The Rites of Exorcism

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Deliver Us From Evil

Optional Rules for the Ritual of Exorcism


And they cried, Dominus, in Thy name, even wicked spirits are
under our dominion! And He replied, I saw the Enemy hurled
from Heaven like a thunderbolt. You know I granted you power
over all the powers of wickedness... Nevertheless, take not pride
in this fact, but rather in that you belong to the Almighty. Thy
Heavenly Father hath granted me all power.
Fragmentary Book of Disciples III, Dominite Scripture
PREPARATION FOR THE RITUAL
Careful preparation for an exorcism may reduce bodily harm to
the possessed and the all participants, while poor preparation can
be deadly. While there is no absolute standard for the number of
participants, the type of participants, the rules for participants, or
the materials needed, there are suggested norms. These are
presented below.
Participants
The exorcist (usually a cleric) is the only essential participant,
but most theologians and religious authorities consider it wise to
have assistance. Typically, one lesser cleric will be assigned to aid
the exorcist spiritually. Two to four additional lay assistants are
suggested to restrain the possessed, to care for the wounded, and
to run errands. All clerics and laymen should be hardened to
blood, vomit, excretion, disgusting sights and smells, and foul
language. All should be devout believers with no sins on their
consciences during the ritual. Lay assistants must be strong to
hold down the possessed.
If any of these participants are NPCs, the DM should create
some important background information for them. Better yet,
each player may develop an NPC. The success of the players
NPCs will be tested by fire as the DM tries to crack each of the
participants during the ritual. Each NPC should have at least one
flaw, be it a vice or a fear. These should not be announced, but
written down secretly and handed to the DM. Only during the
ritual would the characters (and players) learn of these secrets.
The DM may wish to make basic stats for these NPCs, as they
may be affected during the ritual. Alternatively, the DM may
simply assume their roles and have them react however he wishes.
Rules for Assistants
There are three time-honored rules that exorcists will demand
of all participants:
First, obey the exorcist immediately and without question
Second, take no personal initiative
Third, do not address the evil spirit or the possessed
Needed Materials
The exorcist must have his holy symbol and holy water. In
addition, two white candles and silver dust worth 25 gold pieces
are traditionally recommended, but other materials may be
suggested as well. The DM may determine the effect, if any, that
these have.

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

THE EXORCIST MUST...

AND THE EVIL SPIRIT...

Stage I. The Presence


Everyone in the room or within a 20 area
becomes aware of an alien presence. It can
be felt, but not with the senses. Sometimes it
feels singular, and other times plural.
Characters can not physically locate the
presence.

Cast Consecrate (2) on the room or


place of exorcism
Cast Detect Evil (1) on the
possessed
Cast Aid (2) on the possessed

Will exude its presence as soon as the


exorcist casts Detect Evil, thereby forcing
everyone within 20 to make a Will save
versus horror (DC 15). Failure means that
the character will suffer a 2 penalty on all
future Will saves that day. A roll of 1 means
that the character must make a Will save
versus fear (DC 30) or flee.

Stage II. The Pretence


During this phase, the evil spirit hides behind
the identity of the possessed. Breaking this
pretence is the exorcists first task.

Get the evil spirit to reveal itself,


or the exorcism can go no further.
He can do this by channeling
positive energy and making the
evil spirit uncomfortable (using a
series of successful Turn Undead
checks). One check can be made
every 10 rounds, after appropriate
prayers and rites have been read.
The strength of the evil spirit will
determine the number of checks
required. After the last successful
check, the evil spirit will again let
slip a hint of its supernatural
nature, but will not necessarily
identify itself.

May, while masquerading as the possessed,


be silent. Alternatively, it may beg and plead
for the exorcist to stop his badgering of the
innocent victim. The evil spirit will
attempt to make the exorcist look like the
villain. This forces the exorcist to make a
Wisdom check (DC 20). Failure indicates
uncertainty, but success means that he get the
feeling that the alien presence is very
cunning, but at times also capable of crass
stupidity. He must not expect stupidity,
however, lest he fall into a deadly trap.
Becomes violent as the pretence breaks down,
attempting to drive the exorcist from the
field. It will use telekinesis to hurl objects at
the exorcist to disrupt him (use Concentration
checks to continue). The evil spirit may also
attack the possessed, or cause the possessed
to attack the exorcist. When the violence
begins, all characters must make a Will save
against fear (DC 15) or suffer 2 to future
saves this day. This is cumulative with
previous modifiers.
Once the evil spirit lets slip his alien nature, it
will verbally reveal the exorcists deepest
sins. Any hint of self-righteousness,
justification, personal anger, or personal
challenge will open a door for deadly assaults
on the body and mind, using the demons
normal powers. Role-play this or do opposed
Charisma checks to see if the exorcist avoids
these pitfalls.
May make melee attacks on the exorcist, but
only if the exorcist opened the door by
somehow challenging the demon on his own
authority. If melee ensues, neither the
exorcist nor any witnesses will see an
opponent. Yet the wounds from such combat
will be real, gashes and cuts appearing
fantastically on the exorcists body as if
inflicted by an invisible monster.

