TEXT: Of all the stories associated with demons and demonology,
  none have inspired terror and loathing equal to the tales of
  demonic possession. Although most are familiar with William
  Peter Blatty’s tale entitled “The Exorcist”, which has become
  synonymous with the genre, the story depicted in the now-
  famous film is actually a rather mild and easily handled case.
  Incidence of demonic possession began to flourish along with
  the witch-hunting craze at the end of the Hundred Years War in
  1453, and thrived until the latter part of the eighteenth century.
  Most possessions were of young women (just as are most
  poltergeist cases), and cropped up most often in the ascetic
  cloister of the convent. Today, diagnosticians would attribute
  much of the activities to hysteria, and where extreme seizures
  were involved, the verdict would point to epilepsy or similar
  diseases. But in times past, demonic possession served as a
  catchall explanation of practically anything anomalous in the
  personality.
  Demons, in many cases, were believed to gain residence when
  the person ate them with food that was ingested without first
  purifying it with the appropriate sacraments and prayers. Others
  accepted demons by choice, when they voluntarily attended
  witches’ sabbats; some signed pacts with demons in exchange for
  forthcoming rewards. Some have been possessed by handling
  cursed artifacts or containers in which a demon has been bound.
  Some, it is believed, have simply been possessed due to having
  the proper state of mind to allow forces of evil to take hold.
  One historical description narrates:
  “…the demon tyrannically uses another’s body, another’s
  instruments, as his own property; he throws down him who
  stands upright; he perverts the tongue and distorts the lips.
  Foam comes instead of words; the man is filled with dark-
  ness; his eye is open, yet his soul sees not through it; and the
  miserable man quivers convulsively before his death.”
  MULTIPLE POSSESSIONS
  Mass possessions are not historically uncommon. When a nun
  displayed signs of possession, an epidemic often broke out that
  could only be quieted through exorcism. Such outbreaks were
  most common in Spain and Italy before the turn of the seven-
  teenth century, but the epidemics began to spread like the plague.
  Most famous of the accounts was the incident reported at the
  French city of Lille in 1613. The possessed nuns were accused of
  “copulating in Mondays and Tuesdays, and of practicing sodomy
  on Thursdays.” Saturday, it was said, was reserved for bestiality.
  “On this day, they have to do with all kinds of animals, like dogs,
  cats, pigs, goats, and winged serpents.” On Wednesdays and
  Fridays, the bewitched women were accused of singing litanies
  to the devil.
  After eighteen nuns were afflicted with possession at Louviers
  in 1642, an attempt was made to catalogue the symptoms. Fifteen
  indications of true possession were included in the treatise that
  followed:
  1. To think oneself possessed.
  2. To lead a wicked life.
  3. To live outside the rules of society.
  4. To be persistently ill, falling into heavy sleep and vomiting
  unusual objects (either natural objects such as toads, serpents,
  maggots, iron, stones, and so forth, or artificial objects: nails,
  pins, etc.).
  5. To utter obscenities and blasphemies.
  6. To be troubled with spirits (“an absolute and inner posses-
  sion and residence in the body of the person”).
  8. To show a frightening and horrible countenance.
  9. To be tired of living.
  10. To be uncontrollable and violent.
  11. To make sounds and movements like an animal.
  12. Denial of knowledge of fits after the paroxysm has ended.
  Possession
  and
  Exorcism
  Clerical Rules Options
  for Rolemaster
  
  13. Fear of sacred relics and sacraments.
  14. Violent cursing at any prayer.
  15. Lewd exposure and acts of abnormal strength.
  Practically every symptom included in this and other treatises
  were prevalent in an incident in 1633, involving the nuns in the
  convent of Loudun, in western France. Other signs of possession
  include (but are not limited to): speaking in tongues, levitation,
  tremors, psychokinetic phenomena, making strange sounds not
  usually possible for the human vocal cords, sensitivity to holy
  water, electrical disturbances, partial or total shapechanging,
  radical temperature changes, the gift of prophesy, and (often
  most disturbing to the exorcist) the gift of clairvoyance.
