Demons

Sentient magical energy is usually described as a demon. Demons are much like spirits; however, where a spirit is an echo that generally decays over time a demon starts as a weak collection of muddled thoughts that usually gets stronger throughout its life cycle. Many demons are manufactured by mages. Others have been summoned from other planes of existance.

Demons are justifibly feared. Powerful demons can possess godlike magical powers. Even weak demons often demonstrate a multitude of powers. Many demons aren't intelligent, as least not in the same manner that humans are. Most demons embody a concept which defines their existance. All demons have a True Name. This name holds complete power over a demon, but is difficult to master. Rather than a series of sounds, a True Name is the magical formula which defines their existance. To know it, you must fully understand the nature of the demon. Each True Name is represented as a IQ/VH skill. It may be used to control, command, or destroy the demon by a rolling a quick contest of the demon's Will vs the True Name skill. A success on control indicates the number of minutes the demon will heel to its new master (min 1). A success on a command indicates that the demon must obey that command (literally). A success to destroy will inflict damage equal to the amount of the success. Demons may not attack someone using their True Name until they fail, though they may take other actions (usually they will flee).

Demon Base Template
Doesn't Breathe [20], Doesn't Eat [10], Insubstantial (Permanent, but can be physical at the cost of 1 fatigue per second -40%) [48], Magery 0 [5], Unaging [15], Code (Cannot Break a Promise, Must Literally Obey Given Commands) [-15], Dread (Pentagrams, does not fear but cannot cross) [-5], True Name [-15].

Weak demons may have low fatigue reserves and a low ST. Powerful demons may have hundreds of fatigue points, innate powers (Afflications, Innate Attacks, TK), high magery, and high attributes. Many demons additional revulsions (Dread), weaknesses, and compulsions.

Quagmire
Quagmire is a powerful demon that has been imprisoned for use as a castle power source. Its history has been long archived, but mages have been using it to power their spells for as least five centuries. Any mage standing on the pedestal that raises above him may freely use his fatigue to cast spells at a -1 casting penalty per 5 fatigue used.

Quagmire is held by 5 specific binding spells each etched in runes and daily renewed by acolytes. The first prevents it from expending its own energy. The second prevents it from moving at all. The third prevents it from making any noise. The fourth makes it unable to resist any spell cast upon it. The fifth puts the beast in an uneasy slumber. When these spells are at their weakest, Quagmire occasionally manages to create a small magical effect. Occassionally this will be a plea for help (only to visitors, he knows the mages will just punish him) other times it will be to lash out at his oppressers.

Quaqmire possesses at least ST 25, DX 10, IQ 9, HT 14, Will 16, Fatigue 200, Magery 7, and a host of spells its learned in its captivity. Quaqmire is repelled by flames and oil, both of which have surrounded the pentagram he resides in for five centuries. His true name is known to the mages, though they seldom have need to invoke it.

Quagmire is a tremendous advantage for the mages, and any seige would be basically impossible while they have him to use against the attackers.