top of page

~ Monster Manifest ~

Here is the gathered collection of the 12 Summoned Monsters available to the Circle Lords and those others who know their arts.   All monsters have 9 levels of varying power and uniqueness to add breadth and depth to our hard won tales of epic glory from the field.
In all cases where a Skill, Spell, Prayer, Psionic, Rune, Circle, Potion etc. is limited to only being usable against NPC's/Monsters~  When that power is being used by a NPC/Monster the rule is reversed and now it can only be used against Player Characters.

Abilities function identical as Skills, except for the 'per day use' is changed to 'per hour use'.
 

​

~ Angels ~

​

The Lootable Body Part for Angels is a Silver Feather, which when used in Necromancy will allow one use of Fly, as per the Spell.

Common Angel traits are Fly, Fearless and See the Astral

Angels

Level 1 ~ Cherub

Spread peace and joy ...

...   with arrows!

Level 2 ~ The Messenger

Learned in all the languages

and in creating magic scrolls!

Level 3 ~ The Herald

Hand servant of the gods

and a harbinger of their

will and wishes!

Level 4 ~

Footsoldier of the Gods

A fearless, battle charging

shock trooper of the

heavens. 

Level 5 ~ Angel of Mercy

Healing the desperately hurt, or ending the mortally

wounded.

Level 6 ~

Angel of Justice

They say that Justice

is blind, but this Angels

aim is still true!

Level 7 ~

Angel of Vengeance

Fear the wrath of the

high heavens! 

Level 8 ~ Angel of Death

A keeper of every key

which opens a door into

Deaths dark realm.

Level 9 ~ The Arch-Angel

The wrath of the heavens

and the epitome of power

within the heavenly ranks.

Demons

 ~ Demons ~

 

The Lootable Body Part for Demons is a pair of matched black horns, which when used in Necromancy will allow one use of Teleport, as per the Spell.

Common Demon traits are Bloodlust, Hide in Shadows and Teleport.

Level 1 ~ Gremlin

A nasty little backstabber,

watch your pouches

around this one!

Level 4 ~ Demon Ghoul

They say this hungry

carcass will freeze your

limbs with just its cold,

lifeless touch.

Level 7 ~ The Bullicose

Belligerent savages that

revel in blood shed and

chaos.

Level 2 ~ Ghoul

An eater of the dead.

Level 3 ~ Grave Ghoul

This sorrowful creature is

forever stained with the

stench of its rotten meals. 

Level 5 ~ Reapers,

the Hounds of Hades 

Harvesting limbs and

bodys as farmers do wheat.

Level 6 ~ Gargoyle

Spewing fire and ash,

beware its touch that

turns you to stone!

Level 8 ~ The Jinn

Demons of the

Elemental Planes.

Level 9 ~ The Baal-Rog

An enchanter, a berserker,

an alchemist and an

unquestioned Lord of

Hades.

​

 ~ Demon-Spawn ~

 

Demon-Spawn are larvae like slugs which one day may, if they are wicked enough, shed their soft bloated bodies for the form of a true terrorising Demon.  In the hands of desperate Circle Lords, they have plenty of opportunity to help aid in mischief and misery.  All granted bonuses and any magical effects are lost and cancelled the moment the Demon-Spawn leaves the possession of the Summoner.  If it is dropped or placed out of reach and is not in physical contact with the Summoner in some way, all its effects and bonuses cease.  They are regained with renewed contact with the Demon-Spawn.  The Demon-Spawn may not be given to another player, nor will any of the bonuses apply to any other Player other than the Summoning Character.
All Demon-Spawn have a Racial Mana Bonus of 10, and they have no Lootable Body Part as they entire body dissipates into a foul smelling smoke within moments of its death.

Demon-Spawn

Level 1 ~ Stingers

Use these to oil your

blades and to make your

foes hands shake!

Level 4 ~ Weeps

Sadness stalking in

the shadows

Level 7 ~ Ethers

Walk the paths as a 

Ghost and fear no magic.

