible to the naked eye. A pentacle is inscribed upon the front, surrounded by an outer ring of two concentric circles with the names, Acheliah, Socohia, Nogahiel, and Nangariel at diametrically opposed points inscribed within. The words, Love is strong as death, are written on the rear of the medallion.
Known powers of the medallion of Venus: Love beyond death (this function now lost allowed the conjurer to sustain the appearance of life even after death, by bondage of the soul via the link of love/lust), Aura of lust (a palpable sensation of sexuality flows from the wearer and those surrounding him/her must make ego throws to not be overcome by the sensation - arousal is the least result), Debasement (singular concentration of thought in an ego battle can make the victim fall to the most debase of sexual acts with no control over his/her primal actions).
Medallion of Moon
Lording dominion over the agents of Tiphareth and Malkuth. This medallion was used by those conjurers travelling the paths to Inferno and Metropolis.
An inverted pentacle inscribed on the front. Nothing else is inscribed upon the front. On the rear of the medallion a doorway is etched with the words IHVH written vertically down the aperture. Four rods drawn horizontally cross behind the doorway across the medallion, with the words Vehiel, Gashiel, Vaol, Shoel on each on the left and on the right corresspondingly IHH, AL, IHVH, IHV.
Known powers of the medallion of Moon: This medallion accentuates the effect of spells cast from the Lore of Madness in regard to problems that need to be solved. Its power waxes and wanes with the moon's stations and effects vary, but are usually positive. Motion of water (the ability to move water or liquid - once to the effect of pulling at the very sea, but now greatly limited to smaller quantities), Visions (visions of Inferno usually greet the wearer and provide hints and dangers).
Medallion of Mercury
Lording dominion over the agents of Tiphareth, Malkuth and Yesod. Used by alchemists of centuries past, now its use has fallen into the hands of the few artists and scientists who still believe in the old ways. Usually its construction was of brass.
The medallion is constructed at night hours when Mercury is above horizon. Inscribed with a cross upon the front… joined by a diamond touching each point of the cross. These are surrounded by two concentric circles with the latin words, 'Hoc est enim os de ossibns meis et carne de carne mea et erunt duo en carne una'.
Known powers of the medallion of Mercury: Thought and concentration beyond the normal ken, enhancing Ego and perception (once permanent, but now only temporary insights are gained with a bonus of up to 5 points in each for short durations).
Medallion of Saturn
Lording dominion over the agents of Geburah, Netzach, Hod, Malkuth. This medallion is the most powerful of all of the talismans and has not lost much of its power. Often found in the hands of those who serve Astaroth, Thaumiel, Sathariel, Hareb-Serap, and Samael. It's power within dream is strong. Most who wear these medallions stand beside Astaroth's intentions over the Illusion firmly.
The medallion can be constructed at any time. A small circle is surrounded by a diamond around which the names, Rakhaniel, Arehanah, Roelhaifar, Noafiel are inscribed. At each point of the diamond a letter is written, H in the north, V in the east, A in the west, L in the south. On the rear of the medallion the endekangle of the qlippoth is inscribed.
Known powers of the medallion of Saturn: Link to the demon, Arathor (Astaroth created this demon as a corrupted version of Jupiter and, though dormant, can be awakened. The wearer knows the name and form of Arathor and has the option of summoning this thing: however a human host is required for possession, which leaves the host beyond form and recovery), Power over the earth (earthquakes can be invoked, however, this power has lost some of its potential and can merely shake cities now), the wearer's Dreaming skill is enhanced by 10.
Medallion of Jupiter
Lording dominion over Kether, Malkuth and Yesod. Conjurers use the medallion of jupiter to enhance material needs and desires. Found often in board meetings and in orgy pits.
The medallion may only be created when Jupiter is within the zodiac of cancer (not precessional). A wide cross is inscribed upon its front with the one of the names along each path: Seraf - north, Kerob - west, Tharis - east, Ariel - south. This is surrounded by two concentric circles, both of which are empty save for a hexagram at the northern most point. The rear of the medallion has an inverted triangle within a larger triangle (together forming four triangles) with symbols of the elements within each. The elemental symbol of water sits in the centre triangle.
Known powers of the medallion of Jupiter: The living standard of the wearer doubles. Charisma and Comliness increase by 2 points each.
Medallion of Mars
Lording dominion over Netzach, Kether and Hod. Conjurers who use this rare medallion find its power near that of Saturn, however, it usually leaves the conjurer dead at some point of use. As a result, the formula for this medallion is only accessible from creatures from Inferno with the knowledge of it.
