Demonology
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MorbiusMonster
Dark Avorian
Ruy112
The Empty Lord
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Demonology
Demonology is, perhaps, one of the most unique adaptations for a skill I've ever heard - and that's not vain, because it was a joint effort.
But how about we actually suggest it?
I think, at the moment, the key features is a symbol we draw on the ground (with chalk) which determines the shape of the demon we cite (the word we've chosen to mean calling forth a demon, as using the word "summon" would only provoke pro-Summoning comments); whilst an item we place within the symbol is the skin the demon takes on. So... it's almost a times table, skin alone the top, and shapes down the side. But what else?
Key information;
A demon is no more a species than an earthling. A demon is the collective name for any who inhabit a realm known to us as, and how original of us, the Demon Realm. It's true name is unknown to us and, apparently, unpronouncable with our vocal chords (anyway). A demon may appear to speak human, but it isn't technically talking - the words are projected, and so even the deaf may hear them. It is possible for a demon to project its words privately between single persons, but this is uncommon. Whilst on the subject, demons are capable of producing actual sound.
When called, a demon must answer. The contrast is also true, however, magic protect those on Gielinor from being cited - and this has been the case since the World Gate was sealed. Being cited is not required for either party to traverse the void.
Upon "death", the demon is ripped back through the void leaving only the charred remains of whatever skin bound them. It's unknown what occurs but it is assumed they are spared - as the Delrith was able to return. Without dying here: ghosts/spirits are impossible. There is an exception to this, and these are the Revenant Demons. It's unknown how they came to exist, but it's assumed that magical barriers were put in place to prevent their souls from leaving - thus, death was possible. This is cruel. Tormented demons appear to be trapped in a similar state of eternal damnation on Gielinor - but have yet to die.
A demon is not evil (and is fully capable of "good"). However, due to their corrupted appearance, they became feared by humanity and labelled "demons". Demons despise humanity for this. There is also a level of resent between demons and humans - demons feel that humanity was favoured somewhere along the line. Demons who can get away with being human usually do so.
But how about we actually suggest it?
I think, at the moment, the key features is a symbol we draw on the ground (with chalk) which determines the shape of the demon we cite (the word we've chosen to mean calling forth a demon, as using the word "summon" would only provoke pro-Summoning comments); whilst an item we place within the symbol is the skin the demon takes on. So... it's almost a times table, skin alone the top, and shapes down the side. But what else?
Key information;
A demon is no more a species than an earthling. A demon is the collective name for any who inhabit a realm known to us as, and how original of us, the Demon Realm. It's true name is unknown to us and, apparently, unpronouncable with our vocal chords (anyway). A demon may appear to speak human, but it isn't technically talking - the words are projected, and so even the deaf may hear them. It is possible for a demon to project its words privately between single persons, but this is uncommon. Whilst on the subject, demons are capable of producing actual sound.
When called, a demon must answer. The contrast is also true, however, magic protect those on Gielinor from being cited - and this has been the case since the World Gate was sealed. Being cited is not required for either party to traverse the void.
Upon "death", the demon is ripped back through the void leaving only the charred remains of whatever skin bound them. It's unknown what occurs but it is assumed they are spared - as the Delrith was able to return. Without dying here: ghosts/spirits are impossible. There is an exception to this, and these are the Revenant Demons. It's unknown how they came to exist, but it's assumed that magical barriers were put in place to prevent their souls from leaving - thus, death was possible. This is cruel. Tormented demons appear to be trapped in a similar state of eternal damnation on Gielinor - but have yet to die.
A demon is not evil (and is fully capable of "good"). However, due to their corrupted appearance, they became feared by humanity and labelled "demons". Demons despise humanity for this. There is also a level of resent between demons and humans - demons feel that humanity was favoured somewhere along the line. Demons who can get away with being human usually do so.
Last edited by 3mptylord on Mon Sep 14, 2009 9:42 am; edited 1 time in total
Re: Demonology
If you really want Demonology you should "The amulet of Samarkand" and the rest of the trilogy.
Anyway, unlike summoning we should give it a command when we summon it, then it only follows that command.
Below are some random stuff that I found could be relevant.
According to that book (which I am heavily influenced by when it comes to demons) there is 5 kinds of demons.