Level 2 ~ Blights

Their eerie dim glow clears

ones vision while making

you an indiscernible target

from afar.

Level 3 ~ Hungers

These carrion feeders carry

the reek of the grave with

them where they are found.

Level 5 ~ Jailors

Hunt down your foe and

bring them back for ...

"questioning".

Level 6 ~ Vulcanics

From the Elemental Plane

of Earth, beware the rock

they may turn you into!

Level 8 ~ Belchers

Ever spewing their

toxic fumes.

Level 9 ~Magus Maggots

These teleporters radiate

mana ready to be used

by it's Master.

Devils

 ~ Devils ~

 

The Lootable Body Part for Devils is a forked, black tongue, which when used in Necromancy will allow one use of Pure Will, as per the Skill.

Common Devil traits are Fly, Pure Will and Sneak.

Level 1 ~ Imps

Malicious little tricksters

and trappers.

Level 4 ~ Dire Harpies

Fearless combatants

swooping gleefully into

battle with tooth and claw.

Level 7 ~ Gorgons

Powerfully connected to

the Earth, beware their

gaze and avoid their statues!

Level 2 ~ Pandemoniums

Speaking unseen from

dark corners twisting joy

into chaos.

Level 5 ~

Succubus / Incubus

These Devils will drain a 

soul to withers, and offer up

that husk to their dark Lords.

Level 8 ~ The Fallen

This General of Hell

commands the forces of

Death, and wars against Life

with the UnDead.

Level 3 ~ Banshees

Their mournful wail can

freeze your marrow,

confound you or make you

weep like an infant!

Level 6 ~ Hell Hounds

These fiends of fire wallow

and bathe in the blood of

their prey.

Level 9 ~ The Beast

You will not see it, arrows

will not find it, the bold will

run from it, and it will still

eat your heart.

Devil-Kyn

 ~ Devil-Kyn ~

 

Devil-Kyn are a subservient, sentient race that have given themselves over to Devil kind and worship them as deities.  They will share all they know with their masters willingly and eagerly assist them in their dark goals.  The Devils have spread them far and wide and promote their use so that they, literally, have 'eyes' everywhere.  All granted bonuses and any magical effects are lost and cancelled the moment the Devil-Kyn leaves the possession of the Summoner. If it is dropped or placed out of reach and is not in physical contact with the Summoner in some way, all its effects and bonuses cease. They are regained with renewed contact with the Devil-Kyn. The Devil-Kyn may not be given to another player, nor will any of the bonuses apply to any other Player other than the Summoning Character.
All Devil-Kyn have a Racial Mana Bonus of 10, and they have no Lootable Body Part as they entire body bursts into flame and is reduced to ash within moments of its death.

Level 1 ~ Wyrms

Constantly leaking fluids

that when ingested, can

reveal great wisdom,

or kill, of course.

Level 2 ~ Chokers

Dry and crack the voice

with thick, obscuring

clouds of smoke.

Level 3 ~ Beyonders

Shifting in and out of both

the Material and Astral

Planes, their very visage

can be confounding!

Level 4 ~ Catchers

Drain strength from the

limbs of your foes for

easier capture.

Level 7 ~ Wise Eyes

Through blackest day

and darkest night,

absolutely nothing will

escape your sight

Level 5 ~ Blockers

Increase your mental

stamina as it watches the

skies to keep you safe

from missile fire.

Level 6 ~ The Heartless

With an everlasting thirst

for blood, they relish in the

smells of a fresh heart on

glowing coals.

Level 8 ~ Revengers

Vengeance is a dish best

served cold, and messily.

Level 9 ~ The Feared

Fear unleashed will cause

your foe to flee, but fear

harnessed creates strength

undreamt of.