  Traditionally, five signs are almost universal to true cases of
  demonic possession:
  Speaking in Tongues. The possessed victim will speak, scream,
  and curse fluently in languages with which he is totally unfamil-
  iar. Sometimes these will be common languages spoken back-
  wards, sometimes they will even be magical languages, in
  particular the language Porneia (RMCI, sec. 2.4).
  Physical Strength. The possessed will usually exhibit truly
  inhuman physical strength, equivalent to that of the demon
  possessing him. Restraints designed to hold a human securely
  will be no proof against the physical prowess of a powerful
  demon. The strength will often be sufficient to bend iron bars and
  snap heavy leather restraints like wet tissue.
  Levitation. Possessed subjects almost invariably display the
  power of levitation. Although the power of flight has been
  reported, it is much less common.
  Sensitivity to Icons. The possessed will be intolerant (and
  usually highly violent) at the presentation of holy symbols and
  other blessed religious icons. Although contact with such items
  will not burn the victim (as one would expect a vampire or other
  undead to be burned), it may result in the raising of temporary
  stigmata on the skin, resembling the welts sometimes due to
  allergies. Holy water, however, will always burn the truly pos-
  sessed, inflicting intense, wracking pain.
  Clairvoyance. The possessed will often be knowledgeable of
  events and facts far outside his range of perception and experi-
  ence. This is often the most formidable of weapons at the
  demon’s disposal, as the demon will use this power to play on the
  weaknesses of the exorcist, and to increase the suffering of the
  victim’s loved ones. The demon will invariably find the exorcist’s
  weakest points, and exploit them to keep him off balance and
  disrupt the exorcism.
  EXORCISM
  The performance of an exorcism is a dangerous and risky
  matter. The fact of possession must first be established beyond
  the shadow of a doubt, and even then, the official sanction of the
  church must first be sought before the exorcism may proceed.
  The traditional view of an exorcism, as espoused in popular
  films and literature, typically shows an exorcism lasting but a
  single night and involving a single entity. However, anywhere
  from one to twenty entities may inhabit a single victim simulta-
  neously.
  Historically, exorcisms have been known to last anywhere
  from several days to several weeks. The physical and mental
  rigors of the ritual of exorcism are such that the exorcist must be
  both in the best of health and unshakable in his faith to see the
  service through to completion. Exorcists often work in teams of
  up to twenty in the most deadly cases.
  The dangers of an exorcism are multifold. Not only is the
  inherent violence of the entity often a risk to those around the
  possessed, but the necessary spiritual closeness of the exorcist
  makes him a target for possession as well. Often, the very faith
  and spiritual strength of the exorcist is the deciding factor in the
  exorcism’s success.
  The wise exorcist will undergo a period of up to a week of
  fasting and prayer in order to cleanse his body and spirit for the
  ordeal. More than one exorcist has died during an exorcism, and
  many have even succumbed to possession by the very entity they
  are attempting to drive out while their defenses are at the lowest
  ebb.
  EXORCISTS IN HISTORY
  The Exorcist is often at grave risk during the exorcism;
  therefore he must be among the wisest and most experienced of
  the clergy. He must be able to discern true possession from the
  more common psychotic episodes and unfounded claims of
  possession. Since the rigors experienced in the conduct of an
  exorcism are extreme, he must be possessed of almost uncanny
  strength of both flesh and faith. He must be well educated in
  demons, spirits, and their ways, as well as the many prayers and
  rituals relevant to the exorcism.
  Exorcists throughout history have held a unique place in the
  church. Most exorcists have often been found behind the walls of
  the monastery or similar cloistered environs, where they form an
  entire order to themselves. While the exorcist often represents the
  most experienced of the priesthood, he seldom holds any real
  political power in the church hierarchy. His almost fanatical
  dedication, his willingness to engage in the most direct fight
  against evil and to perform what is often the vilest and most
  dangerous of services have usually made him a social untouch-
  able.
  Most importantly, an almost clinical detachment is required to
  perform an exorcism safely, both for the sake of the exorcist and
  the possessed. The exorcist must be prepared for the fact that the
  possessing entity will attack the exorcist where he is psychologi-
  cally most vulnerable. And, although not often expressed to
  laymen, the safety of the possessed is not the primary consider-
  ation. It must be remembered that exorcism is not for the good of
  the possessed—it is for the good of the world.
