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The Rites of Exorcism
The Rites of Exorcism
The Rites of Exorcism
The Site
The location of the exorcism
should be a place familiar to the
possessed. The area should contain
a bed or comfortable surface upon
which the possessed may rest. The
area should be easily accessible to
the exorcist and his assistants, and
they should also have a safe area
nearby in which they can rest and
eat. Remember that the ritual can
go on for some time, so long-term
preparations should be made for
food and other necessities. The
room or area where the possessed
will remain should be stripped bare
of all items save anything necessary
for the ritual. All loose items,
especially heavy or sharp objects, should be removed, lest the
demon use them against the possessed or the participants. Should
the exorcist fail to make these important preparations, the DM
should not hesitate to take full advantage of this grave mistake.
ROLE-PLAYING THE RITUAL
The rite of exorcism can be role-played for maximum dramatic
effect as long as all players are comfortable with this. Certain
DMs and players may opt to use appropriate scriptural quotes to
provide atmosphere, while others may refrain from doing so. This
is a matter of taste.
The Rules of the Game
The DM must decide the rules by which the demon will play
during the exorcism ritual. He creates the cosmology of his
world, so he sets the rules for how evil forces will act. Yet, it is
commonly believed that the demon will not reveal itself or openly
wield its powers unless provoked. It is also commonly believed
that the exorcist is safe from direct physical attack, but only as
long as he purports himself as a servant of his deity, acting on his
masters behalf. However, the instant the foolish exorcist
oversteps his bounds and confronts the demon directly in his own
name, the demon has full discretion to assail the exorcist with all
its power.
Game Mechanics
Exorcisms usually go through the following stages: Presence,
Pretense, Breakpoint, Clash, and Expulsion. There is no fixed
duration for any of these, and the exorcism will not generally
finish in one session. Exorcisms generally last from 10 hours to
several weeks. Though the participants will usually require rest
and breaks, the exorcism proceeds until it succeeds or fails. After
each day of exorcism, the exorcist must make Fortitude save (DC
15) or temporarily lose one Constitution point. No restoration is
possible until the exorcism ends in success or failure.
For each stage, the chart below provides concrete things that the exorcist must do, as well as attacks that the evil spirit will make. It is
important to realize that the chart lists only what the exorcist MUST do to complete that particular stage of the exorcism, not the many things
that he should do to protect himself or the host. The DM can always add to this template, for it is just a guide.
STAGE OF EXORCISM
STAGE OF EXORCISM
Stage V. Expulsion
Having withstood the Clash, the exorcist now
attempts to complete the rites that will expel
the evil spirit.
AFTERMATH
The effects of exorcism are felt years after the event itself. If successful, the possessed may go on to live a normal and healthy life.
Often the encounter restores or otherwise rejuvenates the faith of the possessed, and the bond to the exorcist remains strong
afterwards. For the exorcist, a successful exorcism may bring joy and satisfaction, but the encounter never leaves him without scars
emotional, spiritual, and sometimes physical. A failed exorcism may leave deep scars or it may push the exorcist to insanity or
suicide.
Rewards for the Exorcist and his Assistants
If the exorcism is successful, meaning that the evil spirit has been driven from the possessed host, the exorcist gains full experience
points for defeating the demon, as if he had done it single-handedly. The participants may also receive experience points, totaling
one half of that normally gained for defeating the demon. This does not detract from the full award granted to the exorcist. For
example, if a 9th level cleric banishes a demon with a challenge rating of 13, he gains the full award of 10,800 experience points.
His five PC-assistants (one cleric and four laymen) would divide half of 10,800 experience points as their portion. This strange
division reflects the extraordinary dangers to and consequences for the exorcist, without neglecting the role of his assistants.
Consequences for the Exorcist
A failed exorcism should have drastic consequences for the exorcist. Even a successful one should have mild consequences. Use the
following tables to determine the consequences to the exorcist after the exorcism:
Consequences for an Exorcist after a Successful Exorcism
Roll 1d00 and consult the following table.
Table 1.
01-30
31-40
41-50
51-60
61-70
71-80
81-90
91-93
94-96
97-99
00