Elementals

~ Elementals ~

 

( The Elemental Summoning Circle pictured on the Master Circle List is for a Fire Elemental.  A Water Elemental Circle would look the same except for the Fire symbol would be changed to Water, Air would require the symbol of Air, and Earth would need the symbol of Earth.  )
All Elementals have a Racial Mana Bonus of 30, and they have no Lootable Body Part as their essence travels back to their home plane of existence upon the moment of their " death " on this plane, and all that is left behind is a bonfire, a puddle, a pile of rocks, or a puff of smoke.
​​

Level 1 ~ Minour Air

Throwing lightning and

offering the protection of

its thick swirling clouds.

Level 4 ~ Minour Earth

Serving solidly as both 

soldier and sentry.

Level 7 ~ Majour Fire

This is what you need to

summon on those days

when the world just needs

to burn.

Level 2 ~ Minour Water

Creating liquids for

powerful potions while

foretelling the streams

of the future.

Level 5 ~ Majour Air

Air surrounds us,

envelopes us, supports us

and destroys us.

Level 8 ~ Majour Earth

Hurled boulders,

earthquakes, petrification,

mighty be this mound! 

Level 3 ~ Minour Fire

Using soothing heat to

heal or raging flames to

devour.

Level 6 ~ Majour Water

Encasing the foe in ice,

creating water in their lungs

and clouding their vision.

Level 9 ~

The Avatar of Nature

A physical body of Mother

Gia herself, boundless

be its Elemental power.

Faeries

 ~ Faeries ~

 

The Lootable Body Part for Faeries are a pair of small wings, which when used in Necromancy will allow one use of Create Wizards Fetish, as per the Skill.

Common Faerie traits are Create Wizards Fetish, Fly and True Sight.​​

Level 1 ~ Sprites

Mischievous spirits who 

enjoy helping travellers

lose their way in the woods.

Level 4 ~ Frost Pixies

Creating ice on handles so

they fall from the grip, or

upon they ground so you

all will trip!

Level 7 ~ Night Elves

Sharing many of the

attributes of their larger

mortal cousins the Dark

Elves, or the Drow.

Level 2 ~ Nymphs

These impish Faeries love

nothing more than practical

(mostly) harmless tricks.

Level 5 ~ Toad Stools 

Living in swamps and bogs

leaves these Faeries with 

dark moods and foul looks. 

Level 8 ~ Leprechauns

Bouncing from tree to tree,

laying clever traps and

guarding their big pots of

gold!

Level 3 ~ Pixies

These Faeries enjoy

causing wayward travellers

to frantically dance under

the stars.

Level 6 ~ Silver Bells

The true mystics and

herbalists of Faerie kind,

and keepers of their kins

collected knowledge.

Level 9 ~ The Puck

A twisted spirit concerned

more in its own enjoyment,

than in not breaking its

mortal "toys".

Ghosts

~ Ghosts ~

​

All Ghosts exist on the Astral Plane and can never fully be part of our reality, and therefore are always in their Astral Form, and may never become solid in our world  What keeps them fixed to our world is their strong attachment to a particular item or place.  That attachment may have been from a lifetime of living in that area before the Ghost passed from our world to theirs.  Or, that may be the place where that ghost met its end, a haunted object may have been a prized possession, or in this case, a Circle Lord has magically bonded the Ghost to an area or item through their unbending will.  Therefore Ghosts stay to one object or location when summoned.  After the Battle of Wills ( Stones and Bones ) is won by the Summoner, the Circle Lord only has so much time to bond the ghost to a specific item or location.  When the Ghost appears, it will be in its natural Astral Form.  

To have the Ghost haunt an object, the Summoner must have the Ghost touch that object or item, and to tell it to protect it to the best of its abilities from anyone but the Summoner.  Other commandments can be added if the Summoner wishes, and that it can fulfill despite its limited range.  To have the Ghost haunt an area the Summoner must bring it to a permanent object in the area they wish, and there the Ghost will remain with in the 25 feet, until the end of the duration of the Summoning, doing its masters will.  