The medallion is created on a recent battlefield - not longer than one year. On the front inside two concentric circles a scorpion is drawn. On the north, south, east and west poles of the concentric circle the words LVH are inscribed. On the rear of the talisman a large hexagram with H, I, H alternating in the triangles and the words HVYHI and HUSHI inside the centre.
Known powers of the medallion of Mars: Incite rage (violence exudes around the wearer and spreads like a virus around him, inciting mob riots and in previous era war). Agents of Netzach find themselves at odds with those who wear the medallion of mars and can be disorientated and even controlled, the wearer has unlimited endurance and has no fear of disease or any other malignity, Damage Capacity is stepped up two steps. However, once removed all inflicted injuries and disease strike will full force, i.e. if the wearer contracted aids 12 years past, when the medallion is removed 12 years of aids will come to pass.
Pact with Dark Powers - Dark Secret Expansion
A pact with the powers of darkness is an evocation, one of either requiring great intelligence and courage or none at all. In far time of Eastern days, creatures of Inferno were proffered souls by individuals by propitiation and arrogance.
One aspect of this pact unknown to the victim is the demons' right of possession without the victim's knowledge. Because the victim has opened himself up to 'evil' - they are no longer 'insulated' against the lethal power of the dark agent. Possession is not a requirement, but it is an option for the power that joined the pact. The dark power can now move and use the victim's body as if it were on strings.
Evocation of the dark pact can be through many means. Conjurers may promote ritual and proper ceremony as requirement, including a summoning of said power. Chokmah long warned humanity, via the Church, that any statement along the lines of, 'I'd sell my soul if…' would be followed by an acceptance by one of the many pairs of open airs from Inferno, that the mere offer of the soul enough to ensure ratification. Then there are the emotional ties, where the dark powers are not mentioned, yet the victim's desire grew so strong that a dark power simply appears.
Escaping a pact is dangerous and near fruitless, but not impossible. Escaping a pact with Astaroth himself would surely be a feat of the Demiurge's unexpected return. The combine between the two is strong and payment is if not required, but taken. However, it can be achieved. One of the easiest forms of escaping payment is to trick the dark power… making the payment appear as though it was the intended and stipulated, but in actuality a mere dummy.
A known ritual to free oneself from a pact with a dark power follows. It's success is not guaranteed.
Ritual of Dissolution
A conjurer need not perform this ritual, however, to offer surety to the rite it has been recorded in texts that if performed within a conjurer's temple the chance of breaking the pact is increased. Ignorance in the way of magic when dealing with dark powers leads to further demise on the part of the individual.
A bloodstone must be procured and guarded carefully because its function in the ritual is of great import to the preparation of blood sacrifice to follow. The victim of the pact must secrete himself from interruption, with enough room to burn a large brazier or fire. A willing sacrifice must be bought to this place, with the intention of offering himself/herself in exchange for the victim of the pact. The victim must be sexually pure and of positive mental balance. The sacrificial victim must not be under the influence of drugs, but manipulation and lies are welcome. However, the victim must realize at least that they are going to die in place of the pact maker (whether they know about the pact or not is negligible). A sharp knife or other cutting instrument is needed - of clean blade (never used).
The sacrifice is prepared, dressed in clean white linen, with shoulders bare. In the brazier wood is burned. Before the sacrifice, the following words are to be intoned.
'I offer this innocent to you, great [dark power whom the pact is with], in honour and power of your resplendence, greater than all the others. [dark power whom the pact is with] agree to accept this pure one as agreeable.'
At this point the sacrifice is offered, and with one stroke the head must be severed with a blow of the knife. As the brazier burns, the headless body must be skinned, and thrown upon the flames and allowed to burn into cinders. As soon as this is completed, the ashes and embers must be grabbed and thrown over the body and the intonation made again.
Note: the decision to break the pact is up to the dark power. There is no compunction on their part to do so, unless it amuses them. A conjurer who performs this ceremony, does not burn the skin of the innocent, rather stretches the skin to all edges of the Temple's circle and staples it to the ground with nails taken from a coffin. As this ritual is an old one, it's chances of success are limited, but not impossible.
Ring of Solomon
Whether Solomon existed or not is purely speculation of Archons, but the ring is a design of Astaroth. However, legends surround this king's rise to fame and his fall from grace. They surround a powerful ring that Solomon was purported to have received from the hands of a Seraph that allowed the king the ability to summon and control creatures from Inferno. This ring may or may not exist, and passes through time at strange moments. That a Seraph passed this ring into Solomon's hands seems well out of place as the story goes. Once in possession of the ring, Solomon set about the task of conjuring and binding demons and seraphim, receiving information from all and giving them all tasks to perform in the Temple to his God. The story ends with Solomon dealing with the thirty-six spirits of the decani of the Zodiac, their presentation to him, and Solomon's fall through temptation. The ring, though clearly powerful, is a tool to sealing oneself with a pact with a dark power, none other than Astaroth who masqueraded as the Archangel Michael to King Solomon.
