TEXT:  
   
  Adventures Dark and Deep™ 
   
  Darker Paths III: The Demonolater 
   
   
   
  By Joseph Bloch 
   
  Being an optional character class, the demonolater, with more than 25 new spells for its use. 
  This supplement is suitable for use with other games compatible with the original and advanced 
  editions of the world’s most popular fantasy role-playing game. 
   
  Compatible 
  with most 
  “Old School” 
  RPGs! 
  
  Table of Contents 
   
  Introduction .............................................................................................................................................................................................................. 1 
  The Demonolater ....................................................................................................................................................................................................... 2 
  Spellcasting ......................................................................................................................................................................................................... 2 
  Familiar .............................................................................................................................................................................................................. 3 
  Patron Demon ...................................................................................................................................................................................................... 3 
  Demonic Pacts and Services ................................................................................................................................................................................... 5 
  Create Magic Items ............................................................................................................................................................................................... 6 
  Non-Human Races ................................................................................................................................................................................................ 6 
  Spell Descriptions ...................................................................................................................................................................................................... 6 
  New Monsters .........................................................................................................................................................................................................14 
  Demon, Carcharo (lesser demon) ............................................................................................................................................................................14 
  Demon, Dagon (demon lord) .................................................................................................................................................................................15 
   
  Credits 
   
  Design, layout, and cartography................................................................................................................................................................... Joseph Bloch 
  Proofreading and editing................................................................................................................................................................. Mollie Carson-Vollath 
  Artwork .................................................................. cover and character illustration on p. 3: Gennifer Bone, copyright © 2015 Gennifer Bone, all rights reserved 
   
  other interior artwork by various artists, all in the public domain 
   
  Visit us on the web at www.brwgames.com 
   
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  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.  
   
  Castle Zagyg Class Options & Skills for Yggsburgh, Copyright 2006 Troll Lord Games, author Gary Gygax. 
  Ultimate Combat Playtest Round 2: Gunslinger firearms rules Copyright 2011 Paizo Publishing, LLC, lead designer 
  Jason Bulmahn.  
   
  ADVENTURES DARK AND DEEP™ Players Manual, Copyright © 2010-2015, BRW Games, LLC. ADVENTURES DARK AND 
  DEEP™ Bestiary, Copyright © 2013, Joseph Bloch. ADVENTURES DARK AND DEEP™ Game Masters Toolkit, Copyright 
  © 2013, BRW Games, LLC. ADVENTURES DARK AND DEEP™ is a trademark of BRW Games, LLC, Darker Paths 3: The 
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  Version 1.0a: The text of the demonolater class description and all spells associated with it. 
  
  Darker Paths 3: The Demonolater 
   
  1 
  Introduction 
   
  The introduction of variant character classes has a long and proud tradition 
  within role-playing games, almost as old as the genre itself. Whether the 
  game master chooses to open such new classes as options for his players, or 
  simply uses them as a new and hitherto-unknown foil for them to test their 
  mettle against, such classes can add spice and freshness to an otherwise 
  staid campaign. 
   
  The demonolater presented herein is something of a departure from most 
  other spellcasting character classes, in that his spells are not geared for 
  personal power, not about directly blasting enemies with fireballs. The 
  demonolater is specifically designed to interact with, and use the powers of, 
  demons to accomplish his ends.  
   
  A demonolater will, over the course of time, acquire a stable of demons of 
  various statures and types who owe him services, and to whom he owes 
  services; he will have negotiated pacts to get what he wants from them in 
  exchange for what they want from him. In the end, it’s a losing game for the 
  demonolater, who pays for his demonic aid with blood, treasure, life, and 
  x.p., but each and every one thinks he’s the one who’s smarter than all the 
  others that have come before him, and can cheat his inevitable end.  
   
  It should be noted that such activities are the main way the demonolater 
  functions. Since he does not have many offensive spells, he relies on those 
  demons he has bound to himself by collecting services, both minor and 
  major. Those who oppose demonolaters will find themselves accosted by all 
  sorts of demonic entities. Mostly manes, quasits, and the like at first. Later, if 
  the PCs are enough of a threat, and the demonolater is powerful enough, 
  more puissant demons, such as vrocks and nalfeshnee, may be sent. At all 
  times, the demonolater is looking to add to the stable of demons upon whom 
  he can call at need. 
   
  Demonkind are very fractious by nature; the precise powers of the 
  demonolater, and some of the effects of his spells, will depend on which 
  demon lord he holds as his patron. And, of course, given the chaotic nature 
  of Abyssal politics, it’s possible for a demonolater to transfer his loyalty from 
  one to another. But it’s never easy. 
   
  In most campaign settings, demonolaters would be secretive, hiding their true 
  nature behind some guise. Only in certain circumstances, where a nation 
  was openly evil, and service to the forces of the Abyss was not considered 
  anathema, would they operate openly.   
   
  Their function as foils for a party of player characters is obvious. Any evil cult 
  that serves demonkind would be more likely to have one or more 
  demonolaters at its head. But things become much more interesting when a 
  demonolater is included in a campaign in a more subtle role. 
   
  Consider, for instance, the notion that two rival cults are at each other’s 
  throats. In such a case, a demonolater might be an ally of a party, even a 
  good-aligned one, if the evil that they were fighting was worse than the evil 
  he represented. Of course, it’s entirely possible that in such a circumstance 
  the demon-cult is simply using the PCs as pawns to clear the opposition 
  away, making room for its own expansion and rise to power. Such are the 
  machinations of those who serve the Abyss. 
   
  It cannot be stressed enough that the demonolater class presented herein, 
  and the spells associated with it, are completely optional. They are not 
  required to play the ADVENTURES DARK AND DEEP™ game, and their inclusion 
  is entirely – entirely - at the discretion of the game master. It is very possible 
  that the game master may also exclude the class from his players, but use it 
  as a villainous non-player character. This is fully in keeping with the game’s 
  strictures, and doubly in keeping with the maxim that the game master’s 
  word is law. 
   
  Some might even feel that the demonolater class as a whole is superfluous, 
  and simply import the spells presented herein into the regular ADVENTURES 
  DARK AND DEEP™ game, adding them to the repertoire of the cleric class 
  (perhaps limiting some of them to clerics dedicated to certain evil cults). 
  Some might find certain of the spells suitable for classes such as the mystic or 
  savant. If the game master finds this product is better used in his own 
  campaign in such a fashion, it is his decision to make. They are not called 
  game masters without cause.  
   
  On “Evil” Campaigns 
   
  Campaigns where evil characters are the norm are one of the hardest things 
  to pull off well. All too often the temptation takes over, to descend into the 
  realm of “my atrocity against the innocent villagers is worse than your 
  atrocity”, and the campaign can devolve into a slapstick parody of a regular 
  fantasy role-playing campaign. However, it is possible, with the full 
  engagement and prior buy-in of the players, to conduct such a campaign 
  with seriousness, exploring the motivations of those sorts of individuals who 
  might in other campaigns be used simply as the villainous foils for the 
  paragons of “good”.  
   
  The fact that the game has specific philosophical definitions for terms such as 
  “good” and “evil” (as well as “lawful”, “chaotic”, and “neutral”) lends itself 
  to a campaign made up of “evil” player characters. Once it is realized that 
  “evil” does not automatically mean a ravaging engine of malice and 
  destruction, but simply a belief that those who are stronger / richer / more 
  accomplished should reap the benefits of their talents, a more nuanced and 
  interesting approach to the typical fantasy role-playing campaign becomes 
  possible. 
   
  Variant Clerics 
   
  In addition to being an evil character class, the demonolater represents an 
  experiment in the ADVENTURES DARK AND DEEP™ system, expanding the 
  number of character classes, specifically clerics, to better reflect the specific 
  needs of particular deities, pantheons, and religions. Other games have 
  taken steps in this direction, such as kits, prestige classes, customized spells 
  and minor divine powers, but this product takes the principle to its logical 
  conclusion, offering an alternative to the cleric class that is as different from it 
  as is the druid class.  
   
  Just as the cleric is a specialist in certain very specific functions – healing, 
  divination, and fighting the undead – so too is the druid a specialist in 
  different functions. Specifically, dealing with nature, the elements, and so 
  forth.  
   
  In this respect, the demonolater should be looked on as an analogue to the 
  druid. Rather than merely having some sort of “evil high priest” that uses the 
  cleric character class, inverting some of its spells and the power to turn 
  undead (essentially becoming an “anti-cleric”, but with some odd 
  incongruities, such as being forbidden from using weapons that draw blood; 
  hardly something one expects of an “evil high priest”!), the demonolater 
  presented herein represents a specialty class of cleric especially suited for 
  serving the lords of the Abyss, just as the druid is especially suited to serving 
  Nature. In that respect, the demonolater represents the first in what could 
  well be a series of such specialized sub-classes of cleric, each attuned to a 
  specific deity or religion, removing the cleric class from its perch as a 
  “generic” priest. 
   
   
  
  ADVENTURES DARK AND DEEP™ 
   
  2
  The Demonolater 
   
  The demonolater is a sub-class of the cleric. They are those few twisted 
  mortals who seek out and serve one of the various demonic lords of the 
  Abyss, whether because of some compulsion, or a desire for power or other 
  rewards.  It is often impossible to determine their motives with any certainty, 
  because demonolaters are quite frequently demon-possessed, insane, or 
  both. 
   
   
   
  Demonolaters must have a wisdom score of at least 12 and a charisma score 
  either 9 or lower, or 14 or higher. They must be chaotic evil in alignment. 
  Any race that can become clerics can become demonolaters, although demi-
  human representatives of this class are somewhat rare.  
   
  Demonolaters have the following powers and skills: 
   
  • 
  Spellcasting 
  • 
  Patron demon 
  • 
  Familiar 
  • 
  Demonic pacts and services 
  • 
  Create magic items 
   
  Demonolaters may wear any type of armor, and use any type of shield. They 
  may become proficient in any weapon except mace, flail, club, and staff 
  (except for Yainarchoy’s demonolaters, who are required to be proficient in 
  flail).  
   
  Demonolaters advance in level according to the following table: 
   
  TABLE 1: DEMONOLATER LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d8 
  2,000 
  2 
  2d8 
  4,000 
  3 
  3d8 
  7,500 
  4 
  4d8 
  12,500 
  5 
  5d8 
  20,000 
  6 
  6d8 
  35,000 
  7 
  7d8 
  60,000 
  8 
  8d8 
  90,000 
  9 
  9d8 
  125,000 
  10 
  10d8 
  200,000 
  11 
  10d8+1 
  300,000 
  12 
  10d8+2 
    
  After 12th level, the demonolater needs an additional 100,000 experience 
  points per level, and gains an additional hit point for every level gained.  
   
