by Gregory Rihn
Dragon magazine | - | Dragon #20 | - | 1st Edition AD&D |
Expenses | Assistants & Sacrifices | Bargains & Pacts | Exorcism | Failures |
EDITOR’S NOTE: The author may be familiar
to you from the
excellent piece on Lycanthropy that we
published a few issues back.
Publishing his second piece should be taken
by the readers of TD for what
it signifies: not that the author is necessarily
an expert on D & D, but
rather that the author possesses both a
vivid imagination and a rational,
logical approach to implementing it. The
author does have an excellent
grasp of D & D, to my mind,
and I can’t help but feel that his campaigns
would be highly challenging and entertaining.
It is the combination of
imagination and logic, however “odd” that
couple may seem, that marks
the exciting games as different, a cut
above the rest.
In the Earth’s past, real researchers into
the arcane arts spent their
time in attempting to rediscover the supposed
secrets of the ancients.
Among these were the philosopher’s stone,
which would transmute base
metal to gold, and the elixir of life.
The more daring attempted to
replicate the experiments of Solomon the
Wise, by summoning up the
fallen angels and causing them to do the
mage’s bidding. It was thought
that these beings would then impart knowledge
to the operator, show him
the location of hidden treasure, and employ
their unearthly powers in his
service — for a price.
In Dungeons & Dragons®, magic
users have other, more immediately
rewarding enterprises to occupy their time,
such as spell research
and the manufacture of magic items, not
to mention adventuring.
However, the demonic heirarchies laid out
in the Advanced Dungeons &
Dragons Monster Manual make it attractive
for D & D magic users
to
delve into the dubious science of demonology.
In the interests of simplicity, I will generally
refer to the summoned
beings as “demons,” though most of what
is written might be applicable
to demons,
devils
and such similar beings as night hags.
(See Advanced
Dungeons & Dragons, Monster Manual).
Where differences should
occur, they are noted.
First, it is necessary to divine the name
of the entity to be summoned.
This magical name is one that is connected
to the demon’s very essence,
and has great power over it. The names
by which the great demons are
commonly known, such as “Orcus”
and “Demogorgon”, are not those
by
which they are compelled to appear. Actual
proper names change each
seventy years, whereupon new names must
be researched, and all pacts
renewed. However, the great demons are
jealously possessive of anything
that has ever been theirs, including old
names, and are still likely to
appear if the name is “taken in vain”,
as described in Eldritch Wizardry
and the Monster Manual.
Though lesser demons do not have individual
names as such, there
are power works by which their appearance
may be conjured which are
researched in the same manner. As all low-level
types are substantially the
same, it does not matter which one you
contact initially, If a pact is made,
the operator may do the demon the favor
of naming it, which increases
the being’s status in the underworlds.
The same demon will then appear
when called upon.
The names that summon demons must be researched
as though they
were magical spells of the appropriate
level. Use of the spell research rules
that appeared in The Dragon #5 is
recommended.
<Spell
Research, DMG>
Name of: | Equivalent Spell Level: |
Demon prince, arch-devil | 9th |
Type VI, pit fiend | 8th |
Type V, ice devil, succubus | 7th |
Type IV, horned devil, night hag | 6th |
Type III, bone devil | 5th |
Type II, barbed devil | 4th |
Type I, erinyes, misc. | 3rd |
Expenses
The spell level equivalents are given primarily
as a guide to
equivalent expense and time needed in research.
Mere use of the divined
name will not function as a spell without
the proper ritual. In fact, if a
name of this nature is spoken aloud without
the ritual, the magical force
of the name is such that it creates a bond
between the speaker and the
demon. The demon will know whether or not
the operator is properly
protected, and if he is not, there is a
very good chance (50%+) that it will
appear and snatch him back to its own plane
— made possible by the
bonding effect of the name.
Before beginning research, the operator
should declare what sort of
creature he wishes to conjure. Chaotic
types should prefer demons, and
will have greatest success dealing with
them. Lawful types should prefer
devils. Neutral magic users may attempt
to conjure any type with equal
chance of success. Eventually, the operator
will have succeeded in
researching a name to conjure with. He
should then determine exactly
what sort of being he will be dealing with,
for, as magic, is not really an
exact science, there is a chance of results
not being quite what the
experimenter expected. Legend
lore or some equivalent form of divination
is quite suitable for this purpose.