  Ross Henton
  rhenton@gte.net
  
  Exorcist
  The Exorcist is a pure spell user of Channeling who specializes
  in the exorcism and banishment of demons and spirits from their
  possessed victims. Although he is often not as skilled in social
  interaction, as are the more public members of the clergy, his
  expertise and knowledge make him invaluable when his services
  are needed. He must be strong in both body and mind, due to the
  rigors he must endure in even the most routine of exorcisms. His
  life is a harsh one, spent either behind the walls of a monastery or
  in the life-and-death struggle which is his stock in trade.
  The Exorcist is a variant of the Cleric profession.
  EXORCIST BASE SPELL LISTS
  Hand of the Exorcist
  Communal Ways (Cleric Base)
  Voice of the Exorcist
  Channels (Cleric Base)
  Fortress of the Exorcist
  Life Mastery (Cleric Base)
  Weapon Skills: 6; 7; 9; 9; 9; 20
  Maneuvering in Armor:
  Magical Skills:
  Soft Leather: ................. 1/*
  Spell Lists:...................... 1/*
  Rigid Leather: ............... 2/*
  Runes:............................. 2/5
  Chain:............................. 10
  Staves & Wands: ............ 2/5
  Plate: .............................. 11
  Channeling: .................... 1/5
  Directed Spells .................5
  Special Skills:
  General Skills:
  Ambush:........................... 9
  Climbing: .......................... 5
  Linguistics: ................... 2/*
  Swimming: ........................ 3
  Adrenal Moves: ............... 5
  Riding:............................... 3
  Adrenal Defense: ........... 20
  Disarming Traps:............... 7
  Martial Arts:..................... 6
  Picking Locks:................... 8
  Body Development: ......... 6
  Stalk & Hide: .................... 5
  Perception: ........................ 3
  Other Skills: Refer to Development Point Costs given
  below for those skills unique to the Exorcist Profession. All
  other skill costs are identical to the Cleric’s DP Cost.
  Prime Requisites: In/Co
  Academic Skills:
  Magical Skills:
  Demon/Devil Lore: ....... 1/2
  Circle Lore: .................... 1/4
  Sanity Healing Lore: ..... 1/4
  Magical Languages: ....... 1/*
  Social Skills:
  Linguistic Skills:
  Diplomacy..................... 2/5
  Public Speaking: ............ 3/5
  Interrogation ................. 1/4
  Leadership..................... 3/6
  Medical Skills:
  Hypnosis: ..................... 1/3
  Level Bonuses:
  Academic Skills: ............ +2
  Magical Skills: .................. 2
  Base Spell Casting: ........ +1
  Medical Skills: ................ +1
  Concentration Skills: ..... +2
  Perception Skills: ............ +2
  Hand of the Exorcist
  Exorcist Base
  Area of
  Effect
  Duration
  Range
  l—Detect Possession
  1 target
  -
  10’
  2—Break Possession I
  1 target
  V
  10'
  3—Conduit Typing
  1 target
  -
  10’
  4—Banishment I
  1 target
  V
  10'
  5—Entity Typing
  1 target
  -
  10’
  6—Break Possession II
  1 target
  V
  10'
  7—Constrain I
  1 target
  V
  10’
  8—Banishment II
  1 target
  V
  10'
  9—Dispel I
  10’R
  -
  10’
  10—Break Possession III
  1 target
  V
  10'
  11—Constrain II
  1 target
  V
  10’
  12—Banishment III
  1 target
  V
  10'
  13—Dispel II
  10’R
  -
  10’
  14—Break Possession IV
  1 target
  V
  10'
  15—Constrain III
  1 target
  V
  10’
  16—Banishment IV
  1 target
  V
  10'
  17—Dispel III
  10’R
  -
  10’
  18—Break Possession V
  1 target
  V
  10'
  19—Banishment V
  1 target
  V
  10'
  20—Dispel True
  10’R
  -
  10’
  25—Break Possession VI
  1 target
  V
  10'
  30—Banishment VI
  1 target
  V
  10'
  50—Banishment True
  1 target
  P
  10'
  l—Detect Possession (I) Caster learns whether or not target is
  possessed, and the approximate number of entities involved
  (+/- 20%).