The point of interest is the lack of conjurer's Temple required when consulting with creatures from Inferno. The ring replaces the circle, as the ring's design is empowered with a circle, a pentacle and words of power - the ring is a symbol of the conjurer's Temple.
The ring's description is varied and many texts and oral tradition. The ring can appear made of alternate bands of silver and copper, and has been seen made from iron. However, one common feature to the ring, is the design of the pentacle upon the face, an eight-arrayed star with a smaller four-rayed star cut within. Some have witnessed a diamond cut into the centre, and others propose that part of a root of mandrake was inserted into its middle. Again, two differing versions of words inscribed upon the ring show the amorphic function of this artifact. The first record says there were seven names of power in a language similar to Phoenican engraved within the circle: SLYT, SPYLT, TRYKT, PPMRYT, HLPT, ALYPT, and HLYPT. The meaning of these arrangements is an interchangeable code of substitute letters. Being all consonants that access the power of the ring. The second record of words of power upon the ring is gnostic in origin, and relates to number-letter correlation: HQQPS, SHHLT, TWRSP, HSPT, BRWLHT, ALYLT, PTPNT, RHMT, QPYDT, SHPLT, HQYKT, PPAYSHNT, LMPS, WHLYMPT, DMPST, KTYBT, TRKLT, YDHTYRT, DQST, LMSTMPS, MRYPT, PSYT, PPT, PSDMST, SHKLLT, PSYT, DMPS, PRYSHT, PLISHT. The conflicting records of the description of this ring, however, show common denominators at core.
The legend of the ring is that during the building of the Temple at Yerushalayim a demon, named Ornias, seized upon a youth in the employ of the king. This demon fed from the youth, food, money, and blood for a bargain of sorts - a pact. Eventually, this favourite youth of the King appealed to Solomon and so the King entered the Temple and prayed for help so that he might gain power over this demon. Immediately a Seraphim appeared, calling himself the Archangel Michael, and presented the king with a powerful ring. Confronted with the ring, Ornias cowered from Solomon who demanded knowledge from the demon and that he not touch his favoured again. The demon was bound and did what Solomon commanded. The King made the demon, by the power of the ring, force other demons to visit him. Solomon bade many demons come to him and each assigned them functions to aid in the building of the Temple in Yerushalayim. What follows is a list of the demons as described in The Testament of Solomon and their stated functions to the King.
Beelzeboul, Onoskelis, Asmodeus, Tephros, Ruax, Barsafael, Arotosael, Iudal, Sphendonael, Sphandor, Belbel, Kurtael, Metathiax, Katanikotael, Saphathorael, Bobel, Kumeatel, Roeled, Atrax, Ieropael, Buldumech, Naoth, Mardero, Alath, Neftihada, Akton, Anatreth, Pheth, Anoster, Alleborith, Hephesimireth, Ichthion, Agchonion, Autothith, Ftheboth, Bianakith.
Whether these demons exist is unlikely, more they are functions or semi-incarnates of Astaroth, used to lure the wearer into a temptation of using the powers of these 36 demons and with each step, falling into a pact that he or she is unable to escape. Solomon became more and more corrupt and fell from grace. Through the ring's powers he was twisted and eventually taken by Astaroth. The ring will only ever be found in the hands of someone of respect and power. The ring's powers are minimal. It only offers a pact with Astaroth. The details are the result of the wearer and what he wants. Astaroth will promulgate the ability to summon, control and receive favours from demons as the power of the ring, however. Astaroth never presents himself, and masquerades as something close to the victim's religious or ethical considerations.
Demons of Inferno
This list by no means exhaustive or bible. Those presented here are recorded by man, and their true natures may or may not be. Whether these creatures are razides, nepharites or simply constructs of the Death Angels is not certain. These descriptions are not meant to be detailed.
Andras: most often descried as a Seraph… heavenly, blue body, scarred and bloody with ragged and dirty wings. Yet his wounds drip not blood, but acid… the blood on his talons is that of past victims. His hair is raven black, with eyes bird-like, quick and acute. His face is pale, rubbed in ashes of his dead. Andras is a powerful conjurer and specifically targets those who deal in magic. He offers spells of power that are merely mechanics of destruction for the user and their victims. He cares little for the pain of common man, but loves the torment of those aware.