  Demonolaters begin with 3d6x10 g.p. 
   
  Spellcasting 
   
  Demonolaters are able to cast magic spells which are granted by their patron 
  demon. Demonolaters get the same spell bonus for having a high wisdom 
  score that clerics receive. 
    
  TABLE 2: DEMONOLATER SPELLS AVAILABLE BY LEVEL 
   
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  12 
  5 
  4 
  4 
  3 
  3 
  2 
  13 
  5 
  5 
  4 
  4 
  3 
  2 
  14 
  5 
  5 
  4 
  4 
  3 
  3 
  15 
  5 
  5 
  5 
  4 
  4 
  3 
  16 
  6 
  5 
  5 
  4 
  4 
  3 
  17 
  6 
  5 
  5 
  5 
  4 
  4 
  18 
  6 
  6 
  5 
  5 
  4 
  4 
  19 
  6 
  6 
  5 
  5 
  5 
  4 
  20 
  6 
  6 
  6 
  5 
  5 
  4 
  21 
  6 
  6 
  6 
  5 
  5 
  5 
   
   
   
   
  
  Darker Paths 3: The Demonolater 
   
  3 
  TABLE 3: DEMONOLATER SPELLS BY LEVEL 
   
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  Fifth Level 
  Sixth Level 
  1 
  Blandishment 
  Beguiling 
  Animate Dead 
  Bribe Demon 
  Animate Object 
  Anti-Magic Shell 
  2 
  Cause Fear* 
  Bind 
  Bestow Curse* 
  Cause Serious 
  Wounds* 
  Avoidance 
  Astral Spell 
  3 
  Cause Light Wounds* 
  Compel Truth 
  Break Resistance 
  Commune 
  Cause Critical 
  Wounds* 
  Block Power 
  4 
  Cause Pain 
  Cone of Harm 
  Cause Blindness* 
  Dismissal 
  Dispel Good* 
  Cause Insanity* 
  5 
  Ceremony 
  Gate Least Demon 
  Cause Disease* 
  Gate Minor Demon 
  Distance Distortion 
  Cloudkill 
  6 
  Charm Person 
  Hold Person 
  Charm Monster 
  Guardian Demon 
  Dolor 
  Dark Sigils 
  7 
  Command 
  Minor Pact 
  Continual Darkness* 
  Invite Possession 
  Hold Monster 
  Gate Greater Demon 
  8 
  Darkness* 
  Resist Fire 
  Dark Offering 
  Iron Chains 
  Iron Cage 
  Harm* 
  9 
  Detect Good* 
  Scare 
  Demand Service  
  Polymorph Self 
  Polymorph Other 
  Seize Thrall 
  10 
  Detect Magic 
  Silence 15’ Radius 
  Dispel Magic 
  Protection from Good 
  10’ Radius* 
  Spiritwrack 
  Speak with Monsters 
  11 
  Pollute Food and 
  Drink* 
  Undetectable Lie* 
  Infravision 
  Resist Steel 
  Telekinesis 
  Teleport Without Error 
  12 
  Protection from Good* 
  Unholy Symbol* 
  Positive Plane 
  Protection* 
  Telepathy 
  Teleport 
  Torment 
  13 
  Resist Cold 
  Wizard Lock 
  Resist Electricity 
  Wall of Fangs 
  Wall of Madness 
  Warp Reality 
   
  * Spells marked with an asterisk are more commonly known by the reverse of 
  their name. Thus, cause light wounds is listed as cure light wounds in the 
  ADVENTURES DARK AND DEEP™ Players Manual. Demonolaters still have access 
  to the unreversed versions, but are more likely to have the reversed version of 
  the spell.  
   
  Spells listed in italics are new with this supplement; for details, see “Spell 
  Descriptions” starting on p. 6. Demonolaters may have access to additional 
  spells, depending on which patron demon they choose (see below). 
   
  Familiar 
   
  Each demonolater begins the game with a familiar, exactly as described in 
  the 1st level mage spell find familiar. The demonolater must roll randomly to 
  determine what sort of familiar he has.  
   
  Patron Demon 
   
  Each demonolater must choose a demon lord or lady as his patron, who will 
  bestow a special power upon his follower. This bond is not immutable, 
  however, and switching from one patron demon to another is not unknown, 
  especially given the volatile politics of the Abyss. Demons are not known as 
  being particularly trusting, however; in order to be accepted, the 
  demonolater seeking to serve a new master must kill a powerful servant of his 
  former master (a servant no lower than one level (or one hit die) below the 
  demonolater) in order to prove his loyalty.  
   
  Each patron demon grants its servants powers particular to its nature, as 
  described below.  
   
  Arachnia 
   
  Arachnia, Demon Queen of Spiders, is most noted for the devotion of the 
  dark elves to her cause, but many other sorts of creatures pay her homage as 
  well.  
   
  At 1st level, thralls of Arachnia are able to cast the spell spider climb once 
  per day. This is in addition to any other spells they might be able to cast. 
   
  At 3rd level, demonolaters devoted to Arachnia are able to cast the spell 
  web once per day. The spider climb ability is increased to twice a day. 
   
  At 5th level, Arachnia bestows on her demonolaters an immunity to the 
  venom of spiders, and they can likewise move at normal speed through 
  spider webs and even ignore the effects of the web spell. 
   
  At 7th level, those devoted to Arachnia can summon 2d4 monstrous spiders 
  once per day, who will do their bidding (relayed telepathically) for 1d6 
  hours. The size will vary, and should be rolled separately for each spider that 
  answers the summons: 
   
  Die Roll (d6) 
  Spider Type 
  1-3 
  Large 
  4-5 
  Huge 
  6 
  Giant 
   
  Services to Arachnia center on human(oid) sacrifices to her (the husks of the 
  victims will often haunt the outskirts of drow communities as shadows), as 
  well as a special ceremony known only to the dark elves, which tests them to 
  see if they are worthy in Arachnia’s eyes to advance to the highest 
  experience levels possible. Those who fail the tests become driders. 
  Iconography involves spiders, webs, etc.  
   
  Baphomet 
   
  The demon lord of beasts, Master of Mazes, and prince of minotaurs, is a 
  fearsome individual, and his devotees tend to be the wilder and more 
  barbaric of the demonolaters. All demonolaters whose patron is Baphomet 
  gain access to the following spells, which must be memorized in ordinary 
  fashion: 
   
   
  First Level:  Animal Friendship, Invisibility to Animals 
   Second Level:  Animal Fear, Animal Telepathy 
   
  Third Level:  Hold Animal, Pass without Trace 
   
  Fourth Level:  Animal Summoning I, Summon Minotaur (like the spell 
  Monster Summoning I, except a single minotaur will appear 
  after a 1d4 minute delay) 
   
  Fifth Level:  Animal Summoning II, Maze 
   
  Sixth Level:  Animal Summoning III, Anti-Animal Shell 
   
  At 1st level, demonolaters with Baphomet as their patron speak minotaur. If 
  one comes to serve Baphomet later during his career, he will have to learn 
  the language normally. 
   
  Starting at 3rd level, Baphomet’s demonolaters will have an instinctual 
  knowledge of mazes and labyrinths designed to befuddle people’s minds. As 
  
  ADVENTURES DARK AND DEEP™ 
   
  4
  such, they will know if any given turn or side corridor in a maze will lead 
  towards, or away from, the exit of such a maze. They are also immune to the 
  spell maze. 
   
  Dagon 
   
  Dagon, demon lord of the deep, reigns over all the seas and oceans of the 
  Abyss, and is constantly seeking to extend his dominion to other planes as 
  well.  
   
  At 1st level, demonolaters with Dagon as their patron automatically have one 
  skill level in the seamanship secondary skill. Those who switch to Dagon later 
  as their patron may buy the first skill level for 2,000 x.p., if they so desire.  
   
  Starting at 3rd level, demonolaters who are devoted to Dagon can breathe 
  water as easily as air, and have double the normal vision range underwater. 
   
  At 5th level, demonolaters can speak with sea creatures, with a range of 
  30’. The ability is telepathic in nature, but does not allow reading of surface 
  thoughts, only those thoughts consciously projected at the demonolater. 
  Mindless creatures such as worms and sponges are unaffected, but fish will 
  have a rudimentary intelligence (enough to react to simple queries). Good-
  aligned intelligent creatures will sense something subtly “wrong” about the 
  demonolater, though, and have a -25% reaction adjustment. 
   
  Starting at 7th level, Dagon’s demonolaters can shape change into any sort 
  of sea creature, as long as its mass and size are no more than double that of 
  a human (so, many types of sharks and octopi would be fine, whales and 
  giant mantis shrimp would not be). They can shape change (and can return 
  to human form) three times per day, but cannot change into the same form 
  more than once per day. 
   
  Demoniarch 
   
  Two-headed Demoniarch, the self-styled King of the Abyss, is without 
  question one of the most powerful of all the demon lords, and is a master at 
  playing factions against one another.  
   
  Demonolaters dedicated to Demoniarch have access to the following spells. 
  The spells must be memorized normally. 
   
   
  First Level:  Serpent Missile 
   Second Level:  Animal Telepathy (scaled animals only) 
   
  Third Level:  Sepia Snake Sigil 
   
  Fourth Level:  Log to Lizard 
   
  Fifth Level:  Sticks to Snakes 
   
  Sixth Level:  Eyebite 
   
  In addition, all demonolaters with Demoniarch as their patron can cast 
  animal friendship (effective on scaled animals only) three times per day. This 
  does not count against their normal spellcasting limits. 
   
  At 5th level, all of Demoniarch’s demonolaters are immune to animal-based 
  poisons and venoms. Plant-based poisons will still affect them. (If you are 
  unsure whether a given poison is plant- or animal-based, determine 
  randomly, 50% chance of either). 
   
  Fraz-Urb’luu 
   
  The Demon Prince of Deceit encourages his subjects to follow his example. 
  Misdirection, deceit, subterfuge, and illusions-within-illusions are their stock-in-
  trade.  
   
  All demonolaters dedicated to Fraz-Urb’luu add the following spells to their 
  list of spells that can be memorized. The spells must be memorized normally. 
   
