Summoning Spells

Greetings, seekers of arcane wisdom, and welcome to another chapter of my spellbook. Today, we embark on a mystical journey into the realm of summoning spells, a branch of conjuration magic that beckons the extraordinary into our world. As we delve deeper into this arcane art, you shall gain insights into the purpose and significance of summoning spells, discover a compendium of notable spells within this category, and receive guidance on the art of summoning itself.

In the vast tapestry of conjuration magic, summoning spells stand as beacons of wonder and possibility. They allow us, as wizards, to reach beyond the boundaries of our world and draw forth creatures, entities, and beings from other realms. Each summoning is a communion with the unknown, a delicate dance between caster and conjured.

The purpose of summoning spells varies, my dear apprentices. Some are woven with the intent of bolstering our forces in times of peril, summoning loyal allies to our side. Others serve as a means to gather knowledge from beings beyond our comprehension, exchanging secrets and insights for a fleeting glimpse into their wisdom.

Summoning spells also hold the power to bind and control otherworldly entities, compelling them to heed our commands. These incantations can be both a shield against threats and a weapon to unleash upon our foes.

As we traverse the magical landscape, it is crucial to acquaint ourselves with these illustrious spells that have left their mark on the worlds.

Find Familiar: 3rd-level

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

With this enchantment, you call upon a spirit to take the form of a creature of your choosing – be it a bat, a cat, a crab, and so forth. This spirit, though shaped like an animal, is no mere beast but a celestial, fey, or fiend, depending on your desire.

Now, pay heed, for your familiar is a loyal companion, following your commands with unwavering devotion. It acts independently in the world, even in the midst of battle. While it cannot engage in combat, it can undertake other tasks as you bid.

Should your faithful companion face peril and its vitality wanes to nothing, fear not, for it vanishes, leaving naught but air in its wake. But a flicker of your magic, and it shall return, ready to serve once more.

With your familiar near, you share a telepathic connection within a hundred feet. As an action, you can gaze through its eyes and listen with its ears, experiencing the world from its perspective. But during this time, you are deaf and blind to your own surroundings.

In your mastery of this spell, you hold the power to dismiss your familiar temporarily, sending it to a hidden dimension until you call upon it again. Alternatively, you can bid it farewell forever, if such be your choice. And when it is temporarily dismissed, you may summon it anew to a vacant spot within 30 feet of you.

Remember, dear ones, you may only keep one familiar by your side at any given time. If you cast this spell anew while already bound to a familiar, it will take on a new form from the list of creatures I’ve mentioned.

And one final secret: when casting a touch-range spell, your familiar can act as your conduit. It must be within 100 feet, and it will use its reaction to deliver the spell, using your skill if the spell requires an attack roll. Such is the bond between master and familiar, a tale of magic and friendship.


Conjure Animals: 3rd-level

Casting Time: 1 action
Range: 60 feet
Components: V, S 
Duration: Concentration, up to 1 hour

When you cast this spell, you conjure fey spirits to appear in the world, taking on the form of creatures. You may choose from these options:

  • One beast of modest challenge, not surpassing 2.
  • A pair of beasts, their challenge staying under 1.
  • Four beasts, each with a challenge of 1/2 or lower.
  • Or, if you dare, you can bring forth a legion of eight beasts, each with a challenge rating of 1/4 or lower.

Remember, dear ones, these creatures are not mere beasts; they are fey in nature. And like the morning dew, they vanish when their hit points are no more or when the enchantment weaves its last strand.

These summoned creatures harbor a friendly disposition toward you and your companions, for they are bound by your magic. As they grace our world, the spirits act with a will of their own. They heed your words if you speak them, and they roll initiative as a group, each taking its turn. While they await your command, they will shield themselves from harm but take no other actions unless guided by your voice.

As for the particulars of these fey beings, only the storyteller of your adventure, the Game Master, holds the knowledge of their statistics.

In the realm of magic, as you grow in your understanding, so too does your mastery of summoning. For with the right incantation and a powerful spell slot, the fey spirits will heed your call with even greater numbers. A 5th-level slot will double their presence, a 7th-level slot will bring forth thrice the spirits, and a mighty 9th-level slot shall summon four times the fey creatures, creating a spectacle few can fathom.


