Pentacles and the Art of Summoning

A guide to Demonology

 

Pentacles

There are 4 primary pentacles: Summoning, Protection, Binding & Travel. There are many other minor variations on the same theme – certain demonologist wizards have created others – but essentially the 4 pentacles above suit all purposes. A demonologist can create a pentacle at any time using virtually any medium (chalk, ink, blood etc…) but the more permanent the medium used the less chance of the pentacle failing. It takes approximately 30 minutes to create a pentacle.

            Summoning – This pentacle will increase the chance of summoning a demon greatly (depending on the level of the caster). It is more difficult to summon a demon without one of these magic augmentations.

            Protection – The basic circle to protect the caster from the demon. If good enough it will stop any creature from the Abyss getting anywhere near you. (Mechanics: there are 2 rolls – 1 for the efficiency of the pentacle (a hidden roll!) and another power vs power roll if a demon tries it on. If you create a good pentacle of protection your power vs power roll is greatly augmented…or not if it’s a bad one!)

            Binding – This pentacle allows you to bind a demon to yourself, another person or another object. There are various ways to use it. To bind a demon to an object or person your chances of success will be greatly enhanced if you place the object/person inside the pentacle of binding and then summon a demon into the pentacle itself. The binding is automatic (though dependent on a power vs power roll) and the caster is able to give explicit instructions to the demon if successful. The caster can also stand within the pentacle and bind the demon to himself (if he’s brave enough!). The other method is to stand within the pentacle and summon the demon outside (the binding pentacle gives the caster more leverage against the summoned demon).

            Travel – The trickiest of all the pentacles and, arguably, the most powerful. Essentially this pentacle allows the caster to travel to the Abyss and – once there – use a similar pentacle to travel back to Grayhawk. Unlike a teleport there is no chance of failing the roll – the caster will always go to the Abyss. With research it is possible to specify a location (again your chances of success are greater if 1) you’ve been to the location before or 2) you’ve already set up another pentacle of travel in the relevant plane of the Abyss). Mechanics: let’s say the caster has researched a particular plane, possibly a particular location in the Abyss and wants to get there…a roll of 01% will guarantee his success whereas a roll of 95%+ will result in a random location. There are 666 planes of the Abyss and therefore scope for some pretty devastating cock-ups! The chances of success improve with level, a target that is well known or a pentacle that is already drawn on the Abyss/Grayhawk.

 

Pentacle success is dependent on the caster’s belief that what he is creating will succeed. When dealing with a demon that is very important…if you don’t have faith then fear creeps in…as do the mistakes. Then it’s curtains! That is why at the stage of creating the pentacle the roll for its efficiency is hidden – you just never know how good they are! Obviously the higher level the caster the better his pentacles become.

 

 

 

Summoning demons – some basic conventions

Because of the random nature of Chaos and the creatures from the Abyss summoning demons can be a fruitless, frightening and, at times, downright silly occupation! To summon a demon is a dangerous business and even the most experienced demonologist arch mage gets into difficulty from time to time. Pentacles serve to reduce the risk and protect the caster.

 

The Mechanics of Summoning

The Summon Demon spell is not the start – it is usually the end of a process of survival. The caster must decide what pentacles he needs (whether a protection, a binding etc…). He must decide what he is going to do with the demon (bind it, let it loose on the world or force it into a specific service). If the caster knows the name of a demon he can invoke it with the summoning…stronger demons have a choice (although even they can fail a power vs power roll) whilst lesser demons are dragged before the caster.

 

If you know the name of a demon (its True Name) you can summon it as described above. A powerful demon may not come but it may suit his needs to send a minion to aid the caster. A demonologist will build up a network of demons he can call upon (if he’s good enough) and the rapport and deals he makes with these creatures usually shape his destiny.

 

The roll by the caster determines the strength of the demon. This only applies if you are trying for a random demon – if you know its name the roll determines whether that creature appears. A roll of 01-05% will usually conjure something akin to a lord of a plane whereas a roll of 95%+ will summon something with barely enough power to blow out a candle. That is the nature of random summoning.

 

Binding

Demons can be bound into objects, people or simply bound to tasks. A pentacle of binding greatly enhances the chance of success and it facilitates the conjunction of item and demon. The effects of binding a demon to an object are largely dependent on the object type, the demon type and the strength of the demon itself. Binding is permanent and cannot be dispelled! The only way to release a demon bound to an object is to destroy the object or kill the person it is bound to. In the case of a demon bound to a quest or service the demon disappears when the task is complete (or again when it is destroyed).

 

There are exceptions to the rules above. In the case of a demon bound into an object it is possible (though highly unlikely) that a demon is so powerful that he will choose to break the binding from, for example, a sword and return to the Abyss.

 

Pacts

It is also possible to enter a verbal agreement with a demon if you can’t bind it or coerce it to your ends. These pacts are fraught with danger and is, in essence, a gentleman’s agreement where both parties are in stalemate but don’t want to back down. It has some substance because if it breaks the agreement then you can dispel it instantly, whereas if the caster violates the agreement the demon can attack the caster before the Universe sends it packing…all attacks are against the caster’s soul!

 

The Abyss

There are 666 planes of the Abyss and a seemingly endless variety of creatures that dwell within. Some planes are more powerful than others (The Plane of Desolation, the Plane of Death etc…) and, like Grayhawk, these planes have rulers and nobles and kings all vying for power and position. It is a political melting pot with few boundaries. Certain demons will gain ascendancy or reputation from time to time and will try to exert that influence on other planes and creatures. The more territory they possess the greater they become.

 

All demons share a common lust. They want souls…it is their lifeblood and they become powerful by consuming them. Grayhawk is the Prime Material plane and contains the purest, most powerful souls in the universe…it is the paradise all demon lords want a piece of! In most cases it serves a demon well to be summoned to this paradise for they know the power they can steal on Grayhawk will serve them well in the Abyss. The Universe places strict Laws on the summoning of demons for obvious reasons – with 666 planes to roam around in these creatures can be more deadly than a god – thus Nature has made it very hard to summon and keep demons on Grayhawk. Demonologists are always pushing the boundaries of these laws and are, usually, in direct conflict with Her. The most potent weapon a demonologist has is the ability to bind a demon to an object or a being. It neatly side-steps a Law of Nature that forbids the prolonged existence of such creatures – demons can have a profound effect on the balance of power (think Loramas).

 

Constriction

Level 4 (Sorcerer)

Casting Time 4 segments

Range 6”

Duration 1 rnd per level of caster

Area of Effect 1 to 4 creatures (within a 10’ diameter circle)

 

            This spell causes an invisible constrictor snake to entwine itself around the victim (s) and literally squeeze the life out of them! A save vs magic is required, if successful the target receives no damage. If unsuccessful the victim receives 1d6 damage per level.