   
  First Level:  Phantasmal Force, Wall of Fog 
   Second Level:  Alter Self, Improved Phantasmal Force 
   
  Third Level:  Hallucinatory Terrain, Spectral Force 
   
  Fourth Level:  Massmorph, Phantasmal Killer 
   
  Fifth Level:  Advanced Illusion, Dream 
   
  Sixth Level:  Programmed Illusion, Veil 
   
  Starting at 5th level, all demonolaters who have Fraz-Urb’luu as their patron 
  are unaffected by illusions. 
   
  Juiblex 
   
  Demonolaters who have Juiblex as their patron demon are few and far 
  between. The demon lord of slimes, jellies, puddings, and rot is not known 
  for his humanoid followers, but they are not completely unknown, either.  
   
  Starting at 4th level, a demonolater loyal to Juiblex will not be attacked by 
  slimes, jellies, puddings, or gelatinous cubes, unless they themselves are 
  attacked. 
   
  Starting at 7th level, demonolaters with Juiblex as their patron can change 
  their shape into that of one of the following creatures (and return to human 
  form) three times per day: gelatinous cube, mustard jelly, ochre jelly, crystal 
  ooze, gray ooze, quicksilver ooze, black pudding, brown pudding, dun 
  pudding, or white pudding. No shape can be repeated on the same day.  
   
  While in this form, the demonolater has all of the powers and features of the 
  creature in question, including both attacks and movement. He will retain his 
  mind, however. The form can be maintained as long as he wishes, and can 
  be discarded for his true form at will; if slain, he will revert to his true form. 
  Belongings are transformed with him as well. Transforming back into normal 
  form will heal 10-40% of any wounds (1d4x10). 
   
  Kostchtchie 
   
  The demon lord of cold and giants has quite a number of followers among 
  the frost giants, but few among the humanoid races. All, however, have 
  access to the following additional spells, which must be memorized in 
  ordinary fashion. 
   
   
  First Level:  Endure Cold, Resist Cold 
   Second Level:  Enlarge, Strength 
   
  Third Level:  Hold Person, Protection from Normal Missiles 
   
  Fourth Level:  Ice Storm, Wall of Ice 
   
  Fifth Level:  Cone of Cold, Emotion 
   
  Sixth Level:  Freezing Sphere, Speak with Monsters 
   
  In addition, starting at 3rd level, demonolaters dedicated to Kostchtchie are 
  able to enter a berserker rage at will. While in such a rage, they gain an 
  extra attack each round, get a +2 bonus “to hit”, and never check morale. 
  However, there is a 50% chance per round that they will simply strike 
  whomever is closest, rather than an enemy. They must make a successful 
  wisdom check to come out of the berserker rage. 
   
  Obsidiax 
   
  Noted for both his charm and his intellect, Obsidiax is unusual among 
  demonkind. Generally humanoid (except for the six digits on his hands and 
  feet), he is strikingly handsome by human standards, despite his jet-black 
  skin. He is nonetheless just as ruthless, ambitious, and treacherous as any of 
  his fellow demon lords. 
   
  
  Darker Paths 3: The Demonolater 
   
  5 
  Demonolaters loyal to Obsidiax have access to the following spells in 
  addition to the regular spell lists, which must be memorized in ordinary 
  fashion. 
   
   
  First Level:  Change Self, Charm Person 
   Second Level:  Fascinate, Invisibility 
   
  Third Level:  Resist Charm, Suggestion 
   
  Fourth Level:  Fire Charm, Polymorph Self 
   
  Fifth Level: Improved Fear, Sympathy 
   
  Sixth Level: Blade Barrier, Feeblemind 
   
  In addition, starting at 3rd level, demonolaters with Obsidiax as their patron 
  have verbal patter skills equal to those of a mountebank 2 levels lower. Thus, 
  a 5th level demonolater performs verbal patter as if he were a 3rd level 
  mountebank. This is a learned skill, not a magical power. 
   
  Orcus 
   
  The Demon Lord of the Undead is a powerful patron indeed, and his 
  followers have powers that include mastery of the undead. 
   
  All demonolaters who have Orcus as their patron may turn undead as if they 
  were clerics of equal level. See the ADVENTURES DARK AND DEEP™ Players 
  Manual for details on turning undead. Naturally, turning in this case means 
  the undead will become loyal to the demonolater.  
   
  Intelligent undead will have a +25% bonus to all encounter reactions with 
  demonolaters dedicated to Orcus. Non-intelligent undead will have a +40% 
  bonus.  
   
  In addition, starting at 5th level, those demonolaters loyal to Orcus who cast 
  the spell animate dead may animate twice as many undead creatures as they 
  might otherwise.  
   
  Finally, at 7th level, demonolaters with Orcus as their patron are immune to 
  level drain by undead. 
   
  Pazuzu 
   
  Pazuzu, demon lord of the skies, ruler of the windy heights above each of the 
  Abyssal planes, is one of the oldest beings known to exist. He is on good 
  terms with most of the other princes of the Abyss. 
   
  Beginning at 3rd level, demonolaters loyal to Pazuzu take 1 h.p. per hit die 
  less on all wind-based attacks, and get a +2 bonus to all saving throws 
  against such. They can also speak with animals three times per day, but only 
  with birds and other flying creatures.  
   
  Starting at 7th level, those demonolaters whose patron demon is Pazuzu can 
  change their form three times per day. The form taken must be a non-magical 
  flying animal (bird, bat, bee, etc.), and any belongings transform as well. 
  Size is unimportant, but the same form cannot be taken more than once per 
  day. The true form can be reassumed at will, and 10-40% of any wounds 
  (1d4x10) will be healed as part of the transformation. 
   
  Yainarchoy 
   
  Yainarchoy, demon king of gnolls, master of ghouls, is chiefly known for his 
  cults amongst his favored race of gnolls, but human cults that revere him are 
  not unknown.  
   
  Starting at 1st level, demonolaters loyal to Yainarchoy can turn undead as a 
  cleric of the same level, but only when ghouls or ghasts are the target. (Note 
  that ghasts cannot be turned by 1st level characters.) 
   
  Starting at 3rd level, Yainarchoy’s demonolaters are immune to ghoul 
  paralyzation and ghast reek.  
   
  Starting at 5th level, a demonolater of Yainarchoy can summon 2d4 gnolls 
  once per day. The creatures will fight on his behalf, to the death if necessary. 
  They will disappear in 5 rounds. 
   
  Starting at 7th level, a demonolater loyal to Yainarchoy can summon 1d3 
  ghouls once per day. The creatures will obey his commands, but will 
  disappear in 5 rounds. 
   
  All demonolaters with Yainarchoy as their patron must take flail as a weapon 
  of proficiency at 1st level. Those who come to him later must take flail as a 
  weapon at the earliest opportunity. 
   
  Zogrobiga 
   
  The demon queen of fungi has few worshippers, as such. All, however, have 
  access to the following spells, which must be memorized in ordinary fashion, 
  in addition to the normal demonolater spell lists. 
   
   
  First Level:  Locate Fungus, Pass without Trace 
   Second Level:  Charm Fungus, Warp Wood 
   
  Third Level:  Fungus Growth, Mushroom 
   
  Fourth Level:  Mushroom Door, Speak with Fungus 
   
  Fifth Level: Animate Object, Transmute Rock to Mud 
   
  Sixth Level: Globe of Invulnerability, Repulsion 
   
  Starting at 5th level, demonolaters of Zogrobiga lose one point of CHA for 
  every level gained. This is a result of their skin becoming infected with 
  various fungal growths, causing revulsion in those who do not worship the 
  mother of such things.  
   
  Demonic Pacts and Services 
   
  Much of the demonolater’s power comes from the complex web of services 
  that are owed to him by demons, in exchange for which he will often have to 
  pledge a service himself, or make some other form of payment (human 
  sacrifices are always appreciated, of course).  
   
  Minor services include intimidating, frightening, or stopping someone; 
  guarding a thing or person for no more than 24 hours; retrieving some 
  object that won’t take more than 24 hours; using minor magical powers (4th 
  level spell or equivalent); relaying messages; etc. 
   
  Major services include trying to kill someone, guarding a thing or person for 
  no more than six days, retrieving some object that won’t take more than six 
  days, using major magical powers (5th level spell or equivalent), attempting 
  to possess a mortal, engaging in complex subterfuge, etc.  
   
  The game master should determine whether a given service is major or 
  minor, based on those examples. 
   
  Services can cancel one another out, but cannot be transferred. So, if a 
  demon owes a minor service to a given mortal, and the mortal then agrees to 
  perform a minor service for that same demon, the two services can either 
  both be performed, or can cancel each other out so that neither one is 
  rendered.  Minor and major services cannot be traded for one another, even 
  multiple minor services for one major service; there is no “exchange rate” 
  between the two. 
   
  Services owed must be performed upon request (but just shouting the request 
  into the air is not enough; the demonolater or demon who owes the service 
  must be present to hear the request). Unless the requestor agrees, no 
  mitigating circumstances are sufficient to admit delay, and the one refusing to 
  
  ADVENTURES DARK AND DEEP™ 
   
  6
  undertake the service when asked will lose one level or hit die per day until 
  he does so. Lost levels / hit dice will be restored at a rate of one per day.  
   
  If a player character is abusing the taking on of such services, the game 
  master is encouraged to make the fulfillment of those debts as inconvenient 
  and dangerous as possible. These are demons, after all… 
   
  Create Magic Items 
   
  Demonolaters are able to create scrolls (including scrolls of protection) or 
  recharge magic items, much the way clerics can, as long as they have the 
  appropriate spells in their repertoire.  
   
  Non-Human Races 
   
  For all non-human races, treat demonolaters as clerics in terms of level limits, 
  multi-class restrictions, and class availability. One exception: all dark elves 
  with Arachnia as their patron have a level limit two levels higher than they 
  would if they were ordinary clerics. Humanoid and giant demonolaters are 
  possible; they can rise as high in level as they might otherwise as shamans.  
   