  2—Break Possession I (F) The possessing entity must RR or his
  control over the possessed will be broken for 1 round/10%
  failure. This spell does not drive the entity out of the possessed’s
  body; it merely restores the victim’s conscious control for a
  moment (allowing him free will, movement, etc.). The appropri-
  ate Break Possession spell must be in effect before a Banishment
  spell can be cast. Note: This spell is only effective against entities
  of levels 1-5. Multiple entities possessing a victim are treated as
  a single entity for the purposes of this spell, with the level
  determined by the highest level of an individual entity present.
  Entities whose levels are greater than 5th level are unaffected by
  this spell, and will continue to possess the victim.
  3—Conduit Typing (I) Caster learns means by which target
  became possessed (e.g. voluntary participation in a witches’
  sabbat, eating contaminated food, etc.).
  4—Banishment I (F) This spell will force a possessing entity
  (whose hold has been temporarily broken through the use of a
  Break Possession spell) to depart this plane of existence for 1
  year/10% failure. Note: This spell is only effective against
  entities of levels 1-5. Multiple entities possessing a victim are
  treated as a single entity for the purposes of this spell. Entities
  whose levels are greater than 5th level are unaffected by this
  spell, and will not be obliged to depart.
  Ross Henton
  rhenton@gte.net
  
  5—Entity Typing (I) Allows the caster to identify the type of
  entity or entities possessing the target and their approximate
  power (+/- 3 levels).
  6—Break Possession II (F) As Break Possession I, except this
  spell is effective against entities of levels 6-10.
  7—Constrain I (F) Possessed target is held to 50% action for 1
  round/10% failure.
  8—Banishment II (F) As Banishment I, except this spell is
  effective against entities of levels 6-10.
  9—Dispel I (F) Any single spell or spell-like effect (e.g. levita-
  tion) produced by the possessing entity must RR or be dispelled.
  10—Break Possession III (F) As Break Possession I, except this
  spell is effective against entities of levels 11-15.
  11—Constrain II (F) Possessed target is held to 25% action for
  1 round/10% failure.
  12—Banishment III (F) As Banishment I, except this spell is
  effective against entities of levels 11-15.
  13—Dispel II (F) Any two spells or spell-like effect produced by
  the possessing entity must RR or be dispelled.
  14—Break Possession IV (F) As Break Possession I, except this
  spell is effective against entities of levels 16-20.
  15—Constrain III (F) Possessed target can take no physical
  action for 1 round/10% failure.
  16—Banishment IV (F) As Banishment I, except this spell is
  effective against entities of levels 16-20.
  17—Dispel III (F) Any three spells or spell-like effects produced
  by the possessing entity must RR or be dispelled.
  18—Break Possession V (F) As Break Possession I, except this
  spell is effective against entities of levels 21-30.
  19—Banishment V (F) As Banishment I, except this spell is
  effective against entities of levels 21-30.
  20—Dispel True (F) All spells and spell-like effects produced
  by the possessing entity must RR at a -20 penalty or be dispelled.
  25—Break Possession VI (F) As Break Possession I, except this
  spell is effective against entities of levels 31+.
  30—Banishment VI (F) As Banishment I, except this spell is
  effective against entities of levels 31+.
  50—Banishment True (F) As Banishment I, except this spell is
  effective against entities of all levels, and its effects are perma-
  nent until dispelled or otherwise reversed.