STAGE OF EXORCISM

THE EXORCIST MUST...

AND THE EVIL SPIRIT...

Stage III. The Breakpoint


This stage occurs when the exorcist is on the
verge of getting the evil spirit to reveal a
name to which it will answer. It may last
only seconds, but it always precedes the
Clash.

Force the evil spirit to identify


itself by name. He can do this by
additional Turn Undead checks.
The same rules apply as in the
previous stage. After the last
successful check, the evil spirit
will provide a name that it will
obey, but usually not its true name.

Make one successful Turn Undead


check, which can only be
attempted after surviving one
battery of the evil spirits attacks
(described at right). Failure on
this check means that the evil
spirit gets another battery of
similar attacks before the exorcist
may try again. If the attempt is
successful, the evil spirit will yield
a piece of accurate information
that the exorcist demanded. More
information, however, requires an
additional turn undead check,
made only after another battery of
attacks.

Cast Dismissal (4). Success


means a successful exorcism;
failure means that the evil spirit
may continue its attacks on the
exorcist.

More of the previous battery of attacks.

Stage IV. The Clash


This is a battle of will between the evil spirit
and the exorcist. The exorcist must invite this
clash, but it can be deadly. During this clash,
the exorcist must get as much information as
possible from the evil spiritits true name,
superiors, mission, tactics, etc.

Stage V. Expulsion
Having withstood the Clash, the exorcist now
attempts to complete the rites that will expel
the evil spirit.

Strikes back with confusion of some sort. All


senses are distorted by powerful illusions
(Will saves to negate). The exorcist is
attacked more so than the others.
Now uses its own voice for the first time. It
is alien and full of malice. All must make a
Will save against horror (DC 15).
Will eventually attack with the Voicea
supernatural effect that will drive the exorcist
mad if he can not overcome it. He must make
a Will save or suffer penalties each round. He
must also get it to stop somehow.
Concentration checks apply if he is trying to
cast spells.
Will first threaten to kill the host unless the
exorcist submits and leaves it alone. The
possessed may now endure extreme
punishment and strain.
Then assaults the mind of the exorcist,
casting doubt on everything that he believes.
He must make a Will save to maintain his
faith. Failure means that he will suffer 2 on
subsequent Turning Undead attempts.
Will attack his body with overwhelming
fatigue. He must make a Fortitude save (DC
15adjust for the evil spirit) or temporarily
lose 1d4 Constitution points.
Will also attack the exorcist with horrible
smells, requiring more Will saves (DC 15).
Failure indicates that the exorcist is
nauseated. Nauseated characters are unable
to attack, cast spells, or do anything requiring
attention. Only a move action or moveequivalent action is permitted.

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

Consequences for a Successful Exorcism


Nightmares plague the exorcist; once per month he is fatigued from lack of sleep as per a Nightmare spell
Physical appearance is slightly alteredthe exorcists hair turns gray from stress
Physical appearance is slightly alteredthe exorcists hands are chilled to the touch
The exorcist appears drawn and gaunt; he suffers a permanent -1 penalty to Fortitude saves
The exorcist appears drawn and gaunt; he suffers a permanent drain of 1 Constitution point
The exorcist has a new appreciation and fear of the supernatural; he suffers a permanent -1 penalty to Will saves
against supernatural effects
The exorcist becomes more withdrawn and distant; he suffers a permanent drain of 1 Charisma point
The exorcist takes on one escapist vice to purge his memories (alcoholism, herbal addiction)
Mild insanity (nervous disorder, phobia)
Roll twice on this table, ignoring results of 95 or higher
Roll three times on this table, ignoring results of 95 or higher

Consequences for an Exorcist after an Unsuccessful Exorcism


Nightmares plague the exorcist; once per month he is fatigued from lack of sleep as per a Nightmare spell.
In addition, roll 1d00 and consult the following table.
Table 2. Consequences for a Failed Exorcism
01-10 Physical appearance is slightly alteredthe exorcists hair turns gray from stress and his hands are chilled to the
touch
11-20 The exorcist appears drawn and gaunt; he suffers a permanent -2 penalty to Fortitude saves
21-30 The exorcist appears drawn and gaunt; he suffers a permanent drain of 2 Constitution points
31-40 The exorcist has a new appreciation and fear of the supernatural; he suffers a permanent -2 penalty to Will saves
against supernatural effects
41-50 The exorcist becomes more withdrawn and distant; he suffers a permanent drain of 2 Charisma points
51-60 The exorcist takes on one escapist vice to purge his memories (alcoholism, herbal addiction)
61-80 Mild insanity (nervous disorder, phobia)
81-90 Severe insanity (paranoia, mania, schizophrenia)
91-94 Roll twice on this table, ignoring results of 95 or higher
95-97 Roll three times on this table, ignoring results of 95 or higher
98-99 Roll four times on this table, ignoring results of 95 or higher
00
Roll five times on this table, ignoring results of 95 or higher

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