Level Attempted | Level Achieved (% dice): |
type I | 01-15 = misc; 16-85 = type I; 86-00 = type II |
type II | 01-20 = type I; 21-80 = type II; 81-00 = type III |
type III | 01-20 = type II; 21-80 = type III; 81-00 = type IV |
type IV | 01-30 = type III; 31-85 = type IV; 86-00 = type V |
type V | 01-30 = type VI; 31-90 = type V; 91-00 = type VI |
type VI | 01-40 = type V; 41-95 = type VI; 96-00 prince |
Prince | 01-50 = type V; 51-75 = type VI; 76-00 prince |
Miscellaneous refers to sub-demons and similar
or related creatures;
manes, lemurs, ghasts, shadows, wraiths
or spectres, and possibly even
larvae, imps, or quasits. Obviously, some
of these would not be of much
use to the operator, but those are the
breaks. On the other hand, a
summoned spectre might be very useful.
The dungeonmaster should
determine what is called for by the discovered
word if this alternative is
rolled.
NOTE: If desired, the demon generation charts
from TD #13 <Appendix D> can be
very interesting when used with this process.
For each level allow a small
chance that the being whose name has been
divined is a unique individual
created from the generation chart. These
will be primarily demons, rather
than devils. Devils, being lawful and orderly
in their fashion, tend to hate
and loathe that which is different. Hence,
the only unique devils that can
long survive are those that are extremely
powerful, like Asmodeus or
Geryon. Unique devils would be far rarer
than unique demons, and these
would have to be beings that were under
the protection of an arch-devil,
perhaps his offspring or part of his personal
staff.
If the operator has researched the name
that is beneath his notice, he
must begin again. Unused names should by
all means be recorded, since
they may be sold to other experimenters
if the operator does not wish to
use them.
The operator must then research the appropriate
ritual for the
summoning of the named demon. The ritual
is of the same level of
difficulty as the discovered name for purposes
of research.
When the operator has researched a name
and a ritual of the desired
potency, he begins preparations for the
ritual, which includes obtaining
implements and vestments, assistants, and
the sacrifice. At the DM’s
option, the operator may also have to cast
a horoscope to determine an
auspicious hour for the ceremony.
New implements and vestments must be obtained
for each new
ritual. Instruments will include a sword,
daggers,
wands, a brazier, the
proper woods and herbs to burn, incense,
a censer, holy water, chalk,
inks, pens, parchments, goblets, and other
tools of the Art. These must be
new and preferably specially made. Each
participant will need amulets,
pentacles, and complete vestments. If the
ritual fails, all must be discarded
and new items purchased, as flaws in the
equipment are one of the most
often attributed causes of failure. If
the experiment succeeds as planned,
the equipment should be saved and used
when it is desirable to repeat the
ritual. In general, the operator should
plan to invest from 1-4000 gold
pieces per spell level of the ritual.
Assistants &
Sacrifices
The operator will require assistants for
the higher level conjurations.
5th level conjurations require 1
assistant;
6th level, two;
seventh, three;
and eighth and ninth level conjurations,
four assistants. These may
be hirelings or followers, of any level,
but all must be either magic-users or
clerics. The cost of their implements and
vestments is included in the
general cost of the ritual. It is desirable
to have as many high level types as
one may procure for assistants, since,
in case of disasterous failure, they
will have to contribute to the common defense.
Afterward they will
expect to be rewarded in proportion to
the risk and success of the
operation.
It is at this point that rituals diverge,
depending on the intent of the
operator. Good types, who do not desire
continuing relations with the
demon
may demand 1 service without a sacrifice, under the threat of
cursing the demon to torment (a part of
the ritual which assures the
being’s good behavior if all else is correct).
In order to summon the being
in the future, such operators must repeat
the ritual.
A sacrifice is absolutely necessary if it
is desired to make a pact with
the creature. This usually implies that
the operator is evil, or at least
amoral, since the sacrifice must be a living
creature. Low types of devils
and demons can be satisfied with a mouse
or a rat. Intermediate sorts will
settle for chickens, goats, and cattle,
although proud types like pit fiends
and Type VI demons may express dissatisfaction
with less than human
sacrifices. Princes and archdevils will
accept nothing less.
The proper method of sacrifice involves
having the creature to be
sacrificed near to the place of the ritual,
alive. It shall have been properly
prepared and consecrated to the demon beforehand,
so that he may take
it. Note that human sacrifices must either
be slaves, so that they are the
operator’s to give, willing volunteers,
if such can be found, or innocents
who have in some way been lead astray and
can be said to belong to hell.
When the invoked demon appears, he will
demand the sacrifice. The
operator directs the demon’s attention
to it, and grants him permission to
go and take it. The demon may then leave
the circle of invocation, and
either devour it on the spot or take the
victim back to the demon’s own
plane. The demon will then reappear, and
begin to negotiate the pact.