Summon Lesser Demons: 3rd-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour

You shall learn of a spell that calls forth demons from the chaotic Abyss. By uttering vile words, you beckon these malevolent beings into our realm. The nature of the demons that heed your call is determined by rolling on the following table:

d6 Demons Summoned

  • 1-2: Two demons of challenge rating 1 or lower
  • 3-4: Four demons of challenge rating 1/2 or lower
  • 5-6: Eight demons of challenge rating 1/4 or lower

The Game Master selects the specific demons from this list, such as manes or dretches, while you choose the empty spaces within your line of sight where they materialize. These summoned demons will fade into nothingness when their hit points dwindle to zero or when the spell’s effects conclude.

Be warned, for these demons harbor malice toward all beings, including you. Their hostility knows no bounds. Each group of summoned demons has its own turns, and you must roll initiative for them as a group. They will relentlessly pursue and attack the nearest non-demons to the best of their dreadful abilities.

As part of the spellcasting ritual, you can create a protective circle on the ground using the blood required as a material component. This circle should be large enough to encompass your immediate surroundings. While the spell endures, the summoned demons are unable to cross or harm the circle, and they cannot target anyone within it. Please note that using the material component in this way will consume it when the spell concludes.

Should you harness the might of a 6th or 7th-level spell slot to cast this spell, you will summon twice as many demons. And if you dare to employ an 8th or 9th-level spell slot, you shall summon three times the usual number of these malevolent creatures.


Summon Greater Demon: 4th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours)
Duration: Concentration, up to 1 hour

In a tale shrouded in darkness, you shall learn of a spell of dire nature. It grants you the power to summon forth a demon from the chaotic abyss. You get to choose the type of demon, but it must be of a challenge rating no greater than 5, like a shadow demon or a barlgura. When you cast this spell, the demon emerges in an empty space within your line of sight. The demon shall vanish into the ether when its hit points reach zero or when the spell’s effects come to an end.

Now, the summoned demon possesses its own initiative, and on your summoning and subsequent turns, you can issue a verbal command to it, demanding what it shall do on its next turn without requiring you to use an action. If you give it no command, the demon will spend its turn attacking any creature within reach that has attacked it.

At the conclusion of each of the demon’s turns, it must face a Charisma saving throw. Should you utter its true name, the demon will have a more challenging time succeeding in this saving throw. A failed save means the demon continues to heed your commands. However, should it succeed, your control over the demon will cease for the remainder of the spell, and it will tirelessly pursue and attack the nearest non-demons to the best of its malevolent abilities. If you break your concentration on the spell before its full duration elapses, an uncontrolled demon won’t vanish immediately, lingering for 1d6 rounds if it still possesses hit points.

There’s another aspect to this foul magic: you can create a protective circle on the ground during the spell’s casting, using the required blood as a material component. This circle encompasses your location. While the spell persists, the summoned demon will be unable to cross or harm the circle, and it won’t be able to target anyone within it. Be aware that using the material component in this way will consume it when the spell ends.

In the event that you employ a spell slot of 5th level or higher to cast this spell, the challenge rating of the demon you summon increases by 1 for each slot level above the 4th.


Conjure Minor Elementals: 4th-level

Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (a piece of ice or a small chunk of rock)
Duration: Concentration, up to 1 hour

With this incantation, you shall summon elementals to aid you in your time of need. You have the power to choose their number and strength.

Picture it in your minds: As you cast the spell, elementals emerge in unoccupied spaces within your vision. You may opt for the following choices – one elemental of challenge rating not exceeding 2, or two elementals of challenge rating 1 or less, or even four elementals of challenge rating 1/2 or lower. Should you seek to overwhelm your foes, eight elementals of challenge rating 1/4 or lower shall heed your call.

These summoned elementals, my young ones, are loyal to you and your companions, for they understand the mystical bond you share. Their actions are governed by their own initiative, acting as a united group during their turns. You need only command them with your voice; no additional action is necessary on your part. Fear not, for if you remain silent, they shall still defend themselves when faced with hostile creatures but otherwise refrain from action.

As for the specifics of these summoned elementals, only your Game Master possesses such knowledge.

Now, here’s a little secret to boost your confidence: Your mastery of magic can enhance the number of elementals you summon. When casting this spell using a 6th-level spell slot or higher, you may double the summoned creatures with a 6th-level slot or even triple them with an 8th-level slot. The choice is yours, my eager apprentices.