  Fortress of the Exorcist
  Exorcist Base
  Area of
  Effect
  Duration
  Range
  l—Fortress of the Acolyte
  self
  1 min/lvl
  self
  2—
  3—Fortress
  of the Acolyte (10')
  l0’R
   1 rd/lvl(C)
  self
  4—
  5—Fortress
  of the Channeler
  self
  1 min/lvl
  self
  6—
  7—Fortress
  of the Channeler (10') l0’R
  1 rd/lvl(C)
  self
  8—
  9—Fortress of the Adept
  self
  1 min/lvl
  self
  10—Possession Block I
  self
  1 min/lvl
  self
  11—Fortress
  of the Adept (10')
  l0’R
  1 rd/lvl(C)
  self
  12—
  13—Fortress
  of the Guardian
  self
  1 min/lvl
  self
  14—
  15—Fortress
  of the Guardian (10') l0’R
  1 rd/lvl(C)
  self
  16—Possession Block II
  self
  1 min/lvl
  self
  17—Fortress of the Clerist
  self
  1 min/lvl
  self
  18—
  19—Fortress
  of the Clerist (10')
  10’R
  1 rd/lvl(C)
  self
  20—Possession Block III
  self
  1 min/lvl
  self
  25—Fortress of the Exorcist self
  1 min/lvl
  self
  30—Fortress
  of the Exorcist (10')
  10’R
  1 rd/lvl(C)
  self
  50—Possession Block True self
  1 min/lvl
  self
  1—Fortress of the Acolyte (D) Caster gains a +5 bonus vs. all
  attacks from the entity or entities he is attempting to exorcise.
  3—Fortress of the Acolyte (10') (D) As Fortress of the Acolyte,
  except the effects protect a 10' radius around the caster.
  5—Fortress of the Channeler (D) As Fortress of the Acolyte,
  except the bonus is +10.
  7—Fortress of the Channeler (10') (D) As Fortress of the
  Channeler, except the effects protect a 10' radius around the
  caster.
  9—Fortress of the Adept (D) As Fortress of the Acolyte, except
  the bonus is +15.
  10—Possession Block I (D) If the caster fails his RR against an
  attempt by the entity or entities he is exorcising to possess him,
  he may make an additional RR if this spell is active.
  11—Fortress of the Adept (10') (D) As Fortress of the Adept,
  except the effects protect a 10' radius around the caster.
  
  13—Fortress of the Guardian (D) As Fortress of the Acolyte,
  except the bonus is +20.
  15—Fortress of the Guardian (10') (D) As Fortress of the
  Guardian, except the effects protect a 10' radius around the
  caster.
  16—Possession Block II (D) As Possession Block I, except up
  to two additional RRs may be made.
  17—Fortress of the Clerist (D) As Fortress of the Acolyte,
  except the bonus is +25.
  l9—Fortress of the Clerist (10') (D) As Fortress of the Clerist,
  except the effects protect a 10' radius around the caster.
  20—Possession Block III (D) As Possession Block I, except up
  to three additional RRs may be made.
  25—Fortress of the Exorcist (D) As Fortress of the Acolyte,
  except the bonus is equal to two times the caster’s level.
  30—Fortress of the Exorcist (10') (D) As Fortress of the
  Exorcist, except the effects protect a 10' radius around the caster.
  50—Possession Block True (D) Caster is immune to all attempts
  to possess him.
  Voice of the Exorcist
  Exorcist Base
  Area of
  Effect
  Duration
  Range
  1—Converse I
  1 target
  1 rnd/lvl
  self
  2—Force Truth I
  1 target
  1 rnd/lvl
  self
  3—Interpret I
  1 target
  1 rnd/lvl
  self
  4—Chant I
  1 target
  1 rnd/lvl
  self
  5—Converse II
  1 target
  1 min/lvl
  self
  6—Force Truth II
  1 target
  1 min/lvl
  self
  7—Interpret II
  1 target
  1 min/lvl
  self
  8—Chant II
  1 target
  1 rnd/lvl
  self
  9—
  10—Converse III
  1 target
  10 min/lvl
  self
  11—Force Truth III
  1 target
  10 min/lvl
  self
  12—Interpret III
  1 target
  10 min/lvl
  self
  13—Chant III
  1 target
  1 rnd/lvl
  self
  14—
  15—Converse IV
  1 target
  1 hour/lvl
  self
  16—Force Truth IV
  1 target
  1 hour/lvl
  self
  17—Interpret IV
  1 target
  1 hour/lvl
  self
  18—Chant IV
  1 target
  1 rnd/lvl
  self
  19—
  20—Force Truename
  1 target
  -
  self
  25—Voice Mastery
  1 target
  P
  self
  30—Truth Mastery
  1 target
  P
  self
  50—Chant True
  1 target
  1 rnd/lvl
  self
  1—Converse I (F) Allows the caster to converse with the entity
  or entities possessing a victim or the victim being possessed
  (caster chooses when spell is cast). The entity must speak in a
  language the caster understands (if possible).