The amount of time allowed to get a Ghost to a location or object after they lose the Battle of Wills is dependent on the Ghosts level.  With Ghosts Level 1 - 3 a Summoner has 10 minutes to attach it to something, Ghosts level 4-6 allow 6 minutes, while Ghosts level 7-9 only give the Circle Lord 3 minutes.  If this time passes and the Ghost is not attached to anything the Ghost is released from the bonds of its summoning as it fades from this reality for lack of an anchor.  A second Level Summoner gets to add 1 minute to all the time frames above for attaching a Ghost.  A third level Summoner can add 2 minutes to the times above, so they would have 5 minutes to place a level 8 Ghost.
All Ghosts have a Racial Mana Bonus of 30, and they have no Lootable Body Part that remains after they are vanquished.
​

Level 1 ~ Spirits

Usually found floating

over the freshly fallen dead.

Level 4 ~ Haunts

Turning day dreams into

nightmares which may

strike you blind!

Level 7 ~ Mal-Entity

They command the UnDead

and can create mental

'Dead Zones' to make the Foe forget Skills.

Level 2 ~ Wood Spirits

Leading the living astray

and leaving them lost and

scared into silence.

Level 5 ~ Syphons

Ripping the very thoughts

out of the minds of the

living and the dead.

Level 8 ~ Poltergeist

A master of telekinetics,

water and of lightning. 

Feared by the wise and

the wondrous alike.

Level 3 ~ House Spirits

Depending upon the respect

shown to these Ghosts, they

can bring a household

sorrow or joy.

Level 6 ~ Phantasms

Beware their gaze, for fear 

you fall into those eyes 

fully, and see only what

it then wishes you to.

Level 9 ~ The Possession

Your mind? 

Your body? 

Your soul?  

Not any more.

Golem

~ Golems ~

​

Golems are magical statues brought to animated "life" by the Wizards that created them.  At a time in the distant past, before Spell Weaving made easy the art of casting of magic, Golems were everywhere in every land.  They were made by profit minded Wizards and were sold to those that could afford them.  

Golems could be used as a labour force, soldiers, errand runners, or whatever the Master wished.  They were an expensive commodity, but with no feeding and housing costs of normal workers or slaves, they were a wise investment for the rich.  Golems became so common in so many walks of life, from working the bellows in the blacksmiths forge, to hauling the wagons of merchants, to guarding the walls of the wealthy, that they were in some communities accepted as a lesser race, and were given rights and privileges that dictated their proper use in that community.  When Spell Weaving grew in popularity, the Golems fell from theirs.  Spell Weaving required no crafting or sculpting time, needed no expensive components and was comparably instantaneous when compared to the time it took and the rituals one needed to build a Golem to a specific task.  Golems fell into disuse and soon were almost seen as a symbol of shame to the Wizard that made one, for they were obviously obsolete to the amazing achievements that could happen in seconds through the Spell Weaving Process.  Wizards that could craft them eventually were viewed by their peers as being relics of the past, too resistant to change or too dim to learn the new efficient and miraculous art of Spell Weaving.  Golems are, by their very design, very longed lived creatures.  The magic that holds them together is actively, at every moment, trying to keep it together.  This means that a broken Rock Golem will scoop up massive handfuls of rock and replace damaged parts of its broken body.  In this way they heal very fast, and they are always absorbing mana from the ether all around them to fuel this magical process.  Some Golems have been known to last hundreds of years, some thousands, and some, the very best, are reportedly immortal, and will last for all time.  This Circle does not create a Golem, rather it finds one of the many hundreds of thousands of Golems that still exist in this world.  Those that centuries ago were forgotten by their masters, or those that still serve Wizards who have long since died.  These abandoned magical creations continue to stand sentinel over the last commandments given them.  Even if the mighty tower it once guarded is now jungle covered ruins, still it stays to guard it.  This Summoning process finds one of these forgotten Golems and magically transports it into the circle regardless of the distances involved.
All Golems are mute and can not talk.  All Golems have a Racial Mana Bonus of 5, all their Mana being used in their creation and constant regeneration process, and their Lootable Body Part is a piece of diamond wrapped in silver wire.
​

Level 1 ~ Clay Golem

This dripping mound of

mud can leave great

slippery slicks in its wake,

toppling the foe.