  Spell Descriptions 
   
  Beguiling 
   
  Level 2 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to attempt to trick a demon into owing a service to 
  the caster. The subject must be within 10’ of the caster for the entire duration 
  of the spell, must be able to hear and understand the caster, and must have 
  an intelligence of at least 6. The subject is entitled to a saving throw vs. 
  spells, as well as to any magic resistance that might be applicable. To 
  determine the effect, add together the caster’s intelligence and level, then 
  subtract the subject’s intelligence and hit dice from that number. Roll 1d10, 
  and consult the following table: 
   
   
  Caster (INT + Level) minus subject (INT + Hit Dice) 
  Die Roll 
  (d10) 
  -9 or 
  less 
  -5 to  
  -8 
  -1 to  
  -4 
  0 to 2 
  3 to 5 
  6 to 8 
  9 or 
  more 
  1 
  D 
  D 
  C 
  C 
  C 
  B 
  B 
  2 
  D 
  C 
  C 
  C 
  B 
  B 
  B 
  3 
  C 
  C 
  C 
  B 
  B 
  B 
  A 
  4 
  C 
  C 
  C 
  B 
  B 
  A 
  A 
  5 
  C 
  C 
  C 
  B 
  A 
  A 
  A 
  6 
  C 
  C 
  B 
  A 
  A 
  A 
  A 
  7 
  C 
  B 
  B 
  A 
  A 
  A 
  A 
  8 
  B 
  B 
  B 
  A 
  A 
  A 
  A 
  9 
  B 
  B 
  A 
  A 
  A 
  A 
  A 
  10 
  B 
  A 
  A 
  A 
  A 
  A 
  A 
   
  A:  Success. The demon will owe a minor service to the caster, but will 
  harbor resentment against him for having been tricked. 
  B:  
  Trade. The demon sees through the deception, but is still willing to trade 
  a minor service for a minor service. 
  C:  Failure. The demon sees through the deception, and is angered that the 
  caster would dare attempt such a transparent maneuver. 
  D:  Tables are turned. The demon turns the deception on the caster, and 
  tricks him into owing the demon a minor service. 
   
  This spell is ineffective against demon lords.  
   
  Blandishment 
   
  Level 1 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to ply a demon (of least or lesser rank only) with 
  flattery and compliments, hoping to win from it a minor service. The target 
  demon is entitled to a saving throw vs. spells, as well as magic resistance (if 
  applicable), with a modifier to the saving throw based on the charisma of the 
  caster: 
   
  Caster’s Charisma 
  Demon’s Saving Throw Modifier 
  3-4 
  +3 
  5-6 
  +2 
  7-9 
  +1 
  10-12 
  ±0 
  13-15 
  -1 
  16-18 
  -2 
  19+ 
  -3 
   
  Block Power 
   
  Level 6 demonolater spell (alteration) 
  Requires: incantation, gestures, iron chain 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to prevent demons from using their magical 
  powers. The caster can block one power for every two experience levels he 
  possesses, rounded down; thus, a 13th level demonolater could block six 
  powers. The subject must be within 30’, and is entitled to a saving throw vs. 
  magic (plus magic resistance, if applicable). The caster must specify which 
  powers are to be blocked as the spell is cast. The effect lasts for ten minutes 
  plus one minute per level of the caster, and can affect not only powers 
  specific to the type of demon being affected, but also common demonic 
  powers such as infravision or telepathy. Half damage from certain attack 
  forms, or the power to possess a mortal body, cannot be affected by this 
  spell.  
   
  Break Resistance 
   
  Level 3 demonolater spell (alteration) 
  Requires: incantation, gestures, dram of snake venom 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the demonolater to aid a demon attempting to possess 
  someone else. The demonolater sends a portion of his will to the possessing 
  demon, who in turn uses the energy to add to its own strength (see the 
  ADVENTURES DARK AND DEEP™ Bestiary, under the “Demonic Possession” 
  section of the demon entry, for details). The caster can send up to half of his 
  current wisdom score (rounded down) to aid the demon; those wisdom points 
  are then added to the demon’s intelligence and hit dice when determining 
  the goetic quotient. The wisdom points are regained at a rate of one per 
  week (note that this could result in the loss of bonus spells due to lowered 
  wisdom; the spells that are lost should be determined randomly). The 
  possessed individual must be within line of sight, and no farther than 30’ plus 
  5’ per level of the caster. The spell requires a dram of snake venom, which is 
  destroyed in the casting. 
   
  
  Darker Paths 3: The Demonolater 
   
  7 
  Bribe Demon 
   
  Level 4 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures, bladed weapon 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to offer a bribe to a demon, in order to exact a 
  service from it. Physically, the caster uses a dagger or knife to cut himself, 
  using his own blood as the medium by which his life-energy is transferred to 
  the demon. In game mechanic terms, the character loses 2,500 x.p. in return 
  for a minor service, or 10,000 x.p. for a major service. The x.p. may of 
  course be re-earned through the usual methods, but magic such as restoration 
  will not work. The character’s experience level may need to be changed to 
  reflect his new x.p. total. The blade is not destroyed during the casting.  
   
  Cause Pain 
   
  Level 1 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures, thorn 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to create agonizing pain in one target. The target 
  must be visible, and the spell has a range of 10’ plus 10’ per level of the 
  caster. When struck, the target is entitled to a saving throw vs. spells; failure 
  means the target has a 50% chance of dropping anything held, and is 
  wracked with such pain as to be unable to attack or move for the first round; 
  on subsequent rounds, the target is only able to move at half speed and 
  receives a -2 penalty “to hit”. The effect will last 1 round per level of the 
  caster. The spell requires a thorn, as from a rose or other plant, which is 
  thrown towards the target and cannot be recovered. 
   
  Ceremony 
   
  Level 1 demonolater spell (invocation) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 1 hour 
   
  This spell actually consists of a variety of different rituals, the nature of which 
  will vary from religion to religion, but whose general pattern is universal. The 
  cost of casting the spell for each will vary, but all involve the use of the 
  caster’s unholy symbol. The effect of a ceremony spell is not magical, and 
  thus cannot be dispelled with a dispel magic spell. There are ten specific 
  applications of the ceremony spell, and the caster must announce which one 
  is being learned when choosing which spells he is memorizing: 
    
  Anathema. This ceremony can only be cast by a demonolater of 9th level or 
  higher, and is never done for money. It creates a brand or other highly 
  visible mark (on the hand, forehead, cheek, etc.) that declares the target to 
  be utterly cast out of his former faith. If the ceremony is cast upon an 
  unwilling recipient, he is entitled to a saving throw with a -4 penalty. The 
  mark of anathema can be removed by a successfully cast atonement spell. If 
  the mark was given because of a change in alignment, which was itself 
  caused by some sort of magical control, then the mark of anathema can be 
  fully removed. If not, some vestige of the mark will always remain.  
   
  Burial. This ceremony can be performed by a 1st level demonolater, and 
  costs 5-50 g.p. When cast upon a dead body, it functions as a protection 
  from evil spell. In addition, anyone attempting to disinter the body must make 
  a saving throw vs. spells or flee in panic for 10 minutes. Those demonolaters 
  who have Orcus as their patron will not perform this ceremony. 
   
  Coming of age. This ceremony can be performed by a 1st level demonolater, 
  and costs 5-15 s.p. It is usually cast on someone entering into adulthood, 
  and affords him a bonus of +1 to any single saving throw.  
   
  Consecrate ground: This ceremony can be cast by a 7th level demonolater, 
  and usually will cost 100-600 g.p., depending on the size of the area to be 
  consecrated. It is used to prepare a given area for the construction of some 
  religious temple, shrine, or other edifice. It must be cast before any work 
  whatsoever is done on the site, or else it is useless. If the ceremony is omitted 
  or improperly cast, any religious structure built there will immediately begin 
  to fall into disrepair and has a 1% chance per year of collapsing. If cast 
  upon land intended as a burial ground, then for purposes of being turned, 
  undead in the area will be treated as if a 3rd level cleric were controlling 
  them.  
   
  Consecrate item. This ceremony may be performed by a 3rd level 
  demonolater, and does not usually bear any cost. It is through this ceremony 
  that items for use on altars, in shrines, etc., are prepared.  
   
  Dedication. This ceremony can be performed by a 3rd level demonolater, 
  and costs 1-10 s.p. The spell brings the target (who must be willing) into the 
  ranks of the sanctioned worshippers of the caster’s faith (this will almost 
  always require that the recipient’s alignment be the same as that of the 
  caster). It can be overridden only by another dedication ceremony performed 
  by a caster of higher level than the previous one.  
   
  Investiture. This ceremony can be performed by a 3rd level demonolater, and 
  costs 1-100 g.p. This is the ceremony by which a 1st level demonolater is 
  officially made a celebrant of his religion. It is at this ceremony that the 
  demonolater’s familiar is summoned and tied to him.  
   
  Marriage. This ceremony may be performed by a 1st level demonolater, and 
  costs 1-20 g.p. It does not otherwise afford any magical effects.  
   
  Ordination. This ceremony may be performed by a 3rd level demonolater, 
  and costs up to 200 g.p. This ceremony is necessary before any demonolater 
  is able to establish a temple, have a regular congregation, and gain 
  followers. 
   
  Worship. This ceremony may be performed by a 1st level demonolater, and 
  does not cost anything. This ceremony is the ordinary way that the patron 
  demon of the demonolater is worshipped. It can be performed either alone or 
  for a group. The exact nature of the worship ceremony will vary from cult to 
  cult, but in general consists of various blasphemies and inversions of more 
  righteous religions. Attending such a worship ceremony earns the faithful 1 
  x.p. each time, once per day.  
   
   
   
  Charm Fungus  
   
  Level 2 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  Except as noted above, this spell is identical to the 2nd level druid spell 
  charm person or mammal, except that it only affects fungus and fungus-based 
  creatures such as shriekers and mushroom men. If a creature’s intelligence is 
  
  ADVENTURES DARK AND DEEP™ 
   
  8
  given as “unrateable” or zero, the game master should roll to determine how 
  often to conduct a saving throw check: 
   
  Die Roll (d10) 
  Period Between Checks 
  1 
  3 months 
  2 
  2 months 
  3 
  1 month 
  4 
  3 weeks 
  5 
  2 weeks 
  6 
  1 week 
  7 
  3 days 
  8 
  2 days 
  9 
  1 day 
  10 
  1 hour 
   
  Monstrous slimes and molds, such as green slime and yellow mold, are 
  affected by this spell, but puddings and oozes, such as black pudding, are 
  not.  
   
  Compel Truth 
   
  Level 2 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures, pen and parchment 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to force any one creature to give a completely 
  truthful answer to one question. The target creature must be within 10’ of the 
  caster, and is entitled to a saving throw vs. spells (the caster will not know 
  whether the target made or failed his saving throw, unless it decides to 
  remain silent). The target must be able to understand the question, and 
  inexact questions may be answered vaguely. Thus, if asked “what’s on the 
  other side of this door”, he might answer “my friends”, whereas if asked 
  “how many orcs are on the other side of this door”, he would be required to 
  supply a more precise answer. 
   
