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Summoning and controlling demons/devils in 1E AD&D?

Started by Larsdangly, July 03, 2017, 10:53:17 PM

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Larsdangly

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?

Pat

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.

Dumarest

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.

Larsdangly

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.

Pat

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
  • 1/3 protection from evil/good (including 10' radius): prevents bodily contact by enchanted or conjured creatures (examples span the outer and elemental planes) and summoned animals/monsters (which are referred to as a separate class), and involves tracing a circle
  • 4 exorcise: can remove possession/influence by outside force on creature/object (takes a long time, but very likely to succeed)
  • 5 dispel evil/good: touch can send evil/good summoned creatures back to their own plane (examples include creatures from the outer and elemental planes, though this also applies to enchanted monsters who are being compelled to perform evil/good deeds)
  • 7 gate: opens a portal to a named powerful creature from another plane (examples include demons, devils, and gods), and something (not necessarily the named creature?) will step through
  • 7 holy/unholy word: all evil/good creatures from other planes are forced back to their own plane (no save, 3" radius)
Magic-user spells:
  • 6 spiritwrack: inflicts great pain on a named being from a "nether" outer plane (examples: demon and devil), potentially forcing them to submit without any payment. The creature is frozen in place while the spell is being cast, and if they do not submit they will be confined for years in a prison on their home plane. Requires extensive preparation.
  • 7 cacodemon: summons a named type IV, V, or VI demon who can be compelled to perform a service by threats (like spiritwrack), tribute (human sacrifice), or trap the soul (they must perform one service when freed). Emphasizes that the name is what holds the demon to any promises, and that they only have to obey the literal word of the agreement.
  • 8 trap the soul: forces subject into a soul prison (gem) prepared with their name. No save or magic resistance applies, if the creature is tricked into touching it.
  • 9 gate: same as cleric
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:
  • Type V+ demons, and greater or unique devils, essentially astral project to the Prime, though killing their material form does trap them in their home plane for 100 year
  • To enter the Prime demons or devils have to be conjured, or hear their name spoken. The demon entry says "particularly powerful demon"s have a 5% chance of hearing their name when spoken. Conversely, devils have a 100% of hearing their name spoken by someone who is studying their talisman without protection (see below).
  • Demons will serve under threats or magical compulsion (which creates an enemy), or for rewards. Devils will serve under a contract, which is generally for the soul of the commanding creature. Though the contract can be broken by an "improper command" (?).
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:  
  • The vital essence of demons lords and princes is contained in an amulet. Possessing one allows the possessor to control them for up to 1 day, and if it's destroyed they're trapped on their home plane for a year.
  • All devils have talismans, and they can be used to prevent the devil from harming the possessor, or to bind them in service (9 days for a lesser evil, 9 hours for a greater devil, 1 service for an arch-devil or duke of Hell). Activating them requires human sacrifice (perhaps only if the possessor is evil?). Devil talismans have to be protected by "spells" (?) or a magic circle, or there's a 10% chance a devil may be summoned (100% if the name is spoken)
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.

Voros

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.

Larsdangly

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.

Pat

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:
  • 4 abjure: force a named creature from another plane to return home, whether it's in material form or possessing another (unlike exorcise, this spell is quick enough to use in combat though the creature must be named)
  • 4 implore (reversed abjure): summons a named creature from another plane
  • 7 exaction: compels a creature from another plane to perform a quest in exchange for a valuable gift or favor (favors can be historical, opposite alignments immune)
Magic-user spells:
  • 5 dismissal: send a named creature from another plane home
  • 5 beckon (reverse dismissal): summon a named creature from another plane
  • 5 dolor: inflicts great pain and unease on a hostile creature from another plane, potentially forcing them to obey the caster's commands. The creature is frozen in place while the spell is being cast.
  • 6 ensnarement: mimicks a gate spell to trap a creature from another plane in a magical diagram, and 1 service can be demanded for freedom
  • 7 banishment: forces one or more named creatures from other planes back to their homes, using an appeal to divine (!) forces
  • 7 torment: inflicts great pain on a named being from another plane, potentially forcing them to obey the caster's commands. Only works on a creature who is being held captive in a magical diagram.
  • 8 binding: forces an other-planar already contained within a magical diagram into a more enduring form of confinement
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.
  • Magic (protection) circles work against lesser devils (and "hostile sendings"), which is explicitly similar to protection from evil (the spell is weaker, but affects more creatures).
  • Magic circles (no protection?) work against all devils and good outer planar creatures
  • Thaumaturgic triangles work against creatures from the astral and elemental planes (and Concordant Opposition)
  • Thaumaturgic circles work against type V or weaker demons and all creatures affected by the thaumaturgic triangle
  • Pentagrams work against all evil outer planar creatures (excluding devils, but including demons)
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:
  • Type or personal names: Usually required. Naming the general type of a creature sometimes works, if the creature lacks a personal name (cf. abjure). Or the caster might have to recite an extensive biography, instead (cf. prison of Zagyg). If a personal name is used, magic resistance is often negated (cf. dismissal/beckon), but not always.
  • Summoning method: Summoning/casting out sometimes involves a gate (cf. ensnarement), or teleport (binding), but the creature is often just "transported" (dismissal/beckon, ensnarement)
  • Success: Almost every spell has its own special-case rules for whether the spell works (often involving intelligence, level, saves, and magic resistance in complex patterns).
  • Failure: Failure can happen due to game mechanics, interruption, or breaking the diagram. There are often severe side effects if this happens, like damage (banishment), domination (dolor), or breaking the magical diagram (torment). Reneging on exaction reverses the spell on the cleric.
  • Confinement: The magical diagram section and the prison of Zagyg in S4 go into the greatest detail on what a confined creature can or cannot do. May gradually reduce the creature's intelligence.
  • Reward: Generally, not well defined.
  • Submission: Submission isn't a form of charm or domination. The creatures must give on their own, though the mechanics vary. Spiritwrack leaves it entirely to the DM's discretion, dolor emulates it using a save vs. spells, while ensnarement uses an intelligence check, modified by the value of the reward.
  • Service: The service provided varies, from 1 service (whatever that means), to 1 quest (exaction), to a period of time like 1 day or 9 hours.
  • Banishment: Banishment may be a period of time, or until summoned again (abjure, banishment), or both.
(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.

Larsdangly

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.

Pat

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.

Dumarest

How on earth did you prepare that so fast? Did you already make that list? Either way, great work!

RPGPundit

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!).
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Larsdangly

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.

RPGPundit

Quote from: Larsdangly;973754I've got it, and it's great.

Ah, ok, good! And thank you.
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.