  2—Force Truth I (F) Forces entity spoken with to speak only the
  truth for the duration of this spell.
  3—Interpret I (I) Allows caster to understand any language in
  which the entity speaks.
  4—Chant I (F) Caster may punish a possessing entity by means
  of this chant, causing it to take 10% of its hit points and function
  at a -10 penalty. Hits and penalty are relieved at the termination
  of this spell’s effects.
  5—Converse II (F) As Converse I, except for duration.
  6—Force Truth II (F) As Force Truth I, except for duration.
  7—Interpret II (I) As Interpret I, except for duration.
  8—Chant II (F) As Chant I, except the entity takes 20% of its
  hits and functions at a -20 penalty.
  10—Converse III (F) As Converse I, except for duration.
  11—Force Truth III (F) As Force Truth I, except for duration.
  12—Interpret III (I) As Interpret I, except for duration.
  13—Chant III (F) As Chant I, except the entity takes 40% of its
  hit points and functions at a -40 penalty.
  15—Converse IV (F) As Converse I, except for duration.
  16—Force Truth IV (F) As Force Truth I, except for duration.
  17—Interpret IV (I) As Interpret I, except for duration.
  18—Chant IV (F) As Chant I, except the entity takes 80% of its
  hits and functions at a -80 penalty.
  20—Force Truename (F) Caster learns target’s Truename. If
  target’s Truename is invoked in conjunction with any other spell,
  the target is at a -50 RR penalty in addition to any other penalties.
  25—Voice Mastery (F) Whenever the entity subjected to this
  spell encounters the exorcist, the entity will be forced to converse
  with the exorcist and speak in a language the exorcist can
  comprehend.
  30—Truth Mastery (F) Whenever the entity subjected to this
  spell encounters the exorcist, the entity will be compelled to
  speak only the truth.
  50—Chant True (F) The entity must obey the will of the exorcist
  in all matters, or be subjected to pain sufficient to cause death.
  This spell is extremely risky to the possessed victim, who must
  roll under his Co at a -20 penalty or die.
  Ross Henton
  rhenton@gte.net
  
  Flesc Demons
  (Possessor Demons)
  Unlike the traditional types of demons (C&TI), the Flesc
  Demons (sometimes more generically known as ‘possessor de-
  mons’) maintain a non-corporeal existence, unable to directly
  affect this world. Their means of attack is to possess the bodies
  of others, to use as physical vessels for their spiritual existence,
  and to use the essence of the victim as a conduit for focusing
  magical energies.
  Their existence on their home plane is an eternity of formless,
  flavorless void, the unspeakable monotony of which is only
  broken by their occasional forays into the unwitting victims they
  possess. Thus, when a possessor demon manages to escape the
  interminable hell of its existence by possessing a physical body,
  it invariably vents its endless frustration by searching for the most
  intense and carnal of sensations, seeking sensory gratification
  through acts we consider debased and debauched.
  Flesc Demons, due to their intangible state, have no sensory
  input of their own, but are completely dependent on sensing,
  perceiving, even living vicariously through their unwilling host.
  This non-corporeal state makes it extraordinarily difficult to
  physically attack a possessor demon. They can only be damaged
  by enchanted weapons, and their “host” will be damaged as
  acutely (the host, however, can be damaged by normal weapons,
  while the demon laughs). The “free state” of a Flesc Demon is
  invisible to the naked eye, and if the host is killed, the demon may
  remain in this world for up to 1 round per level before being
  forced to return to its home plane. Of course, during this time it
  is free to possess another suitable host.
