Despite the efforts of the inquisitors and witch hunters—and, sometimes, even adventurers—dark magic remains a terrible threat to the world. There are always those willing to sacrifice their souls for the fleeting power it offers, the practice of which is almost always horrifying and corrupting in its effects.
Among the worst of those who dabble in the blackest traditions are the occultists, for they make foul bargains with devils, offering up pieces of their souls in exchange for the power they desire.
As part of these bargains, occultists receive the service of lemures, damned souls sent from Hell and bound to the occultists as slaves. Desperate to be free from their diabolical tormentors, these lemures prove loyal and dedicated servants, knowing that the more they can push their “masters” farther down the path of darkness, the more favor they will curry with their true owners, in the pathetic hope of gaining some kind of reprieve from the torments awaiting them on their inevitable return to Hell.
Maniacally enthusiastic, these damned creatures delight in continuing their vile work, cackling with devilish glee as their masters inch closer, with each bargain made and spell cast, toward their own damnation.
Level 3 Occultist
Attributes Increase two by 1
Characteristics Health +2, Power +1, Corruption +1
Languages and Professions You can speak another language or gain a new area of scholarship.
Magic You either discover a new dark magic tradition or learn one spell from a dark magic tradition you have already discovered.
Lost Soul You no longer gain Corruption for discovering dark magic traditions or learning spells from those traditions.
Bound Lemure You bargained with the devils in Hell and bound a damned soul called a lemure to your service. (See below for statistics.) It appears as a naked elderly man or woman, whose body is covered in weeping sores and filth.
The lemure can speak any languages you know, but it speaks only in whispers, incessantly mumbling vile and terrible things about those around you, and sometimes even you.
The lemure takes a turn on each of your turns and you decide what it does. If the lemure moves beyond medium range from you it disappears, instantly returning to Hell. The lemure also returns to Hell if either of you become incapacitated.
You can attempt to recall the lemure from Hell by concentrating for 1 hour, during which time you beseech the devils for the return of their foul gift. At the end of this time, make an Intellect challenge roll. On a success, you gain 1 Corruption and the lemure returns to an open space within short range. On a failure, the lemure does not reappear and you can’t attempt to recall it again until after you complete a rest.
Level 6 Lemure
Characteristics Health +2, Corruption +1
Magic You either discover a new dark magic tradition or learn one spell from a dark magic tradition you have already discovered.
Howls of the Damned When you cast a dark magic spell, roll a d6. On an even number, your lemure howls with delight. Each creature within short range of it, other than you, that can hear it must get a success on a Will challenge roll or become frightened for a number of rounds equal to the spell’s rank + 1. If the total of the roll was 0 or less, the creature also gains 1d3 Insanity.
Level 9 Master Occultist
Characteristics Health +2, Power +1, Corruption +1
Magic You either discover a new dark magic tradition or learn one spell from a dark magic tradition you have already discovered.
Dark Magic Mastery When you cast an attack spell from a dark magic tradition, you make the attack roll with 1 boon and the target makes the challenge roll to resist your spell with 1 bane.
Greater Thrall Your lemure gains a +2 bonus to Defense, a +10 bonus to its Health, and its claws and teeth deal 1d6 extra damage.
Bound Lemure
Size 1 frightening spirit
Perception 6 (-4)
Defense 13; Health half your health
Strength 12 (+2), Agility 9 (-1), Intellect 6 (-4), Will 9 (-1)
Speed 4
Immune damage from cold, disease, fire, and poison; gaining Insanity; asleep, diseased, fatigued, immobilized, poisoned, slowed
Eternal When a lemure becomes incapacitated, it collapses into a slick of stinking slime. It re-forms in Hell 24 hours later with no damage.
ATTACK OPTIONS
Claws and Teeth (melee) +2 with 1 boon (1d6+1)
SPECIAL ACTIONS
Regeneration If not incapacitated, the lemure heals 1d6+2 damage.