Barbatos: thought to be under the control of Hareb-Serap, this creature of Inferno masquerades as mortal. Often appearing as a friend in need, in forests and mountains or anywhere man is not urbanized. Always bearing arms of the locality, he is a woodsman, hunter and survivalist. He never appears alone, and shadows of his legions flit like saltant flames behind him, but they are never made out until it is too late. His voice is velvet and soothing, mesmerizing all who listen. He brings out desires and hints at secrets they may find and lures those who meet him into a pact, for which he shows them something of the past, present or future. People who desire amity are his favourites and his offered visions of peace and prosperity are glorious. Once the pact is complete Barbatos' minions swoop like ravens, in shards of shadow, dragging them to the battlefields of Hareb-Serap.
The Bifrons: A terrifying company of ravenous teeth, and amorphous tendrils of wire. The Bifrons are thought to be separate entities, but who have the ability to merge together into a frightening mass of rolling destruction. They undulate and consume man leaving Living Dead in their wake. The Bifrons do have intelligence. Their knowledge of time and space, mathematics and the Lore of Death is focused, but it seems it is all they can be conjured in relation to.
Cimeries: Ebony skin, and a well-defined physique, with a face never remembered. He rides a black stallion. A piquant smell of chemical surround him. Oftentimes he is found in the company of rogue soldiers from congo who seem unaware of his presence or anyone else's for that matter. He wanders the Illusion and Inferno in Africa making sure there really are no survivors from Maero Nakemi's realm of Nywere. He knows the exact location of the ruins of Asako and of many secrets still entombed in the dusty, toxic shell.
Dantalian: Protean, Dantallian twists and morphs, woman and man into horrible parodies of mankind, showing deformities of both genders as they merge. Accomplished with surgical patience and mess, an invisible plastic surgeon transfigures Dantallian continuously. Dantallian watches the minds of mankind - he knows their secrets and their innermost thoughts. His power of intrusion into the one's mind is absolute, with or without their knowledge. However, Dantalian is dangerous and often manipulates the conjurer or witness to his presence into servitude that leads to surgical scarring of some kind to forever change the individual's external appearance to drive them mad.
Flauros: Creeping in shadows of his own fires, Flauros appears most often as a twisted leopard or other large predatory feline whose face is crushed and mutilated; rotting incisors are twisted in the mashed mouth, eyes are blackened and bleeding, fur is matted in blood and feces. Bat-like wings tipped with claws are folded against his back. A huge distended member drapes between his legs, lanced outward with razors. Flauros is a very powerful creature, but more primal than erudite. Often he is conjured for the explicit reason of stopping another from Inferno, something which he does with vehemence and brutality, raping and shredding his victims, whether they are man or beyond. He has command over fire and surrounds those he destroys in rings and spheres of fire. However, Flauros has no mercy, not even for a conjurer.
Gomory: Beautiful, her skin reflects like gold. Her hair is liquid metal that caresses lovers and conjurers alike arousing desire of body and inciting greed. One taste of her hair, a simple swallow and her control over her victim is absolute. However, her benefits result in young women or men flocking to the digester. Over the next year, dreams assail the one who ingested her seed showing horrible visions of their past (lives), present, and future (lives).
Malpas: Architect of deconstruction. Malpas has worked for Death Angels, Astaroth, and conjurers all. His task is to deconstruct the Illusion bit by bit, replacing new buildings with ones whose layout, design and construct build gates to Inferno. Most often seen as dressed for buisiness, he poses as a leading architect, producing propaganda for his resumes when dealing with a potential 'client'. His charm, impeccable dress, manners and refined sense of style make him well-liked. He keeps himself far from the media and dodges all reports until the desired building, house or structure is completed. He then disappears, leaving the door to Inferno ready and waiting. Malpas' true form is unknown.
Stolas: Ambiguous with one known attribute, to destroy the power of the seven planetary bodies. So far Stolas has managed to twist the information so that the Sun and the moon are now looked upon, not as planets, but as other bodies. In addition, conjurers now recognize nine planets, instead of seven. These nine, Stolas is twisting into the remaining concentration of Death Angels (bar Togarini). It is thought Stolas is working under Astaroth's gaze. None have ever seen him, for often he appears as the last person the conjurer laid their eyes upon.
Vine: Once in the service of Togarini, but with the Death Angel's exile, Vine appears to be his own master. Vine has been promulgating the use of magic within the Illusion. He knows all conjurers, regardless of time, and his function in past may have been to keep tabs on all who practice the art. Since his departure from Togarini he has manifested the powers to step outside of magic circles. However, he prefers to offer aid to conjurers rather than destroy them. His desire is to weaken the Illusion through networking.
Credits: thanks to David Edelhaug with the planets