The art of summoning creatures is not unknown to the Realm of Archaea. However, its practice and understanding is extremely limited, well-guarded, and known to very few. Something of the nature of the Realm itself, the strangeness of the Mists, seems to limit the power of summoning.
Demons, creatures alien to the Realm, are considered the most dangerous of summoned creatures. They invariably are called by servants of the Path of Black. Very few have witnessed a true demon. Most knowledge of demons come only from old wives' tales, scary stories, and legend.
Animal Lore 6 (Mistic Lore 5, Magic Lore 5)
Imps are lesser demons, often small and wiry. They are child-like in size and demeanor. Standing three to four feet, they have thin bodies, gangly limbs, sharply clawed hands and feet, and large heads with large eyes, toothed mouth, and pointed ears. They are usually completely hairless with skin the color of pale fire. They are often the eyes and ears, the spies and harbingers, of demonkind.
Ethos: sly, cunning, mean, sharp, alert, fawning, excited, agitated
Weapons: Imps have extremely sharp claws and teeth (inflicting Light to Critical damage)
Animal Lore 7 (Mistic Lore 6, Magic Lore 6)
Toughness: Imps can possess normal humanoid hits to around 8 Hit Points (Constitution).
Common Skills: Imps can possess minor rogue-like skills
Animal Lore 8 (Mistic Lore 7, Magic Lore 7)
Toughness: Some imps, as well as other demons, are often immune to normal weapons. Non-magical silver weapons may affect them.
Quickness: Imps also often possess 2 to 8 Feats of Speed.
Special Abilities: Imps, like many demons, are often resistant to fire. They also have the ability to create small bolts of flame (cast Flame Darts).
Weaknesses: Imps, being summoned, cannot cross a mistical Circle of Protection. Imps can be affected by Turn Path (against Black). Imps, born of fire, often have a vulnerability to icy magics. Imps have a vulnerability to Mistic Weapons (against Black).
Mistic Lore 8 / Magic Lore 8
Weaknesses: Imps summoned by magic can be banished by a Dispel Magic of the appropriate level. Imps summoned by misticism (or magic) can be banished by Banish Path.
Demons, creatures alien to the Realm, are considered the most dangerous of summoned creatures. They invariably are called by servants of the Path of Black. Very few have witnessed a true demon. Most knowledge of demons come only from old wives' tales, scary stories, and legend.
Animal Lore 6 (Mistic Lore 5, Magic Lore 5)
Imps are lesser demons, often small and wiry. They are child-like in size and demeanor. Standing three to four feet, they have thin bodies, gangly limbs, sharply clawed hands and feet, and large heads with large eyes, toothed mouth, and pointed ears. They are usually completely hairless with skin the color of pale fire. They are often the eyes and ears, the spies and harbingers, of demonkind.
Ethos: sly, cunning, mean, sharp, alert, fawning, excited, agitated
Weapons: Imps have extremely sharp claws and teeth (inflicting Light to Critical damage)
Animal Lore 7 (Mistic Lore 6, Magic Lore 6)
Toughness: Imps can possess normal humanoid hits to around 8 Hit Points (Constitution).
Common Skills: Imps can possess minor rogue-like skills
Animal Lore 8 (Mistic Lore 7, Magic Lore 7)
Toughness: Some imps, as well as other demons, are often immune to normal weapons. Non-magical silver weapons may affect them.
Quickness: Imps also often possess 2 to 8 Feats of Speed.
Special Abilities: Imps, like many demons, are often resistant to fire. They also have the ability to create small bolts of flame (cast Flame Darts).
Weaknesses: Imps, being summoned, cannot cross a mistical Circle of Protection. Imps can be affected by Turn Path (against Black). Imps, born of fire, often have a vulnerability to icy magics. Imps have a vulnerability to Mistic Weapons (against Black).
Mistic Lore 8 / Magic Lore 8
Weaknesses: Imps summoned by magic can be banished by a Dispel Magic of the appropriate level. Imps summoned by misticism (or magic) can be banished by Banish Path.
