TheRPGSite

Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Larsdangly on July 03, 2017, 10:53:17 PM

Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Larsdangly on July 03, 2017, 10:53:17 PM
I was recently working on a campaign setting for 1E AD&D and cracked open my books to look up the correct spells covering the summoning, commanding and/or binding of demons and devils. The fact that I couldn't remember should have told me something, as I know the game pretty well. As far as I can tell, there really isn't anything that covers this in an explicit, clear way. There are tons of different spells and (especially) items that sort of move in this direction. I.e., you can cast summon monster at an appropriate level to bring in some minor demons and devils. And creative use of Gate will do something like this. But it all feels a bit forced. In fact, there are several mentions of things like 'magic circles' or 'thaumaturgic circles' as ways to control demons, and references to pentagrams. So where is the spell called, 'create magic circle' or whatever? Did I just miss it? If I'm right, and such things are not in the game, what has your group done?
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Pat on July 03, 2017, 11:25:03 PM
You want S4 The Lost Caverns of Tsojcanth.

The Players Handbook only has a couple spells related to summoning (the monster summoning spells don't count, just stuff like gate and cacodaemon), and there are a couple notes in the Monster Manual and Dungeon Masters Guide. This was greatly expanded in the 2nd booklet that came with S4, with a dozen new spells related to summoning and binding, and a whole section on magical diagrams (which basically just take time and money; it's more like spell research than find familiar). Most of the spells, at least, made it into Unearthed Arcana, with only a few minor tweaks.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Dumarest on July 04, 2017, 12:07:48 AM
I don't remember anything like that in 1st edition AD&D. Seems like something the Dungeon Master would have to wing and work out on his own, maybe drawing ideas from whatever there is in those spells.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Larsdangly on July 04, 2017, 12:30:05 AM
Quote from: Pat;972936You want S4 The Lost Caverns of Tsojcanth.

The Players Handbook only has a couple spells related to summoning (the monster summoning spells don't count, just stuff like gate and cacodaemon), and there are a couple notes in the Monster Manual and Dungeon Masters Guide. This was greatly expanded in the 2nd booklet that came with S4, with a dozen new spells related to summoning and binding, and a whole section on magical diagrams (which basically just take time and money; it's more like spell research than find familiar). Most of the spells, at least, made it into Unearthed Arcana, with only a few minor tweaks.

I'll check out S4, which I've run a couple of times but obviously didn't fully assimilate. I did go through Unearthed Arcana, and it has a few relevant spells, such as Binding. But none of them really amount to a recipe for summoning a Type-whatever demon and then commanding or binding it. I'm sure you can cobble together existing spells in the PH or UA to do something sort of like this, but it isn't clear. I find it weird; this is such a standard activity in fantasy fiction and other games.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Pat on July 04, 2017, 02:40:50 AM
I always found the conjuration spells frustrating, as well. Looking them over again, part of it's just the writing. The spell descriptions are written in an elaborate, roundabout away, so it's hard to figure out what they're saying. But the other part is the spells  don't just instantly create a magical servant, like the animal  or monster summoning spells. They take time, they're risky, there's a degree of back and forthing and weird rules, and a lot of elements are campaign-dependent rather than something a character can do just because they know the spell (the need for true names, for instance). They're more goetic and medieval than fireball.

To help straighten out the mess, I tried to make a quick summary of the references to controlling demons and devils in the PH, DMG, and MM.

Players Handbook

Cleric spells Magic-user spells: Magic diagrams: The cacodemon spell specifies the caster must be within a circle of protection (yes, with only that one word in italics), or alternately a thaumaturgic triangle with protection from evil. And the demon must be within a pentagram (circled pentacle). While it doesn't involve demons/devils, the aerial servant spell also says the caster must be under a protection from evil spell, or within a magic circle, thaumaturgic trinagle, or pentagram.

Dungeon Masters Guide

Spell explanations: gate specifies that the creature can send a minion, and will demand payment.

Magical diagrams: The aerial servant spell has art depicting a magic circle, thaumaturgic triangle, and pentagram.

Monster Manual

Demons and devils: Magic diagrams: The demon entry says types I to V can be warded off by a thaumaturgic circle, while a special pentacle is needed for types VI+. Devils can kept away by magic circles, which have to "ensymboled" for greater or arch- devils.

Amulets and talismans:   Conclusions

Magical diagrams aren't really explained, but they seem to overlap with protection from evil (once instead of, once in addition to). Protection from evil specifically prevents physical contact, and helps against missile and magical attacks. They may be related to protection scrolls (several of which are described as "magic circles").

There are a number of ways to cast out a demon or devil. Exorcise removes their influence (but not their presence), dispel evil can return one to their home plane, and holy word works on many. Physical destruction, or destruction of a demon's amulet also works (unclear with devil talismans) The exorcism spell specifically refers to the demon entry, saying when cast on the "soul object" (amulet, presumably), the demon fully and completely inhabits their nearest material form (i.e. their soul departs the object, and they can presumably be permanently killed).

Summoning them is rarer. Clerics only have the nuclear option, gate, which works even on gods but provides no control (so generally you'll only use it on allies). Magic-users also have gate, but also have a series of 3 spells designed to to trap and bind type IV, type V, and type VI demons (only). The spells aren't automatic. They take time, involve negotiation or torture or overwhelming (or tricking) the creature, and involve one service. Unless properly rewarded (and not tortured), either of the summoning methods can result in a long-term enemy. They can also be called inadvertently just by speaking their name (powerful demons), or by speaking the name on an improperly warded talisman (all devils).