  Cone of Harm 
   
  Level 2 demonolater spell (evocation) 
  Requires: incantation, gestures, pinch of tar 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to call forth a cone of utter blackness which 
  disrupts the very process of life for all caught within its area. The cone itself is 
  15’ wide at the base and 5’ long per level of the caster. All those caught 
  within the area, even partially, will take 1d6 h.p. of damage, plus 2 per 
  level of the caster. Those affected are entitled to a saving throw vs. wands, 
  which if successful means they take half damage. Creatures who draw their 
  strength from the negative energy plane, like many undead, will actually be 
  healed rather than harmed.  
   
  Dark Offering 
   
  Level 3 demonolater spell (alteration) 
  Requires: incantation, gestures, sacrificial offering, worship tools 
  Casting time: 10 minutes 
   
  This spell is a standard means by which the demonolater offers a sacrificial 
  victim to his patron demon, often as part of a worship ceremony (see the 
  ceremony spell, above). Doing so will earn experience points for the 
  demonolater and those of the faithful who are also present at the offering. 
  The number of x.p. gained depends on the nature of the sacrifice: 
   
  Offering 
  X.P. for Caster 
  X.P. for Witness 
  Animal (goat, sheep, horse, bull, 
  etc.) 
  5 / hit die 
  1 / hit die 
  Humanoid (human, elf, orc, 
  dwarf, goblin, etc.) 
  50 / level or hit die 5 / level or hit die 
  Devil, daemon, hag, etc. 
  75 / hit die 
  7 / hit die 
  Intelligent magical faerie creature 
  (leprechaun, tree man, pixie, etc.) 
  100 / hit die 
  10 / hit die 
  Good-aligned intelligent magical 
  creature (silver dragon, angel, 
  unicorn, lammasu, etc.) 
  250 / level or hit 
  die 
  25 / level or hit 
  die 
  Offering is done on a date of 
  significance (new moon, 
  astrological alignment, comet 
  appearing in the sky, etc.) 
  +100 
  +5 
   
  Note that the experience gained through the making of a dark offering is 
  instead of x.p. that might otherwise be gained from killing a creature such as 
  a lammasu. It must be conducted in a consecrated space (see ceremony), 
  and requires the use of whatever worship tools are normally employed for 
  worship of the demon lord in question (bells, candles, offering bowls, etc.).  
   
  Dark Sigils 
   
  Level 6 demonolater spell (evocation) 
  Requires: incantation, gestures, ebony wand 
  Casting time: 36 seconds (6 segments) 
   
  This spell allows the caster to create a series of glowing black mystical 
  symbols that hang in the air as the spell is cast, and then slowly disappear 
  and become invisible once the casting is complete. They remain there, 
  invisible to all but those using detect magic, detect curse, or true sight, 
  waiting to be activated. The sigils can be as large as 5’, or as compact as 
  1’, square. 
   
  The sigils are activated by any living creature coming within five feet. Once 
  activated, the effect varies, depending on the wishes of the caster at the time 
  the sigils were created: 
   
  • 
  Explode for 8d6 hit dice of damage, affecting everyone within a 
  10’ radius (save vs. wands for half damage) 
  • 
  Drain one energy level (experience level or hit die) permanently 
  from the first creature to contact them 
  • 
  Form an impenetrable barrier that lasts for 8 hours, and can only 
  be broken by a dispel magic spell 
  • 
  If cast in conjunction with one of the three gate demon spells (see 
  below), the sigils will trigger the opening of the gate, and the 
  appropriate sort of demon will step through 
   
  The dark sigils will remain in place until they are activated, or dispelled. The 
  spell requires a wand of ebony to write out the sigils (cost 25 g.p.), which is 
  not destroyed during the casting. 
   
  Demand Service 
   
  Level 3 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to attempt to use sheer force of will to demand a 
  service from a demon, without offering anything concrete in return. As such it 
  is an extremely hazardous spell, and the very audacity of its use could 
  rebound on the caster in disastrous ways. The subject must be within 10’ of 
  the caster for the entire duration of the spell, and must be able to hear and 
  understand him. The subject is entitled to a saving throw vs. spells, as well as 
  
  Darker Paths 3: The Demonolater 
   
  9 
  any magic resistance that might be applicable. To determine the effect, add 
  together the caster’s intelligence or strength (whichever is greater) and level, 
  then subtract the subject’s intelligence and hit dice from that number.  If the 
  caster also has skill levels in the bullying secondary skill (see the ADVENTURES 
  DARK AND DEEP™ Players Manual), add 1 to his score for every skill level he 
  possesses.  Roll 1d10, and consult the following table: 
   
   
  Caster (INT or STR + Level) minus subject (INT + Hit Dice) 
  Die Roll 
  (d10) 
  -9 or 
  less 
  -5 to  
  -8 
  -1 to  
  -4 
  0 to 2 
  3 to 5 
  6 to 8 
  9 or 
  more 
  1 
  D 
  D 
  C 
  C 
  C 
  B 
  B 
  2 
  D 
  C 
  C 
  C 
  B 
  B 
  B 
  3 
  C 
  C 
  C 
  B 
  B 
  B 
  A 
  4 
  C 
  C 
  C 
  B 
  B 
  A 
  A 
  5 
  C 
  C 
  C 
  B 
  A 
  A 
  A 
  6 
  C 
  C 
  B 
  A 
  A 
  A 
  A 
  7 
  C 
  B 
  B 
  A 
  A 
  A 
  A 
  8 
  B 
  B 
  B 
  A 
  A 
  A 
  A 
  9 
  B 
  B 
  A 
  A 
  A 
  A 
  A 
  10 
  B 
  A 
  A 
  A 
  A 
  A 
  A 
   
  A:  Success. The demon will owe a minor service to the caster, but will 
  harbor resentment against him for having been bullied. 
  B:  
  Failure. The demon refuses to comply, but is sufficiently cowed not to 
  attack.  
  C:  Escalation. The demon is angered, and makes a single attack to gauge 
  the caster’s response. If it loses 50% of its hit points, the demon will 
  withdraw. 
  D:  Enraged. The demon turns on the caster, immediately attacking him for 
  his audacity, and will not withdraw as long as it has strength to fight. 
   
  This spell is ineffective against demon lords.  
   
  Fungus Friendship  
   
  Level 1 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures, fly agaric 
  Casting time: 6 minutes 
   
  This spell is essentially the same as the 1st level druid spell animal friendship, 
  but affects only fungus and fungus-based creatures, such as violet fungi and 
  brain smuts. A single creature will be affected, and must be within 10’ of the 
  caster. Intelligent fungus creatures, such as mushroom men, are not affected.  
   
  Monstrous slimes and molds, such as green slime and yellow mold, are 
  affected by this spell, but puddings and oozes, such as black pudding, are 
  not.  
   
  Fungus Growth 
   
  Level 3 demonolater spell (alteration) 
  Requires: Incantation, gestures, fly agaric 
  Casting time: 1 minute (10 segments) 
   
  This spell has a range of 120’ and affects one 20’x20’ square per level of 
  the caster. Except as noted, this spell is identical to the third-level druid spell 
  plant growth.  
   
  Monstrous slimes and molds, such as green slime and yellow mold, are 
  affected by this spell, but puddings and oozes, such as black pudding, are 
  not.  
   
   
  Gate Greater Demon 
   
  Level 6 demonolater spell (conjuration/summoning) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 1 minute (1 round) 
   
  This spell allows the caster to open a magical portal to the Abyss, through 
  which a greater demon will step. There is no guarantee that the demon will 
  be favorably disposed towards the caster, especially as this spell is often 
  used to summon demons into a protective circle for the purposes of extracting 
  services from them. It can also be used to summon a demon who already 
  owes a service to the caster, so as to let it free itself of the debt by fulfilling its 
  charge. 
   
  If a specific demon is being summoned, the caster can indicate such by 
  naming it while the spell is being cast. If the spell is being cast as an open 
  invitation to any greater demon who might chance upon the gate, roll 
  randomly to determine the type of demon which responds: 
   
  Die Roll (d%) 
  Type of Demon 
  01-11 
  Balor 
  12-25 
  Grunntar 
  26-39 
  Marilith 
  40-55 
  Nabassu 
  56-68 
  Nalfeshnee 
  69-83 
  Shadow Demon 
  84-00 
  Succubus 
   
  Gate Least Demon 
   
  Level 2 demonolater spell (conjuration/summoning) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 12 seconds (2 segments) 
   
  This spell allows the caster to open a magical portal to the Abyss, through 
  which a least demon will step. There is no guarantee that the demon will be 
  favorably disposed towards the caster, especially as this spell is often used to 
  summon demons inside a protective circle for the purposes of extracting a 
  service from them. 
   
  Roll randomly to determine the type of demon which responds: 
   
  Die Roll (d%) 
  Type of Demon 
  01-40 
  Dretch 
  41-80 
  Manes 
  81-99 
  Quasit 
  00 
  Minor Demon (re-roll on Gate Minor Demon table) 
   
   
  
  ADVENTURES DARK AND DEEP™ 
   
  10 
  Gate Minor Demon 
   
  Level 4 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 30 seconds (5 segments) 
   
  This spell allows the caster to open a magical portal to the Abyss, through 
  which a minor demon will step. There is no guarantee that the demon will be 
  favorably disposed towards the caster, especially as this spell is often used to 
  summon demons inside a protective circle for the purposes of extracting 
  services from them.  
   
  Roll randomly to determine the type of demon which responds: 
   
  Die Roll (d%) 
  Type of Demon 
  01-11 
  Babau 
  12-23 
  Bornean 
  24-34 
  Dipteran 
  35-46 
  Glabrezu 
  47-59 
  Hezrou 
  60-73 
  Rumplekin 
  74-98 
  Vrock 
  99 
  Yocharach 
  00 
  Greater Demon (re-roll on Gate Greater Demon table) 
   
  Guardian Demon 
   
  Level 4 demonolater spell (enchantment/charm) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to place a strong compulsion on a demon (who 
  must be within 10’) to guard a particular place, item, or individual from 
  intrusion, theft, and/or harm. The caster must specify the thing to be guarded 
  at the time the spell is cast. At that point, the demon is required to remain 
  within 30’ of the object at all times. The spell lasts for one day per level of 
  the caster, until the object or place is destroyed, or until the caster dispels the 
  effect. Only one demon can be set to guard the same thing or place at one 
  time. 
   