Bargains &
Pacts
Any demon or devil should be a hard bargainer
in making a pact of
service, attempting to get as much from
the operator as possible in return
for as little actual work as can be. The
demands of lesser fiends will be in
the area of material rewards. They will
demand a small animal sacrifice
each time they appear, or else a small
taste of the operator’s blood or
tears. This is because the lesser fiends
cannot bind the operator’s soul to
perdition, or enforce their will upon him
once he is in their clutches — the
big ones will take him away! Such payments
must be given each time the
demon appears and before the demon will
do anything else. Thus, an
operator with such a pact should carry
such a favor on his person at all
times, in case he needs to call his demon.
Failure to produce the sacrifice
can be taken as breaking the pact, unless
the operator can muster an
acceptable substitute. The demon will not
fight to get it. For example, of
an MU is being menaced by some swordsmen,
calls his second-level
demon, and discovers he has left behind
the agreed upon white rat
sacrifice the demon will not take one of
the swordmen as sacrifice, since to
do so would be working before payment was
given. If, however, the
desperate MU hits his unfortunate henchman
over the head and throws
him to the demon, the demon would be satisfied
and attack the swordsmen.
Failure to produce a sacrifice usually
results in an attempt to take the
operator as sacrifice.
Higher level fiends are more subtle in their
demands. An occasional
sacrifice of blood or tears may be demanded,
in addition to all the tears of
torment the operator later sheds in hell
(or whatever). Alternatively, the
being may demand that the operator serve
it for 1000 years after death, or
some such.
In dealing with fiends of the deepest dye,
the being’s ordinary
demand will be the possession of the operator’s
immortal soul, forever.
Princes and archfiends will never settle
for less, though a pit fiend may
compromise at 100,000 years of service.
It should always be remembered that such
beings will try to gain as
much as possible for as little as possible.
In making a pact with
Asmodeus, the archfiend may offer twenty
years of service in return for a
promise that the operator worship him,
build a place of worship
consecrated to him, dedicate half of all
his treasure to him, raise an army
and stamp out good religions in a given
area, and perform sundry other
little jobs. Plus, of course, the operator
must forfeit his soul at the end of
the contract.
On the other hand, it should be remembered
that these beings are
greedy for souls to swell their infernal
legions. If Asmodeus could gain a
soul merely by granting a single wish,
he would almost certainly do so.
Of course, the fiends like it best if such
wishes turn out to be of no benefit
to the wisher, and the halls of hell ring
with laughter. Keep the usual
restrictions on making wishes firmly in
mind.
Upon making a pact, a demon will usually
do three things: teach the
operator any spells which the demon knows
that the operator is capable of
using, except “grant others’ wish”, and
“gate in other demon;” tell him the
names of other beings of its own level
or lower, except that princes and
archfiends will not tell another’s name,
and demons do not know devils
names and vice versa; and reveal to the
operator the nature and location
of the nearest hidden treasure, including
how to get to it, and what guards
it. The demon will not go and fetch it.
Lower level types will agree to appear and
fight for the operator
when called, often as frequently as once
a month, though no more often
than once a week. They will fight only
because they have an interest in
keeping the operator alive — otherwise
their tribute dries up. However,
unless they are fanatically loyal or otherwise
compelled, they will always try to escape from a fight before their form
on this plane is completely
destroyed. The demon may be called upon
to do other tasks. A demon
could be asked to perform a spell that
he knows, seek out and destroy an
enemy, or retrieve an object the location
of which is known to the
operator. A flying demon could be ordered
to bear the operator through
the air.
Higher level types can supply the operator
with a familiar imp or
quasit, or give him a crystal ball or speculum
by which he can contact
lower plane. Succubi can be very valuable
to the operator who is interested
in intrigue or espionage, since their intelligence
and powers of
disguise are especially suited for spying,
seduction, and Assination.<>
Demons with pacts will be summoned to the
contractor’s aid by
speaking its name or word, with the command,
“Appear!”
Princes and archfiends will generally only
appear at prearranged
times, like sacrificial rites, or when
the operator is in dire straits, though
sometimes, not even then. Remember, these
beings want the operator’s
soul, and are not particular about how
they get it. They will preserve the
operator only if it is in their interest
to do so. These beings find helpers
and agents on terrestrial planes to be
useful and desirable, but not
essential, because their own prolonged
presence invites interference by
other powers. Therefore, if all is going
well for the operator and Evil’s
plans are going forward, well and good.