The cacodemon spell could be fairly easily modified for different types of demons and devils, though since it's dependent on true names, something else is probably required for demons and devils without true names (type III and below, maybe lesser devils). Amulets and talismans would make a good addition to the types of compulsion.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Voros on July 04, 2017, 03:01:43 AM
Great job Pat. I always liked the idea that demons/devils can only be summoned to the material plan. Seemed to me the ability to gate in other demons/devils was not a good idea as by that logic one demon could end up summoning a an army. I guess that kinda works as a story idea but makes one wonder why devil invasions wouldn't be more common.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Larsdangly on July 04, 2017, 10:04:15 AM
An excellent summary, Pat. I had found and at least partially figured out ~2/3 of that material, but hadn't brought it together in my head in this way. I think the take-away message is, if you want the summoning and magical command of demons and devils to be important in your game, you need to write up your own interpretation of what's out there, or (probably easier) create a new set of spells and items.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Pat on July 04, 2017, 12:47:36 PM
Yes, it definitely gets confusing. Another factor is every spell is basically it's own special case, with a completely different set of rules for rewards, confinement, compulsion, whether the spell works, and so on.

S4 The Lost Caverns of Tsojcanth

Cleric spells: Magic-user spells: Magic items: A magic-user can imprison a named creature with a special "command spell" in a prison of Zagyg (essentially, a more powerful and detailed version of binding).

Magical diagrams: Can be hand-drawn (1 use) or inlaid (permanent), and used as either a defense or a prison. There's a failure chance the first time one is used, which can be reduced by time and money. Revised conclusions

With exaction, a cleric can name a favor performed by someone of their alignment in the past, in lieu of of a current reward. Which sounds very similar to the Melnibonean compacts that Elric exploited.

Dolor seems to be vastly superior to spiritwrack, since it's lower level, doesn't require extensive preparation, doesn't require a name, and works on creatures from any outer plane (not just the lower planes). The only downside is there's a chance a intelligent creatures will charm and dominate the caster. Torment almost feels like a revised version of spiritwrack.

Based on the art, a thaumaturgic circle is a thaumaturgic triangle, surrounded by glyphs. While a magic circle (no protection) is a magic (protection) circle surrounded by glyphs. And a pentagram is a pentacle (pentacles are used to seal containers) within a circle. Note the cacodemon spell (which only works on type IV, V, or VI demons) says the caster must be in a circle of protection (presumably the non-protection magic circle, above) or a thaumaturgic triangle with protection from evil (a thaumaturgic circle?), and the demon must be within a "pentagram (circled pentacle)". There must be a reason why casters don't use pentagrams for everything.

There seem to be 9 key components to summoning spells: (Note I didn't go back and add examples from the core books.)

Like I mentioned before, there are a lot of campaign- or DM-dependent elements. To use these spells, a spellcaster will generally need a list or personal names (which are conspicuously absent from the magic item tables), clerics would benefit from a list of known favors, it's almost entirely up to the DM what constitutes an appropriate reward, and even the service can be fuzzy (what exactly is one service? -- non-demon/devil summoning spells like invisible stalker, aerial servant and conjure elemental are probably clearer). And one of the major drawbacks is the demon or devil gets pissed and seeks revenge, which is purely a plot device. Hammering down the specifics in these areas might help make the whole suite of spells more appealing. And just standardizing and making some generalizations about how summoning spells work would help (perhaps using the 9 key components above). Diagrams and protection from evil need to be better integrated, and there should be standard rules for confinement.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Larsdangly on July 04, 2017, 01:16:57 PM
That's a more workable list of options than what I found in the PHB and UA. Perhaps I missed them, but I suspect some of the more general of those didn't get translated from S4 to UA.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Pat on July 04, 2017, 01:56:07 PM
I just checked, and all of them appear in UA. Obviously the diagrams didn't (though some of that information was incorporated into specific spells), but I really think the problem is the presentation. These are not easy spells to parse, and they're almost impossible to reference quickly at the table.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Dumarest on July 04, 2017, 02:21:37 PM
How on earth did you prepare that so fast? Did you already make that list? Either way, great work!
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: RPGPundit on July 07, 2017, 04:00:39 AM
Quote from: Larsdangly;972932I was recently working on a campaign setting for 1E AD&D and cracked open my books to look up the correct spells covering the summoning, commanding and/or binding of demons and devils. The fact that I couldn't remember should have told me something, as I know the game pretty well. As far as I can tell, there really isn't anything that covers this in an explicit, clear way. There are tons of different spells and (especially) items that sort of move in this direction. I.e., you can cast summon monster at an appropriate level to bring in some minor demons and devils. And creative use of Gate will do something like this. But it all feels a bit forced. In fact, there are several mentions of things like 'magic circles' or 'thaumaturgic circles' as ways to control demons, and references to pentagrams. So where is the spell called, 'create magic circle' or whatever? Did I just miss it? If I'm right, and such things are not in the game, what has your group done?

You might want to check out the extensive demon-summoning rules in Dark Albion (they will be redone and expanded in Lion & Dragon, too!).
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: Larsdangly on July 07, 2017, 09:43:17 AM
Quote from: RPGPundit;973726You might want to check out the extensive demon-summoning rules in Dark Albion (they will be redone and expanded in Lion & Dragon, too!).

I've got it, and it's great.
Title: Summoning and controlling demons/devils in 1E AD&D?
Post by: RPGPundit on July 09, 2017, 04:51:51 AM
Quote from: Larsdangly;973754I've got it, and it's great.

Ah, ok, good! And thank you.