  Improved Fear 
   
  Level 5 demonolater spell (illusion/phantasm) 
  Requires: incantation 
  Casting time: 1 minute (1 round) 
   
  This spell creates a wave of panic and fear that radiates out from the caster 
  in a bubble some 60’ in radius. All creatures within the area of effect are 
  entitled to a saving throw vs. spells; those that fail the saving throw will flee 
  in blind panic for a number of minutes equal to the experience level of the 
  caster, and have a chance of dropping any items carried (65% chance, 
  minus 5% per level / hit dice).  
   
  Invite Possession 
   
  Level 1 demonolater spell (alteration) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the demonolater to voluntarily invite a demon to possess his 
  body for a single day, at the end of which time the demon will owe the 
  caster a minor service. This can be a dangerous prospect for, while the 
  demon will never actually cause the death of the possessed body, it may well 
  engage in activities which could be embarrassing at least for the 
  demonolater, and quite possibly much worse. (For more information on 
  demonic possession – including exorcism - see the ADVENTURES DARK AND 
  DEEP™ Bestiary, under the “Demonic Possession” section of the demon entry).  
   
  To determine the final outcome of the possession, roll randomly (if a 
  particular result is not practical because of the locale or circumstances, either 
  re-roll or use the result as inspiration for something more appropriate). In 
  some circumstances, it may be worthwhile to play out the scene described, 
  especially when the outcome might not be clear: 
   
  Die Roll 
  (d%) 
  Outcome 
  01-02 
  As soon as it leaves your body, the demon tries to take you 
  back with it to the Abyss. 
  03-04 
  You murdered an upper class merchant. 
  05-06 
  You badly insulted a nobleman or government official. 
  07-08 
  You publically humiliated a good cleric. 
  09-10 
  You renounced your patron demon (pick a new one at random). 
  11-12 
  You learned the location of a powerful magical icon associated 
  with your patron demon. Retrieving it will be perilous. 
  13-14 
  You cut off one of your own fingers. 
  15-16 
  You burned down a tavern / inn / other building. 
  17-18 
  You joined the army. 
  19-20 
  You pounded on doors all night long, waking people, and 
  kissing them when they opened up. 
  21-22 
  You are now addicted to some expensive narcotic. 
  23-24 
  You robbed a shop, and were recognized. 
  25-26 
  You performed an animal sacrifice to your patron demon. In 
  public. 
  27-28 
  You gave away or destroyed your most powerful magic item. 
  29-30 
  You stole a magic item from one of your companions, leaders, 
  etc. 
  31-32 
  You sold yourself into slavery (if slavery exists in this campaign 
  setting), or entered into the service of some nobleman or 
  chieftain (otherwise). 
  33-34 
  You attempted to assassinate an important official. 
  35-36 
  You killed someone’s animal (pet, mount, etc.). 
  37-38 
  You spent the entire time eating and drinking, losing 3d20 g.p. 
  39-40 
  You cut off your nose; -1 CHA. 
  41-42 
  If you had a spouse, you murdered her/him. If not, you 
  murdered a friend or random passerby, whichever was handy. 
  43-44 
  You got captured by some enemy. 
  45-46 
  You fought a devil of roughly equal power to the demon inside 
  you. 
  47-48 
  You pretended to be your own evil twin. Goatee is optional. 
  49-50 
  The demon decided not to leave. You must go through the 
  normal exorcism steps to attempt to cast it out. 
  51-52 
  You openly declared your allegiance to your patron demon in 
  front of many witnesses. 
  53-54 
  Your familiar has been exchanged for another one. Roll to 
  determine type. 
  55-56 
  Seeing the reality of the demonic nature has caused a crisis of 
  faith. You’re now lawful good, seeking to repent. 
  57-58 
  You viciously insulted everyone with whom you came in contact. 
  59-60 
  You gambled away all of the cash you had. 
  61-62 
  You are now married. If you were already married, 
  congratulations. You’re now a bigamist. 
  63-64 
  You raped 1d4 women (or men, as appropriate). They can 
  identify you. 
  65-66 
  You started a forest fire.  
  67-68 
  You fathered a child, or got pregnant. When the baby is born, 
  it will be automatically possessed. 
  69-70 
  You hired several mercenaries as henchmen. They’ve already 
  been paid a month in advance. 
  71-72 
  You murdered a peasant or streetwalker. 
  
  Darker Paths 3: The Demonolater 
   
  11 
  Die Roll 
  (d%) 
  Outcome 
  73-74 
  You played the missionary, exhorting people throughout town to 
  join the cult of your patron demon. 
  75-76 
  You impersonated a high government official. 
  77-78 
  You joined another religion (under false pretenses) in order to 
  learn its secrets. 
  79-80 
  You are permanently insane (roll on insanity table to determine 
  type). 
  81-82 
  You spent all your money on livestock. But you can’t sell them 
  back, because they’re… used. 
  83-84 
  You got a visible tattoo of the unholy sigil of your patron 
  demon. 
  85-86 
  You desecrated a good-aligned temple. 
  87-88 
  You stripped naked and ran through the streets, screaming. 
  89-90 
  You kidnapped a paladin or other powerful lawful good figure. 
  91-92 
  You traveled away from your companions as fast and as far as 
  possible. 
  93-94 
  You got into a bar fight with the entire clientele of a tavern. 
  Rough bunch o’ lads. 
  95-96 
  You were recognized by a good-aligned cleric, who attempted 
  to exorcize the demon. 
  97-98 
  You joined some criminal organization. 
  99-00 
  You dumped all of your possessions (including clothes, magic 
  items, wealth, etc.) into the village square and ran away 
  gibbering. They’re all gone now, of course. 
   
  Note: This table can also be used in ordinary cases of demonic possession, 
  to determine what happened while the demon was in control. 
   
  Iron Chains 
   
  Level 4 demonolater spell (evocation) 
  Requires: incantation, gestures, iron filings 
  Casting time: 24 seconds (4 segments) 
   
  This spell calls into being a set of magical manacles, made of cold-forged 
  iron, specifically designed for use on demons. As the spell is cast, the iron 
  filings are thrown at the target demon, who is entitled to a saving throw (and 
  magic resistance, if applicable). Failure means the filings form themselves 
  into chains and cuffs on the creature’s wrists (even if it has more than two 
  arms) and ankles (if any).  
   
  While imprisoned by the iron chains, the demon will be incapable of 
  physically attacking, and will be limited to half movement. The chains also 
  prevent the demon from teleporting, but all other magical effects are still 
  open to it. The spell lasts one hour per level of the caster, or until the caster 
  decides to dispel the chains. They can be broken by a successful bend bars 
  roll, but the demon who is imprisoned cannot do so itself. It must have 
  outside help. Note that attacks such as fireball  will likely destroy the chains if 
  used against the demo held within them (and will certainly damage them). 
   
  Iron Cage 
   
  Level 5 demonolater spell (evocation) 
  Requires: incantation, gestures, iron filings 
  Casting time: 30 seconds (5 segments) 
   
  This spell calls into being a magical cage made of cold-forged iron, 
  specifically designed for use on demons. As the spell is cast, the iron filings 
  are thrown at the target demon, who is entitled to a saving throw (and magic 
  resistance, if applicable). Failure means the filings form themselves into a 
  rectangular cage surrounding the demon completely.  
   
  While imprisoned in the iron cage, the demon is incapable of physically 
  attacking anything outside the bars, cannot move or teleport beyond the 
  limits of the bars, and is incapable of magical effects outside of the cage. 
  The cage lasts for one hour per level of the caster, or until the caster decides 
  to dispel the cage. The bars of the cage can be broken by a successful bend 
  bars roll, but the demon within the cage cannot itself do so. The attempt must 
  be made from the outside. Note that attacks such as fireball  will likely 
  destroy the cage if used against a demon held within it (and will certainly 
  damage it). 
   
  Locate Fungus  
   
  Level 1 demonolater spell (divination) 
  Requires: incantation, gestures, fly agaric 
  Casting time: 1 minute (1 round) 
   
  This spell is identical to the 1st level druid spell locate animals, except it will 
  only function in relation to fungus-based creatures. It can be directed in a 
  beam 20’ wide that is 20’ long per level of the caster.  
   
  This spell will detect fungi, molds, and slimes, but not puddings or oozes. 
   
  Log to Lizard 
   
  Level 4 demonolater spell (alteration) 
  Requires: incantation, gestures, wooden log (one per lizard) 
  Casting time: 42 seconds (7 segments) 
   
  This is a variation of the traditional sticks to snakes spell. The spell enables 
  the caster to change an ordinary wooden log (of at least 10’ length) into a 
  large monstrous lizard with 20 hit points. The bite of such a lizard is 
  poisonous; all those who are bitten must save vs. poison or die. Up to 1 
  lizard per level of the caster can be created. They remain for 2 minutes per 
  level of the caster. 
   
  Minor Pact 
   
  Level 2 demonolater spell (alteration) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 1 minute (1 round) 
   
  By means of this spell, the caster can enter into a minor pact with a demon, 
  who must be within 30’. At the end of the spell, both the demon and the 
  caster will owe the other a minor service, which may be called in 
  immediately.  
   
  Mushroom  
   
  Level 3 demonolater spell  (alteration) 
  Requires: incantation, gestures, fly agaric 
  Casting time: 30 seconds (5 segments) 
   
  This spell is identical to the 3rd level druid spell tree, except that the druid 
  turns himself into a mushroom of two to six feet in height, or a fairy-ring of 
  ordinary-sized mushrooms some 6’ in diameter. The spell lasts for 80 minutes 
  plus 10 minutes per level of the caster. 
   
   
  
  ADVENTURES DARK AND DEEP™ 
   
  12 
   
  Mushroom Door  
   
  Level 4 demonolater spell (alteration) 
  Requires: incantation, gestures, fly agaric 
  Casting time: 36 seconds (6 segments) 
   
  This spell is identical to the 4th level druid spell plant door, except that it only 
  applies to giant-sized mushrooms and other fungi, such as are not uncommon 
  in underground settings. It will last for 10 minutes per level of the caster, or, if 
  the caster stays within a fairy ring the entire time, it will last twelve times as 
  long.  
   