But if the Empire of Evil is
coming down around the operator’s ears,
it is another matter. In the
unlikely event that Asmodeus would come
in answer to the anguished cry
of his failed servant at all, he would
in no circumstances risk his own
bodily existence on this plane by fighting
the mighty-thewed barbarian
who is menacing the operator, but might
grant the operator’s wish that he
be transported far, far away. Then again,
he might just sit back and watch
the slaughter.
In lieu of aid, a prince might grant the
operator immunity from, or
control over, his other "earthly" servants.
Orcus is lord of the undead,
Jubilex, the king of slimes. Yeenoghu lord
of gnolls and ghouls, etc. Baal
might send an insect plague to the operator's
aid. Demogorgon and
Asmodeus chiefly rule other devils &&
demons, but may have followers
|| worshippers among the evil beings. It
should not be too easy with such
an inhuman creature as Jubilex, || others
which are not concerned w/
humanity. The DM should be creative. What
would a being
like Jubilex expect to gain from such a
transaction, other than an
occasional soul?
In making a pact, an operator may sell his
soul for eternity only once,
though he may bind himself to as many years
of service as he cares to.
Terms of service always run consecutively
in the underworld. An
operator could thus indenture his soul
to a pit fiend for 100,000 years, &&
still have all eternity to serve Asmodeus
afterword.
One who has indentured his soul with devils
cannot do so with
demons, or vice versa. Demon princes will
be extremely reluctant to deal
with those that have pacted with type VI
demons, and vice versa.
A low level devil will not knowingly act
contrary to the wishes of a
higher level devil. Demons, on the other
hand, will do whatever they can
get away with. Thus, the knowledge that
Demogorgon refused aid would
not necessarily prevent a type II demon
from giving aid, unless
Demogorgon was present to enforce his will,
but there mere fact that
Asmodeus refused aid (and such news travels
fast through the half
worlds) would deter any but beings so bold
as to challenge Asmodeus
over a single soul (rare indeed!)
I have referred to the spell caster as operator
throughout this piece
since the pactors may be either magicians
or clergy, After all, what better
way to become an evil high priest than
by having a direct line to
Asmodeus?<>
Exorcism
One ritual dealing with demons
that clergy are more often called
upon to perform is that of exorcism. Basically,
it is similar to the
summoning ritual, and the demon is commanded
to depart from the
person, place, or thing it has been possessing.
The difference lies in that
the exorcism is a generalized ritual in
which the name of the being need
not be known, as there is generally not
time to research it. It has a 50%
chance of succeeding against type III and
below, 25% on types up to and
including VI, and 10% vs Princes. Knowing
the name of the being
increases chances of success by 40%. Failure
means that the exorices will
suffer attack by the demon.
Failures
Because of the complexity of the rituals,
there are many things that
can go wrong. For each level that the operator
is below 20th, there is a
basic 5% chance of a failure. For each
assistant required, regardless of
level, there is an additional 5% chance
of failure. Therefore, a first-level
MU has no chance of successfully summoning
a demon prince. This is as
it should be; an MU of such low level could
not possibly deal with the
situation. Even if a 20th level wizard
is the prime operator, there is still a
20% chance that one of his assistants will
foul up the conjuration of a
Prince. If a failure is rolled, consult
the chart below:
01-35% total fizzle — no effect
36-45 demon of lower level appears — not
controlled
46-55 demon of lower level appears — controlled
by spell
56-85 summoned demon appears — not controlled
86-95 demon one level higher appears —
not controlled
96-00 demon two levels higher appears —
not controlled
A roll of "not controlled" means that the
demon
is not bound by the
summoning spell, and is free to act as
it chooses. Reaction dice should
always be checked when a demon is summoned.
It is possible, though not
likely, that a demon may decide to negotiate
even if not controlled. If the
demon attacks, he will attempt to seize
the prime operator, and gate him
back to the demon's own plane. Demons cannot
ordinarily do this. Only
the power of the summoning spell and the
link it creates between operator
&& demon permits the operator to
command the demon's appearance.
The demon will also attempt to slay any
assistants present. Even properly
controlled demons may be surly &&
uncooperative. However, the
prospect of 1) being cursed to torment,
|| 2) being left to stand in the
circle of conjuration until ready to deal,
or until someone else breaks teh
circle, if the operator does not dismiss
him, usu. prompts the demon to
make some sort of bargain.
If there are no higher or lower demons than
the one summoned, treat
the result as a 56-85% roll, with the appearing
demon being a different
one of the same or similar level.