Imps - Spirits of weak ability, often rude to compensate. They are only effective in extreme numbers or as messengers.
Foliots - Spirits of more capable strength, described by Batimaeus as being "Cut Price Djinn". They are weaker than djinn, but useful for everyday tasks too difficult or sensitive for imps. Apparently they are good laborers, being used to build many things, including the Walls of Prague, with Bartimaeus.
Djinn - powerful spirits able to sustain high-powered magical attacks for a short period. Bartimaeus is a fourteenth level Djinn, and is listed as an extremely dangerous being. Djinn of his caliber -- and Djinn in general -- are sneaky but very creative, and able to complete nearly any task set to them.
Afrits - Spirits of great ability, "Immune to the magic of mere Djinn", according to Honorious, an Afrit of Ninth level strength. Due to being spirits of fire, they are near-powerless in water. Afrits are usually seen doing guard duty for prominent figures, but Bartimaeus claims that they are "overrated".
Marids - The most powerful of the regularly summoned entities. Marids are mentioned, but never actually appear in the series. A particularly muscular marid by the name of Atlas was charged to hold the Parthenon's foundations up for eternity as punishment for slacking off on their construction. Marids are so powerful that they leave behind a trail of magic that can be traced, similar to the trail of slime left behind by a snail, but it is considered unwise to use this analogy to a Marid's face for obvious reasons. Because of their immense power all but the weakest Marids require two Magicians to summon. Bartimaeus claims Marids are "dreadfully full of themselves".
All spirits' abilities are static; they cannot grow any stronger over time.
How to summon:
To summon an entity, a magician is required to draw a pentacle; failing to do so will result in the magician's being attacked and/or torn apart by the entity he summons. He also needs to take many precautionary measures to prevent any mishap (like escape of the entity which will likely result in the death of the magician at the hands of the entity). A number of herbs act as instruments to ward off entities. The magician then speaks a spell. The spell acts in the following manner: the magician's voice carries to the Other Place taking nine seconds, where it draws the attention of the entity being called (seven seconds). The entity then has to answer the summons or risk tearing its essence apart. It then appears in an adjoining pentacle (three seconds).
More can be found: http://en.wikipedia.org/wiki/Magic_in_the_Bartimaeus_Trilogy
And I can strongly recommend the book(s)
Anyway, unlike summoning we should give it a command when we summon it, then it only follows that command.
Below are some random stuff that I found could be relevant.
According to that book (which I am heavily influenced by when it comes to demons) there is 5 kinds of demons.
Imps - Spirits of weak ability, often rude to compensate. They are only effective in extreme numbers or as messengers.
Foliots - Spirits of more capable strength, described by Batimaeus as being "Cut Price Djinn". They are weaker than djinn, but useful for everyday tasks too difficult or sensitive for imps. Apparently they are good laborers, being used to build many things, including the Walls of Prague, with Bartimaeus.
Djinn - powerful spirits able to sustain high-powered magical attacks for a short period. Bartimaeus is a fourteenth level Djinn, and is listed as an extremely dangerous being. Djinn of his caliber -- and Djinn in general -- are sneaky but very creative, and able to complete nearly any task set to them.
Afrits - Spirits of great ability, "Immune to the magic of mere Djinn", according to Honorious, an Afrit of Ninth level strength. Due to being spirits of fire, they are near-powerless in water. Afrits are usually seen doing guard duty for prominent figures, but Bartimaeus claims that they are "overrated".
Marids - The most powerful of the regularly summoned entities. Marids are mentioned, but never actually appear in the series. A particularly muscular marid by the name of Atlas was charged to hold the Parthenon's foundations up for eternity as punishment for slacking off on their construction. Marids are so powerful that they leave behind a trail of magic that can be traced, similar to the trail of slime left behind by a snail, but it is considered unwise to use this analogy to a Marid's face for obvious reasons. Because of their immense power all but the weakest Marids require two Magicians to summon. Bartimaeus claims Marids are "dreadfully full of themselves".
All spirits' abilities are static; they cannot grow any stronger over time.