  Possession is accomplished by Will Contest (RMCI, sec. 5.1),
  with the demon’s will being determined as a Spirit’s (10/lvl, see
  RMCII, sec. 6.2), or the attack can be resolved as a level-vs.-level
  resistance roll, using Pr as the defender’s modifier (if RMCI is not
  used). Once possessed, the victim will serve as a vessel for the
  demon until the demon is exorcised, leaves of its own accord
  (unusual, to say the least), or the victim dies.
  Possessor demons cannot be conjured by normal means (e.g.
  Dark Summons), but require highly specialized and difficult
  rituals to summon them. Such attempts usually end in disaster, for
  possessor demons cannot be constrained by the usual summon-
  ing circles and patterns—leaving them free to take leave of the
  ineffectual confinement.
  Possessor demons are heedless of damage to the physical body
  of the host, as none of the body’s physical pain is transmitted the
  demon. However, actions such as sprinkling the host’s body with
  holy water will cause both excruciating pain to the host and equal
  spiritual agony to the demon. They will use every means avail-
  able to increase the emotional distress of both the host and his
  loved ones. While possessed, it is believed the victim’s spirit
  undergoes the most horrible torments the demon can inflict on
  him. The victim so fortunate as to have his tormentor successfully
  exorcised seldom remembers the experience. It is believed that
  the mind induces this amnesia as a self-defense mechanism, as it
  does with other trauma.
  For physical attacks, the possessor demons will use the host’s
  physical body to attack, often inflicting vastly more damage than
  the victim would normally be capable of, using its demonic
  strength to supplement that of the host. Also, the demon will often
  utilize its unsurpassed telekinetic ability to both inspire terror and
  hurl objects at its targets.
  Less publicized but substantially more common than the
  horrifying stories of a possessor demon ravaging the body and
  psyche of a living host, are the accounts of a demon (or demons)
  possessing a place rather than a person. Flesc Demons are often
  drawn to locations where violent or emotion-laced acts have
  occurred, such as battlefields, accidents, or the locales of violent
  crime. The services of an exorcist is more usually required as a
  safety measure, to rid a house of spirits, to cleanse the site of a new
  temple, or simply to make sure that a new priest taking his orders
  is pure and untainted than to engage in the life-and-death struggle
  against the Saten-Larnsæ.
  Base Max Pace/
  Speed
  Size/
  AT
  #
  Trea- Bonus
  Outlook
  Type
  Lvl Rate MN Bonus MS/AQ
  Crit
  Hits
  (DB)
  Attacks
  Enc. sure
  EP
  (IQ)
  Plentarneth
  5(A)
  -
  -
  SL/VF
  S/I#
  30D
  1(10)
  Spells/Special
  1
  -
  C
  Playful(IN)
  Vynarlien
  7(B)
  -
  -
  SL/VF
  S/I#
  50E
  1(20)
  Spells/Special
  2-20
  -
  F Cruel(HI)
  Rii-n’vilar
  6(D)
  -
  -
  -/-
  L/II#
  50E
  -/-
  Spells/Special
  1-10
  -
  D
  Protect(VL)
  Rashaeon
  20(H)
  -
  -
  SL/VF
  L/LA#
  350H
  1(120) Spells/Special
  1
  -
  J
  Cruel(EX)
  Saten-Larnsæ 40(H)
  -
  -
  SL/BF
  L/SL#
  450H
  1(150) Spells/Special
  1
  -
  D
  Cruel(EX)
  
  the weakest humans (traditionally, adolescent girls), and are not
  capable of communication in any way. Their only means of self-
  expression is through use of their telekinetic abilities (all can use
  the Closed Mentalism list: Telekinesis). Unable even to commu-
  nicate to those they possess, the victim seldom knows she has
  been inhabited until the problem is solved by an exorcist or cleric,
  or the vessel has matured to the degree that the Plentarneth is no
  longer comfortable residing there and seeks a more pliable host.
  Vynarlien: (-)-EK§#-7 The most insidious of Flesc Demons;
  often found in groups of 2-20; employ spells (5 PP each entity);
  intelligent and cruel, vulnerable to magical weapons only; non-
  solid form.