Level 4 ~ Rock Golem

An impressive mass of

gathered stones with a

tremendously heavy stomp.

Level 7 ~ Steel Golem

The strongest of Golem

designs, destroying armour, splintering shields and

shattering weapons.

Level 2 ~ Tin Golem

These were easy and cheap

to produce, and many

thousands of these Tin

Soldiers were created.

Level ~ Bronze Golem

A superb warrior with

wickedly sharp blades.

Level 8 ~ Silver Golem

A grounding conduit against

magic, and a natural and

highly effective lightning rod.

Level 3 ~ Brass Golem

A heavy creation that adds

a lot of momentum behind

its weighted punches.

​

Level 6 ~ Glass Golem

Beware the reflection shown

on its shiny surface, lest you

lose yourself in its luster.

Level 9 ~ Gold Golem

The Golem with the

Golden Musket.  

'Nuff said.

UnDead

~ UnDead ~

 

The Lootable Body Part for UnDead is a white bone, which when used in Necromancy will allow one use of Rise, as per the Skill.

Common UnDead traits are Rise, See the Hidden and See the Invisible.

Level 1 ~ Shuffler

The slowest of the UnDead

that tend to gather into large

packs to hunt down and

encircle prey.

Level 4 ~ Swift

These unnatural corpses look

even more so running at break

neck speeds on rotten limbs.

Level 2 ~ Walker

This Zombie will rather hide

and lay in ambush rather than

trust that its lifeless legs will

work.

Level 5 ~ The Inquisitor

Able to wrench thoughts

from the minds of both the

living and the dead.

Level 3 ~ Trotters

These Zombies are

surprisingly quick, and often

used as scouts in the armies

of the UnDead

Level 6 ~ Hunter

Fast and silent strategists

who will create more of

themselves to better track

and trap the prey.

Level 7 ~ Juggernaut

This Zombie possesses

unholy strength, and often

uses torn off limbs as weapons.

Level 8 ~ The UnHoly

The UnHoly are created by

the gods of death, and thus,

those gods will answer its

prayers.

Level 9 ~ The Master

This UnDead Lord will often

drape itself with dead flesh,

to aid its Voodoo and

Necromancy!

Were

~ Were-Creatures ~

​

The Lootable Body Part for Were-Creatures are one of the Lootable Body Parts from the 9 Player Races as the body reverts back to it's mortal form in death.

Common Were-Creature traits are Incorruptible, Punch for Damage and Scent.

Were-Form the Skill requires three levels of advancement with all Were-Creatures and this is represented by two numbers.  The first number is the actual Level of the Were-Creature Monster, the second is the level for those with Were-Form so that they may receive new bonuses and skill advancement as their Were-Form increases in Level.

​

Level 1 ~ Were-Rabbit​​

Level 1(1) ~ Rabbit

Aww, isn't it cute?

Level 1(2) ~ Rabbit

With surprising bursts of

speed, all that the

Were-Rabbit leaves

behind it is a cloud of dust. 

Level 1(3) ~ Rabbit

Naturally shy, Were-Rabbits 

can prove to be very difficult

to find if they do not wish it.

Level 2 ~ Were-Deer​

Level 2(1) ~ Deer

Just the sight of these

majestic Were-Creatures can

bring about feelings of

serenity and peace.

Level 2(2) ~ Deer

Gifted with incredible

senses, Were-deers can be

impossible to sneak up on.

​

Level 2(3) ~ Deer

These masters of 

disappearance are resistant to

injury and take great care 

nursing their wounds.

Level 3 ~ Were-Skunk

Level 3(1) ~ Skunk

As visually striking as this

Were-Creature is, equally

potent is its spray!

Level 3(2) ~ Skunk

Normal Were-Skunks are

active during dusk and dawn,

and have learned to use the

shadows well.

Level 3(3) ~ Skunk

Sturdy and solid animals,

Were-Skunks have an

excellent healing system.

