
~ 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
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 ~
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.
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 ~
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 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 ~
( 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 ~
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 ~
​
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.
~ Golems ~
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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 ~
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-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.
~ 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.