How to summon:
To summon an entity, a magician is required to draw a pentacle; failing to do so will result in the magician's being attacked and/or torn apart by the entity he summons. He also needs to take many precautionary measures to prevent any mishap (like escape of the entity which will likely result in the death of the magician at the hands of the entity). A number of herbs act as instruments to ward off entities. The magician then speaks a spell. The spell acts in the following manner: the magician's voice carries to the Other Place taking nine seconds, where it draws the attention of the entity being called (seven seconds). The entity then has to answer the summons or risk tearing its essence apart. It then appears in an adjoining pentacle (three seconds).
More can be found: http://en.wikipedia.org/wiki/Magic_in_the_Bartimaeus_Trilogy
And I can strongly recommend the book(s)
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Demonology
Well, I would say the pentacle must be used, but it shouldn't be the only available shape. The pentacle is not a demonic symbol, it was only ever initially used as one by Christians during their attempts to crush paganism by linking it to their Devil. As for using herbs and such, his should only really be required in higher levelled Demonology - we don't want it's early levels being dependant on herblore.
I do like your proposals for demon-types, however.
I do like your proposals for demon-types, however.
Re: Demonology
This table will produce exactly 99 combinations. However, we could just have seven skins - making a total of 77 combinations, but even this could be made smaller (if we can't think of 11 forms).
Dust | Wood | Gemstone | Pelts | Metal | Runestone | Rocks | Ash | |
No requirement | Woodcutting req. | Crafting req. | Hunter req. | Smithing req. | Runecraft req. | Mining req. | Firemaking req. | |
1 | ||||||||
2 | ||||||||
3 | ||||||||
4 | ||||||||
5 | ||||||||
6 | ||||||||
7 | ||||||||
8 | ||||||||
9 | ||||||||
10 | ||||||||
11 |
Last edited by 3mptylord on Mon Sep 14, 2009 1:21 am; edited 5 times in total
Re: Demonology
I am not a particular fan of dragonhide Also there should be some way to cite demons like they look now, I suggest ash.
Rock?
Rock?
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Demonology
So ore in contrast to metal? Or the non-metal rocks like granite, sandstone, etc?
Lol - dragonhide isn't the best, but we need to be fair. I'm trying to include all resources/materials. I can't think of anything else, lol.
Lol - dragonhide isn't the best, but we need to be fair. I'm trying to include all resources/materials. I can't think of anything else, lol.
Re: Demonology
Pilot-form;
Wulf-form;
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Re: Demonology
Avian and tormented forms look silly
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Demonology
Lol - I couldn't find a good image for what I wanted for the avian form, so I just put the first one I found. I'm going to look for a better one now. As for the tormented form, I've got another one... one sec.
I still can't find what I want, but here's a slightly better bird-demon in general;
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I still can't find what I want, but here's a slightly better bird-demon in general;
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Re: Demonology
Oooh i like that second one
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Demonology
I like the one with the red armoured bit on his back, but otherwise skin looking body... walks on four limbs. I said "second" in the chatbox 'cause there was a broken image icon above it... I don't know if it is actually the second.
I also like the lizard one!
I also like the lizard one!
Re: Demonology
Ok so here's my idea. Once the demon is summoned you can give it a "command." demons will follow a directive for quite a while, however teh longer you keep a demon bound to your will the weaker it becomes.
Switching commands will require a small relatively simple ritual.
Commands
Interact With --> (If you click on a rock to mine the demon will mine nearby rocks as well etc.)
Process --> (Must be in a bank or withing 5 spaces of a bank chest)
Protect Me
Protect _____ (It will protect the player you choose)
Attack _____
Massacre --> (This is for use when you need it to kill many monsters or just go wild among players in pvp)
Carry Message ______
Track ______ (will track teh named player you may then scry their location)
Ferry to Bank-->
Attack Station -->
Forage for resources
Patrol Area --> (allows you to scry what it sees)
Announce____ from -->
Key
-->: you must click on an object/space
______: You must type in a player name
Switching commands will require a small relatively simple ritual.
Commands
Interact With --> (If you click on a rock to mine the demon will mine nearby rocks as well etc.)
Process --> (Must be in a bank or withing 5 spaces of a bank chest)
Protect Me
Protect _____ (It will protect the player you choose)
Attack _____
Massacre --> (This is for use when you need it to kill many monsters or just go wild among players in pvp)
Carry Message ______
Track ______ (will track teh named player you may then scry their location)
Ferry to Bank-->
Attack Station -->
Forage for resources
Patrol Area --> (allows you to scry what it sees)
Announce____ from -->
Key
-->: you must click on an object/space
______: You must type in a player name
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Demonology
Not really...