Level 4 ~ Were-Fox

Level 4(1) ~ Fox

A cunning and secretive

creature, with the patience to

wait for its prey.

Level 4(2) ~ Fox

Despite their bright

colouration, Were-Fox can

blend and disappear in most

settings.

Level 4(3) ~ Fox

Using tactics such as

yipping, sprinting and erratic

hopping will often confound

its predators.

Level 5 ~ Were-Porcupine

Level 5(1) ~ Porcupine

Covered head to toe in

wickedly sharp quills can

allow this Were to be quite

docile and calm.

Level 5(2) ~ Porcupine

Just the sound of all those

foot long spikes as the

Porcupine moves is

frightening all by itself.

Level 5(3) ~ Porcupine

A hidden advantage of having

quills is that you are very

rarely searched for loot.

Level 6 ~ Were-Rat

Level 6(1) ~ Rat

​

Level 6(2) ~ Rat

​

Level 6(3) ~Rat

​

Level 7 ~ Were-Cat

Level 7(1) ~ Cat

Stalking the woods, silent

and deadly, using the sharpest

claws found on any

Were-Creature.

Level 7(2) ~ Cat

Having both speed and

strength, Were-Cats often

just bat the weapons right

out of the foes hands.

Level 7(3) ~ Cat

Cats cherish nothing more  

than a good scratching post,

and it will be used often

(like 9x/hr!)

Level 8 ~ Were-Wolf

Level 8(1) ~ Wolf

These creatures are so

feared that even their howl

carried on the nights breeze

brings panic.

Level 8(2) ~ Wolf

Notoriously vicious fighters

who leave very messy

corpses.

Level 8(3) ~ Wolf

Very little in all the heavens

and hells, is more terrifying

than to have your face bitten

off.

Level 8 **Were Form Specialization- WereWolf**

"The Dire Wolf of Ghur Shondel"

Within the hilly, rugged homelands of Lady Myne Trueheart, stands a solitary mountain, named the Ghur Shondel.   On it's knife like edges and cliffs prowls a wolf of exceptional stealth and ferocity.

Level 9 ~ Were-Bear

Level 9(1) ~ Bear

A resilient beast of enormous

strength commonly known to

simply just crush its foes.

Level 9(2) ~ Bear

The Were-Bear has

incredibly thick skin, dense 

enough at times to turn an

arrow.

Level 9(3) ~ Bear

With its colossal strength, 

upon the battlefield,

Were-Bears take grim delight shattering shields.

Wraith

~ Wraiths ~

​

The Lootable Body Part for Wraiths is a bit of black cloth wrapped around a blackened finger bone, which when used in Necromancy will allow one use of Fear, as per the Spell.

Common Wraith traits are Astral Form, Fear and True Sight.​​

Level 1 ~ Shades

Spreading fear and sorrow

as any farmer does seeds.

Level 4 ~ Banshees

Their mournful wails carry

confusion and pain on the

very winds themselves!

Level 7 ~ Bone Wraith

Often accompanied by

UnDead servants, its grip

will chill the marrow in your

bones.

Level 2 ~ Night Shades

Associated with night terrors

and sleep paralysis, they

often prey on the young.

Level 5 ~ Grave Wraith

Often found around

cemeteries, reveling in the

misery of the mourners.

Level 8 ~ Blood Wraith

With the first drop of blood

shed this Wraith will enter

your body, leaving you as

its puppet.

Level  3 ~ Phantoms

This eerie monster is a

master of telekinetics, with

a deadly and twisted sense

of humor.

Level 6 ~ Shadow Wraiths

You will not see it, but it

will see you as it stalks from

the shadows slowly leeching

away your life.

Level 9 ~ The Lich

The Lich will stifle your

voice, deaden your limbs,

plunder your mind and then claim your soul.

© Copyright Any unauthorized reproduction of this Manual, in full or in part, will lead to the violator being broken on the wheel.

All art belongs to very talented people, who aren't me, or any others within The MMA.  Please be appreciative, and search the image through Google Images, and show support to the gifted original Artist.

bottom of page