  Resist Electricity 
   
  Level 3 demonolater spell (abjuration) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 18 seconds (3 segments) 
   
  This spell allows the caster to provide a level of resistance against electrical 
  attacks, either for himself, or for one creature touched. All such attacks will 
  do half damage while the spell is in effect. If a particular attack allows for 
  half damage due to a saving throw or other circumstance, then one under the 
  influence of this spell would take quarter damage. The spell lasts for ten 
  minutes per level of the caster.  
   
  Resist Charm 
   
  Level 3 demonolater spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to create a sphere 10’ plus 1’ per level of the 
  caster in radius, within which spells such as charm person, hypnotism, 
  friends, etc., are weakened. All those within the area of effect get a bonus of 
  +4 on their saving throws against such spells, and get a saving throw (with 
  no bonus) against spells and magical effects that don’t normally allow them. 
  This applies to verbal patter effects as well. The spell lasts for as long as the 
  caster keeps concentrating, plus 1 round per level of the caster.  
   
  Resist Steel 
   
  Level 4 demonolater spell (abjuration) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 24 seconds (4 segments) 
   
  This spell allows the caster to provide a level of resistance to physical attacks 
  made with steel weapons, either for himself, or for one creature touched. All 
  such attacks will do half damage while the spell is in effect. Note that cold-
  wrought iron weapons will not be affected by this spell. The spell lasts for ten 
  minutes per level of the caster.  
   
  Seize Thrall 
   
  Level 6 demonolater spell (alteration) 
  Requires: incantation, gestures, unholy symbol 
  Casting time: 6 hours 
   
  This spell allows the caster to transfer the allegiance of a demon from one 
  demon lord to another, against both the will of the demon being transferred, 
  and the demon lord from whom the demon is being taken. Needless to say, 
  this is an extremely perilous spell to cast, and will, if successful, immediately 
  cause a state of undying enmity between the caster and the losing demon 
  lord. The demon being transferred is entitled to a saving throw, as well as 
  magic resistance (if applicable). A demon that has been subjected to a 
  spiritwrack, dolor, or similar spell will have a -1 penalty to its saving throw 
  for each such spell to which it has been subjected.  There is also a 1% 
  chance per point of intelligence of the thrall’s demon lord that he will become 
  aware of the attempted seizure and send a few of his demon slaves to 
  investigate and halt the process (use the demon lord’s power to gate in other 
  demons to determine type).  
   
  Serpent Missile 
   
  Level 1 demonolater spell (evocation) 
  Requires: incantation, gestures, snake scale 
  Casting time: 6 seconds (1 segment) 
   
  This spell allows the caster to call into being a missile of magical force in the 
  shape of a serpent. The snake missiles always hit, and will do 2d4 h.p. of 
  damage unless the target makes a saving throw vs. spells, in which case the 
  target only takes 1 h.p. Up to one serpent missile can be created per level of 
  the caster. They disappear instantly upon hitting their target. 
   
  Speak With Fungus  
   
  Level 4 demonolater spell (alteration) 
  Requires: incantation, gestures, puffball mushroom 
  Casting time: 42 seconds (8 segments) 
   
  This is identical to the 4th level clerical spell speak with plants, except it only 
  applies to mushrooms and fungi of various sorts. It has an area of effect of 
  60’, and lasts for 2 minutes per level of the caster.  
   
  Monstrous slimes and molds, such as green slime and yellow mold, are 
  affected by this spell, but puddings and oozes, such as black puddings, are 
  not.  
   
  Wall of Fangs 
   
  Level 4 demonolater spell (evocation) 
  Requires: incantation, gestures, animal tooth 
  Casting time: 24 seconds (4 segments) 
   
  This spell creates a magical wall of spinning sharp fangs, which will bite into 
  anything touching it. The wall itself is one 10’x10’x1’ block per level of the 
  caster in size, and will remain for ten minutes plus one minute per level of the 
  caster. Anyone attempting to pass through the wall will take 4d6 h.p. of 
  damage, plus his base armor class, minus a shield adjustment: 
   
  • 
  Bucklers and small shields reduce damage by 2 
  • 
  Medium shields reduce damage by 3 
  • 
  Large shields reduce damage by 4 
   
  EXAMPLE: Someone wearing ring armor and a small shield would take 4d6 
  plus 4 hit points of damage because the ring armor has a base armor class 
  of 7, minus 3 for the medium shield. 
   
  This spell requires an animal tooth, which is tossed onto the spot where the 
  wall of fangs will form, and is lost.  
   
  Wall of Madness 
   
  Level 5 demonolater spell (evocation) 
  Requires: incantation, gestures, rabid weasel brain 
  Casting time: 30 seconds (5 segments) 
   
  This spell brings into existence a magical wall of undulating color: impossible 
  purples, sickening greens, feverish reds, and so forth. The wall itself will 
  cover one 10’x10’ square per level of the caster, and has no real thickness. 
  
  Darker Paths 3: The Demonolater 
   
  13 
  It lasts for ten minutes plus one minute per level of the caster. Any creature 
  attempting to pass through the wall, or who even touches it, must make a 
  saving throw vs. spells. If the saving throw is successful, the individual will be 
  knocked unconscious for 1d3 rounds. If the saving throw fails, the individual 
  will be stricken with a raving madness for 2d4+2 rounds, attacking everyone 
  and anyone around him with a blind fury. During this time he will get a -2 
  penalty “to hit”, but a +2 bonus to damage if he does hit. Those creatures 
  closest to the victim will be attacked in preference to anyone else, even 
  though a more rational mind might realize that others pose a greater threat. 
  The spell requires a bit of brain from a rabid weasel. 
   
  Warp Reality 
   
  Level 6 demonolater spell (alteration) 
  Requires: incantation 
  Casting time: special (see below) 
   
  This spell allows the caster to change the very nature of reality, for a limited 
  period, to reflect the conditions of his patron demon’s level of the Abyss. The 
  effects are manifold, but never extend outside the spell’s radius of effect, and 
  will all disappear once the spell runs out. The spell will last for thirty minutes 
  per level of the caster, and will affect a spherical area with a radius of 100’ 
  plus 10’ per level of the caster. Once cast, the center of the spell’s effect is 
  set, and does not move as the caster moves. If a greater demon is with the 
  caster at the time the spell is cast, the area of effect is doubled. This counts as 
  a minor service by the demon. 
   
  Enchanted weapons and armor in the area of effect will each lose two 
  “plusses”. Thus, a long sword +3 would become a long sword +1. Extra-
  planar magic (such as a bag of holding) will function normally.  
   
  The following limitations and alterations to spells (and spell-like effects from 
  magic items and innate creature powers) exist while in the spell’s area of 
  effect:  
   
  • 
  Cantrips (of any type) will not function. 
  • 
  Abjuration magic will not work if cast by a non-demon on a 
  demon. Those spells cast by demons, or against non-demons, 
  will work normally.  
  • 
  Alteration magic will work, but there is a 40% chance that such 
  magic will be randomly modified. For alteration magic that 
  creates matter, merely the outer form will be changed; the effect 
  will be the same. Thus, a continual light spell might create a ball 
  of light of some random color, but it would still function 
  normally. For magic which alters the form of already-existing 
  matter, the effect must be determined randomly: 
   
  Die Roll 
  (d%) 
  Alteration Effect 
  01-10 
  None; the magic does not work at all 
  11-30 
  Target changes outward appearance, but 
  retains the substance and properties 
  (intelligence, powers, etc.) of the original. 
  31-50 
  Target is unchanged outwardly, but assumes 
  the substance and properties of the intended 
  new form. 
  51-70 
  Target changes outward appearance to 
  match that of some nearby creature or object, 
  but retains its original substance and 
  properties. 
  71-90 
  Target changes outward appearance to 
  match that of some nearby creature or object, 
  and gains its powers and abilities. 
  91-00 
  Target is changed into something completely 
  unexpected. Be creative; it’s chaos! 
   
  • 
  Conjuration/summoning magic works with restrictions. Only 
  beings native to the Abyss, Pandemonium, or Tarterus can be 
  summoned. If a demon is conjured or summoned, it will not be 
  under the control of the summoner in any way. Demon lords are 
  not compelled to answer such conjurings or summonings.  
  • 
  Divination magic will function, but special care must be taken 
  depending on the sort of thing being detected. The area of the 
  warp reality spell is inherently magical, so detecting for such is 
  a futile exercise. Similarly, the area of effect is inherently chaotic 
  evil, so any attempt to detect alignment will only be 
  overwhelmed by the area itself. 
  • 
  Enchantment/charm magic will function, but bear in mind that 
  magic aimed at a particular type of creature (animal, plant, etc.) 
  will not work on outer plane analogues of such creatures.  
  • 
  Evocation/invocation 
  magic 
  is 
  limited 
  to 
  the 
  Abyss, 
  Pandemonium, and Tarterus, but only deities from the Abyss can 
  be invoked.  
  • 
  Illusion/phantasm magic will function normally. 
  • 
  Necromantic magic originating from anywhere but the Abyss 
  will have no effect on creatures slain within the area of effect. 
  There are specialized Abyssal necromantic spells that function 
  similarly to their material plane counterparts, but which are 
  unique to that plane. Such spells and magic items are rare in the 
  extreme outside the plane itself. 
   