Conjure Woodland Beings: 4th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

When you cast this spell, you beckon these mystical beings to appear in spaces you can see nearby. Your power allows you to choose the number and strength of these summoned fey.

Imagine it clearly: As you conjure the spell, fey creatures spring forth into existence, drawn from the ethereal realm to aid you. You can choose among these options – one fey creature of challenge rating 2 or lower, or two fey creatures of challenge rating 1 or less, or perhaps four fey creatures of challenge rating 1/2 or lower. If you desire a legion, summon eight fey creatures of challenge rating 1/4 or lower.

These summoned fey, my dear ones, hold a fondness for you and your companions, recognizing the magical bond you share. They act independently during combat, rolling their own initiative and taking turns as a united group. To command them, merely speak your wishes; no further action on your part is needed. Fear not, for if you remain silent, they shall still defend themselves when faced with hostile creatures but otherwise refrain from action.

As for the specifics of these summoned fey, only your Game Master holds such knowledge.

And now, for a secret to bolster your power: By harnessing more magical energy, you can summon even greater numbers of fey creatures. When casting this spell with a 6th-level spell slot or higher, you can double the summoned fey with a 6th-level slot or triple them with an 8th-level slot. The choice is yours, my eager apprentices.


Infernal Calling: 5th-level

Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (a ruby worth at least 999 gp)
Duration: Concentration, up to 1 hour

With a dark incantation, you beckon forth a devil, choosing its type, but be mindful that its challenge rating must not exceed 6. Examples include the barbed devil and the bearded devil. This devil manifests in an empty space within your view, but it will vanish either upon succumbing to injury or when the spell’s magic wanes.

Now, be wary, for these devils harbor no friendship for you or your companions. The devil acts according to its sinister nature, driven by its own desires. It shall act independently, and its actions may include attacking you if it deems itself superior, or it might attempt to lure you into committing evil deeds in exchange for its limited service. The Dungeon Master possesses all the secrets of this creature, including its statistics.

On each of your turns, you have the chance to issue a verbal command to the devil. No need for further actions on your part. If the command aligns with the devil’s desires, particularly if it steers toward wickedness, it shall obey. If the result would draw you toward malevolence, the devil will act in accordance. However, if your command opposes its will, a battle of charisma and persuasion shall unfold. You shall engage in a Charisma contest—Deception, Intimidation, or Persuasion against its Wisdom check. Uttering its true name grants you an advantage in this contest. Should you fail, the devil becomes impervious to your words for the spell’s duration. Nevertheless, it may choose to heed your commands as it sees fit. On the other hand, if you succeed, the devil shall comply with your directive, be it ‘attack my enemies,’ ‘explore the room ahead,’ or ‘bear this message to the queen.’ It shall continue until its task is complete, then return to you to report its actions.

If your concentration falters before the spell’s full duration, and the devil has become immune to your commands, it acts of its own accord for 3d6 minutes before vanishing.

Should you possess a devil’s talisman, you may summon that specific devil, provided it matches the appropriate challenge rating plus 1. It shall heed your every command without the need for Charisma checks.

Furthermore, with greater power, the challenge rating increases by 1 for each slot level above 5th when casting this spell.


Conjure Elemental: 5th-level

Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration, up to 1 hour

Ah, gather ’round, my little fledgling sorcerers and wizards. With this spell, you beckon forth an elemental servant from the very heart of nature itself. In a chosen area of air, earth, fire, or water, filling a 10-foot cube within the spell’s reach, you can summon an elemental of modest power, not exceeding a challenge rating of 5, befitting the nature of your chosen domain. Picture, if you will, a blazing fire elemental emerging from a roaring bonfire, or an earth elemental rising like a guardian from the very ground beneath your feet.

Now, these elementals shall remain with you and your companions for the duration of the spell, but do not think them mere thralls. Each has a will of its own and acts in accordance with its own initiative, determined at the beginning of each encounter. Yet, fear not, for they heed your spoken commands without requiring further ado. And should you stay silent, they shall fend off threats to the best of their abilities, protecting themselves and your group.

However, take heed, my dears, for concentration is key in the art of magic. Should your focus be broken, the elemental shall not vanish into thin air. Instead, it may turn against you, a hostile force born from your faltering grasp. It won’t heed your call to return and shall linger for a full hour before vanishing back from whence it came.