  Vynarlien, unlike Plentarneth, are eminently capable of com-
  munication, and do so at every opportunity. They are the voices
  that whisper in the ear of the madman who kills forty, the voices
  of temptation which cause the most virtuous to fall from grace,
  the voices of betrayal that turn brother against brother. Through
  insidious and clever argument and the use of spells (all can use the
  Evil Mentalist lists Mind Subversion and Mind Disease to level).
  The claim of “voices in my head told me to do it” has resulted in
  many of the Vynarlien’s victims being confined for life or simply
  executed.
  Rii-n’vilar: (-)-Y1§#-6 cannot possess living or sentient crea-
  tures; usually l-l0 found per possession; employ spells (5 PP
  each); only semi-intelligent; cannot be damaged by physical
  attacks; non-solid form.
  Rii-n’vilars do not possess people–only places. Perpetually
  drawn by strong emotions or violence, they often take up resi-
  dence on battlefields, the locales of murder and other violent
  crimes, and similar locations. Those entering the area a Rii-
  n’vilar has made its residence often complain of chills, unpleas-
  ant odors, uneasy feelings, and the location is invariable shunned
  by the populace, who brand it haunted or “witched”. Usually
  inhabiting a possessed locale in groups, Rii-n’vilar all can utilize
  the Mentalist Base lists Mind Control and Sense Control to level.
  The generalized location of such an occurrence makes it impos-
  sible to attack a Rii-n’vilar with physical weapons, as its location
  cannot be pinned down accurately enough to make such attacks
  possible, usually requiring the services of an exorcist to drive the
  demon out.
  ated with the possession of innocents. They attack without
  warning, and require the services of a highly skilled and experi-
  enced exorcist to break their hold. The relish nothing more than
  goading an exorcist into pushing the possessed victim’s mortal
  body to death, or even causing the death of the exorcist from
  stress, exhaustion, or even telekinetic attack. Rashaeon are well
  versed in most common languages, and will speak to the exorcist
  or the victim’s family in the voices of their loved ones, mixing
  truth with whatever lies the Rashaeon feels are the most damag-
  ing. All Rashaeon are powerful spellcasters, and can utilize the
  Closed Mentalism lists Telekinesis and Movement, and the Seer
  Base lists Past Visions, Future Visions, and True Perception, and
  the Evil Cleric Base list Diseases.
  Saten-Larnsæ: (-)-EK~#-9 the most powerful Flesc Demons;
  only one ever found per possession, employ spells (7xlvl PP);
  extremely intelligent and extremely cruel; strength yields 2x
  damage; vulnerable to magical weapons only; invulnerable to
  holy water, most holy icons and relics except when wielded by
  the most powerful channelers (levels 15+), use super large
  critical strike tables; non-solid form.
  The exorcist’s worst nightmare, the awe-inspiring Saten-Larnsæ
  is the mightiest of the Flesc Demons. Only a handful of recorded
  cases have involved the Saten-Larnsæ, invariably requiring a
  team of exorcists and several weeks to successfully banish it, and
  usually resulting in the death of the possessed victim. The
  greatest danger a Saten-Larnsæ presents is that once a successful
  Break Possession spell is cast, the Saten-Larnsæ will often be
  able to take over the weakened exorcist before being banished.
  Woe be unto the inexperienced exorcist who attempts to
  confront the Saten-Larnsæ, for he will usually not display all his
  potential for chaos in the early stages of the possession. Only
  when more the well-intentioned (however unfortunate) exorcist
  has made his appearance will the Saten-Larnsæ’s true might be
  known.
  All Saten-Larnsæ can utilize the Closed Mentalism lists Tele-
  kinesis, Mind Mastery, and Movement, the Seer Base lists Past
  Visions, Future Visions, and True Perception, the Evil Cleric
  Base list Diseases, the Mentalist Base list Sense Control, and the
  Warlock Base list Visions of Doom (or the Evil Mentalist Base list
  Mind Disease if RMCII is not used).
  Ross Henton
  rhenton@gte.net
  
SOURCE: textdata/thevault/Rolemaster/Utilities/Rolemaster - Possession & Exorcism.pdf