  In addition, there will be physical changes to the environment within the area 
  of the spell, depending on the patron demon of the caster.  Animals 
  converted by the spell will not leave its area of effect willingly, but if brought 
  outside by force, they will revert back to their original form (unless otherwise 
  noted); creatures entering the area once the spell has been cast will not be 
  converted:  
   
  Arachnia: All animals in the area of effect are transformed into spiders of 
  various sizes (size of the spider depends on the size of the original 
  creature). Thick webs will appear throughout the spell’s area of effect, 
  reducing movement to half for all who cannot move freely through 
  webs. 
  Baphomet: The area affected by the spell turns into an intricate and quite 
  insoluble maze, whose nature depends on the terrain whence it is 
  created, and whose very passages will twist and alter as time passes, 
  making even simple backtracking impossible (fans of Daedalus will, 
  eventually, find their trail of string disappearing into a solid wall…). 
  Underground, it will appear as twisting dungeon corridors. In a city or 
  town, it will be endlessly worming alleys and close-in streets. In a forest, 
  it would be dense and impenetrable thickets of brush. And so on. It will 
  also be filled with traps, deadfalls, and the like.  
  Dagon: All air in the entire area of effect will instantly be replaced with 
  seawater. All animals and plants in the area will be transformed into 
  aquatic counterparts; shrubs will become coral, forests will become tall 
  stands of seaweed, herds of cattle will turn into schools of sea bass, etc. 
  Intelligent humanoids in the area of effect will be turned into mermen, 
  locathah, sahuagin, etc., as appropriate. Transition through the barrier 
  between water and air is possible, but doing so will not transform a 
  creature into its normal form. That will only happen when the spell’s 
  duration expires.  
  Demoniarch: The ground in the area of effect will become awash in briny 
  brackish water, between one and three feet deep, with occasional sinks 
  and pits that go much deeper. Solid ground will give way to quicksand 
  in an instant, and the few patches that are above the water level will be 
  covered with vines, algae, and moss. All animals in the area of effect 
  will be turned into lizards, snakes, and apes of various sizes, with 
  larger predators being turned into nalfeshnee and bornean demons. 
  Fraz-Urb’luu: The area affected by the spell is constantly shifting in nature, 
  day one moment and night the next, steaming jungle morphing into a 
  
  ADVENTURES DARK AND DEEP™ 
   
  14 
  placid pastoral scene, city streets turned into an arctic waste, all 
  teeming with creatures morphed into demonic parodies of their true 
  selves. All within is illusion, but so powerful as to thwart any attempt to 
  penetrate through to the reality behind it. (Anyone attempting to use 
  true seeing or some equivalent magic will first be thrown into a coma 
  for 1d6 days, and then struck with 1d3 forms of insanity as listed in the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit.) Successfully 
  disbelieving the sudden changes will simply reveal another layer of 
  illusion beneath, and so on, and so on. It’s like being in a nightmare 
  whence one can never wake.  
  Juiblex: All plant life within the spell’s area of effect will transform into a 
  viscous gel, which starts out nearly maintaining its original shape, but 
  then slowly oozes towards the ground, finally ending up in a quivering 
  stalagmite of gel. This gel is acidic, and will cause 1d3 h.p. of damage 
  to all those who touch it. Tree branches will in particular tend to droop 
  and rain down upon those beneath them, at least until they sag far 
  enough downwards to meld with their tree trunk. Animals will be 
  transformed into slimes, oozes, and puddings. Only intelligent creatures 
  and inanimate objects will remain unaffected.  
  Kostchtchie: The temperature within the area of effect drops by 2d20+40 
  degrees). Below 40°, snow will begin falling, and if the temperature is 
  below zero, anyone not appropriately garbed will begin to feel the 
  effects of the cold (losing 1 h.p. per minute if the temperature is 
  between -10° and 0°, or 2 h.p. per minute between -20° and -10°; see 
  the ADVENTURES DARK AND DEEP™ Game Masters Toolkit for details).  
  Obsidiax: The terrain in the area of effect is left pretty much intact, but all 
  plant life turns into a thick jungle all in shades of gray, and all open 
  water (streams, ponds, wells, etc.) turns into liquid crystalline salt, which 
  is deadly to the touch. All predators larger than 3’ (bears, lions, 
  wolves, etc.) in the area of effect will be transformed into bornean 
  demons. 
  Orcus: All trees lose any leaves, smaller plants die, and all dead creatures in 
  the spell’s area of effect will be raised, becoming either skeletons (of 
  appropriate type) or zombies (if slain within the last week). Any 
  creature slain within the area of effect of the spell will rise again as a 
  ghost in 2d6 rounds (such ghosts will endure after the spell’s duration 
  has expired, but zombies and skeletons will crumble to dust). Turning 
  undead by good clerics is impossible within the spell’s area of effect.  
  Pazuzu: Birds of all sorts will begin to appear in the area of effect. If 
  outdoors, they will crowd the trees, perch on roofs and every other 
  surface. If underground or indoors, they will roost on whatever surface 
  is handy, or simply on the floor if that’s all that is available. Loud noises 
  or sudden movements will startle the birds, causing them to flock and 
  wheel in a panic. If underground, this can be quite catastrophic, as 
  they will have no choice but to careen into anyone or anything present, 
  doing 1d6 h.p. of damage to all those in the area for 1d4 rounds, 
  before settling down again.  
  Yainarchoy: The area of effect is altered so as to appear as a blasted 
  wasteland. Fertile soil becomes sand and salt flat, trees turn into twisted 
  stumps, the temperature rises to nearly 100°, and the wind becomes a 
  source not of comfort but of heat and blown grit. Animals and 
  inanimate objects remain unaffected.  
  Zogrobiga: Mushrooms of all sizes, colors, shapes, and descriptions will 
  sprout within the area of effect within 1d4 rounds. They will erupt from 
  every surface except humanoids, animals, and small plants. If eaten, 
  25% of these mushrooms will be instantly poisonous (no saving throw 
  allowed), 60% will cause vivid hallucinations, and 15% will have the 
  same effect as a magical potion (roll randomly to determine type).  
   
  When the spell’s time limit is reached, everything will pop back to normal in 
  a very jarring way. Anything killed or destroyed while the spell is in effect 
  will remain slain and destroyed, even as it reverts back to its ordinary 
  appearance.  
   
  New Monsters 
   
  Demon, Carcharo (lesser demon) 
   
  Number 
  3d4 
  Morale 
  +14 
  Hit Dice 
  10d10 
  Armor Class 
  6 
  Move 
  240’/min. (swimming) 
  Magic Resistance L 
  No. of Attacks 
  3 
  Damage 
  3d6/1d4/1d4 
  Defenses 
  Magic use 
  Attacks 
  Rending, magic use 
  Weaknesses 
  Holy water 
  Size 
  L (20’ long) 
  Intelligence 
  14 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII (in lair) 
  Treasure Value 
  5d6x100 
  Magical Treasure 1 item (10%) 
  X.P. Value 
  4,800 + 16/h.p. 
   
  General: Carcharo demons swim the seas of the Abyss in great schools, but 
  almost without fail, they pay homage to the demon lord Dagon, no matter 
  which Abyssal layer they happen to be on.  
   
  Combat: Carcharo demons attack with their great bite and taloned fists. If 
  both fists hit the same prey in the same round, they will do an additional 
  1d4+1 h.p. of rending damage. In addition, they have the following powers: 
   
  • 
  Darkness (15’ radius) at will 
  • 
  Detect invisibility at will 
  • 
  Cause fear (60’ radius) at will 
  • 
  Gate another carcharo demon once every 10 minutes, 25% 
  chance of success 
  • 
  Telekinesis (300 lbs.) at will 
  • 
  Water breathing once per round 
   
  Note that it is very difficult to harm a carcharo demon with holy water, which 
  will dissipate in water immediately unless some sort of extraordinary steps 
  are taken. 
   
  Appearance: Carcharo demons look like great white sharks with muscular 
  humanoid arms in place of their forefins.  
   
   
  
  Darker Paths 3: The Demonolater 
   
  15 
  Demon, Dagon (demon lord) 
   
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  22d12 (185 h.p.) 
  Armor Class 
  -7 
  Move 
  480’/min. (swimming) 
  Magic Resistance Q 
  No. of Attacks 
  3 
  Damage 
  2d6/1d6/1d6 or by weapon type 
  Defenses 
  Magic use 
  Attacks 
  Magic use 
  Weaknesses 
  Holy water 
  Size 
  L (30’ long) 
  Intelligence 
  22 
  Alignment 
  Chaotic evil 
  Treasure Type 
  IX 
  Treasure Value 
  1d4+6x10,000 
  Magical Treasure 1d6 items (50%), 2d4 potions (40%), 1 weapon (65%) 
  X.P. Value 
  55,000 (material form), 550,000 (permanently slain) 
   
  General: Dagon, demon lord of the deep, is among the most ancient of the 
  demon lords of the Abyss. He is an enemy of the gallu prince Leviathan, for 
  whom he has a special enmity, as they both claim dominion over evil sea 
  creatures. He rules over an entirely watery layer of the Abyss,  which is said 
  to have magical gates to every deep ocean on every other layer of the 
  Abyss. He is also said to have a special alliance with Pazuzu, as their realms 
  and interests do not intersect.  
   
  Combat: In combat, Dagon attacks with his mighty trident of wounding +5; 
  he also has an additional +6 “to hit” and +12 to damage due to his great 
  strength. Anyone struck by the trident who bleeds into the water will attract 
  2d4 great white sharks in 2 rounds if on the material plane, or 1d8 carcharo 
  demons if in the Abyss. In addition, he has the following powers: 
   
  • 
  ESP at will 
  • 
  Darkness 20’ radius once per round 
  • 
  Dispel magic once per round 
  • 
  Gate in 1d4 carcharo demons (50%) or 1d6 hezrou demons 
  (50%) once per round 
  • 
  Mass water breathing once per round (can affect up to 15 
  creatures at a time, within a 30’ radius of one another, range 
  100’) 
  • 
  Protection from good 10’ radius once per round 
  • 
  Telekinesis once per round (700 lbs.) 
  • 
  Psychic strike 9 times per day 
  • 
  Transmute rock to mud 3 times per day 
  • 
  Polymorph any object 3 times per day 
  • 
  Unholy word once per day 
   
  Appearance: Dagon appears as an enormous merman, with a mouth full of 
  needle-like teeth, similar to those of a fangtooth fish. He has wavy blue-black 
  hair, a crown, and a well-coiffed beard. 
   
   
   
   
  
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  Quickly, he slammed the door shut and dropped the bar, knowing that it 
  would only hold his pursuers at bay for a short while.  
   
  He fumbled in his robes, drawing forth his unholy symbol, dedicated to the 
  demon lord he served, and began a hasty incantation. 
   
  The demon assumed physical form in front of him. A mass of muscle, a 
  misbegotten collection of parts from men and animals that no wholesome 
  universe would have made into a single creature, it pointedly looked down at 
  the ground, noting the lack of a protective pentagram. The man had had no 
  time for such niceties. 
   
  He began the next spell, spitting out the twisted syllables with frantic speed. 
  A trade. A service now for a service promised. It was foolhardy, he knew, 
  but he was desperate. Already his pursuers were battering at the door.  
   
  As the spell completed, the demon simply nodded. The pact was sealed. 
  The man’s instructions were simple. 
   
  “Kill my enemies on the other side of that door.” 
   
  The demon smiled. Oh, it would kill his enemies. And then, he would be at 
  its mercy. And repayment for this simple service would be very expensive 
  indeed. 
  
SOURCE: textdata/thevault/Adventures Dark and Deep/Adventures Dark and Deep Classes/Adventures Dark and Deep Darker Paths 3 The Demonolater.pdf