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Demonology
No, it really is. Because, using your little key, half of them make no sense in just direct translation... let alone trying to use common sense to determine what they mean. And then there's ones like the "Carry Message Dark Avourian" one... is that like... the demon walks off and gives a message to them? Or?
Re: Demonology
That's actually a way to deliver long messages or to deliver a message to a friend who sin't currently logged in
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Demonology
Ok, i can roll with that. And to be honest, I've come to really really like the idea of being able to stay with one form throughout and keeping what looks cool to you
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Demonology
So... one of the initial things you didn't see as being a big enough appeal is now something that really appeals to you.
Re: Demonology
Okay, I'm in a writey mood. So... I was thinking I was going to finish this and post it.
I need final form ideas!
I need final form ideas!
Re: Demonology
Demonology: a skill that allows the player to cite demons from the netherworld as servants to their every whim. Well, not every whim. Demons are borne only for combat.
Demons can attack alongside you, or independently of you. You can ctrl+click or a right-click to have your demon attack. Demonology creates weapons, not companions/effects. Experience is earned whilst your demon fights – similar to training attack, strength, defence, hitpoints, etc. Minimal experience is earned for actually citing the demon.
In order to cite a demon you will first need to obtain a piece of chalk. Next, trace your citation on the ground. Citations require a three-by-three square grid; if there is insufficient room it will reject your request. If you’re interrupted the citation will cancel. If you already have a companion or demon, the citation will fail as the demon begins to manifest.
There are ten unique citations; pilot, wulf, spyder, djinn, afrit, marid, ziz, behemoth, prey and wight.
These would either all be available from the off-set, released at level milestones (similar to how you scale up the armour types), or a combination. All forms are near-equal in power or, at least, don’t render each other useless – similar to comparing Dagger to the Battleaxe or Crossbow.
Second to the demons form, controlled by the symbol, is the skin. When demons manifest they require template substance to form their skin. Most demons manifest within the air and dust, and their skin is... well, skin. However, through your secondary skills it is possible to empower your demon by providing a stronger substance for it to use. Simply place the vessel in the centre of the symbol.
Compatible skills: woodcutting, smithing, crafting, runecraft, firemaking and hunter.
Demons can be characterised as dust demons (demons for short), wood demons, metal demons, gem(stone) demons, primal demons, rune(stone) demons and ash/fire demons, or further characterised as wood pilots, metal pilots, etc. Specific metals, woods, etc, could affect the colour but it definitely doesn’t need to affect the appearance. However, specific materials will affect the demon’s combat level.
Whether the material would have any effect on the demon on a scale greater than tier – the pilot-form has preset stats for tier 5 (one with secondary skill, one without) and it’s irrelevant which material you use (that’s purely for aesthetical purposes or to allow players to train their preferred secondary skill) – or whether wood would provide vastly different stats to metal. The only reason the second might not be reasonable is where demons have specific attack styles: metal has high melee and ranged bonuses, giving that to a magic user, such as the djinn, would create a hybrid (although, not a powerful one since metal decrease the attack stats). Perhaps the skin could merely multiply, rather than adding/subtracting: measly values multiplied don’t get much better.
Materials against forms, there are currently seventy different combinations.
The demon’s combat level is determined by two factors. The first is your demonology level. The second is the required level for the secondary material. Rune Bars require level 85 Smithing, so it’d be your demonology + level 85. This is not exact, but it allows veteran players to train without being lumbered with low levelled demons. For dust demons, it would be your demonology level + a portion of the demonology level.
The incentive to raise your demonology level would be to increase the power of your demon and, possibly, to unlock the additional forms. Your demonology level could also limit the tier of secondary equipment you can use. At level 1 Demonology you may only use tier-1 secondary objects, at level 10 Demonology you may use up to tier-3, and so on. These are all to be discussed in full.
Are they really that similar?
• Demonology: the discipline of citing demons from the netherworld.
• Summoning: the discipline of familiarising spirits not yet passed.
• Necromancy: the discipline of resurrecting corpses/ puppetry of the dead.
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