As for the elemental’s capabilities, only the Keeper of Tales, your Game Master, knows the full extent of their abilities.

But here’s a secret for you, my little ones: As your own magical power grows, so too can the strength of the elemental you summon. With a spell slot of 6th level or higher, you can beckon forth an elemental with a challenge rating one step greater than before.


Planar Binding: 5th-level

Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
Duration: 24 hours

Now, my dear, let me spin the tale of a spell that seeks to bind a celestial, an elemental, a fey or fiend to your service. The creature you wish to command must be within your reach throughout the spell’s casting. Often, summoners call these creatures forth into a magic circle, for it keeps them ensnared during the incantation.

As the spell’s casting concludes, the creature must face a test of its charisma. Should it falter and fail, it becomes bound to serve you for the spell’s duration. Even if the creature was brought into existence or summoned by another spell, this spell extends its duration to match its own.

A bound creature becomes your loyal servant, obeying your commands to the best of its abilities. You might bid it to accompany you on a perilous adventure, guard a sacred location, or deliver an important message. Yet, be cautious, for if the creature harbors ill will towards you, it may seek to twist your words to suit its own dark desires.

Should the creature carry out your instructions fully before the spell’s end, it will journey to your side and report its success if you reside on the same plane. But, if you exist on a different plane, it will return to the spot where you bound it and linger there until the spell’s magic fades.

Now, for those who yearn for greater power, know that when you cast this spell with a higher-level spell slot, its duration increases. At the 6th level, it extends to 10 days, at the 7th level, 30 days, at the 8th level, 180 days, and with a mighty 9th-level spell slot, it lasts a full year and a day.


Conjure Fey: 6th-level

Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

Listen closely, my curious apprentices, for I shall share the secrets of summoning fey creatures to your side. With this spell, you have the power to beckon forth a fey ally of modest strength. You may summon a fey creature with a challenge rating not exceeding 6, or even a fey spirit that takes the form of a beast with the same limit.

Picture this, my darlings: The chosen fey entity shall appear in an empty space within your magical reach. It shall remain in your company and that of your companions throughout the spell’s duration. Each summoned fey creature has its own initiative, acting independently of your will. Yet, worry not, for they are bound to heed your spoken commands, as long as your words do not clash with their own alignment. And should you choose to remain silent, they shall fend off hostile forces but take no other actions.

However, remember well that concentration is the key to controlling your mystical allies. If your focus wanes or is disrupted, the fey creature won’t vanish. Instead, it may turn against you and your allies, becoming a threat of its own. In such a case, you’ll lose your influence over it, and it might even attack. An uncontrolled fey creature cannot be dismissed by your command and will linger for a full hour before returning to its own realm.

As for the exact abilities and nature of the fey creatures you summon, only your Game Master holds that knowledge.

Now, here’s a little secret to bolster your confidence: As your mastery of magic grows, so too can the strength of the fey creatures you summon. When casting this spell using a 7th-level spell slot or higher, you can summon a fey ally with a challenge rating one step higher than before.


Planar Ally: 6th-level

Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous

This spell allows you to call upon entities of great cosmic power, be they gods, primordials, demon princes, or beings of similar might. These otherworldly patrons can send forth a loyal celestial, elemental, or fiend to aid you in your hour of need. The summoned creature will appear in a vacant space nearby.

Should you possess knowledge of a specific entity’s name, you can utter that name when you cast the spell, though the being that arrives might not be precisely the one you sought. Fate has its hand in such matters, and the Game Master shall make the final choice.

Now, bear in mind, once the summoned creature arrives, it is not bound to obey your every whim. You can request its assistance in exchange for some form of payment, but it retains its free will. The nature of the task you propose can range from the simple, like aiding in a battle or ferrying you across a treacherous chasm, to the intricate, such as spying on your adversaries or safeguarding your expedition into a perilous dungeon. However, effective communication is key to striking a bargain.

Payment, dear ones, takes many forms. A celestial may ask for a generous donation of gold or magical items to be given to an allied temple, while a fiend may demand a living sacrifice or a trove of treasure. In some instances, a creature might seek a quest undertaken by you as payment for its services.

Now, a guideline for payments: a task that can be measured in minutes may require 100 gold pieces per minute, while tasks spanning hours may necessitate 1,000 gold pieces for each hour of service. Should the task span several days (up to ten), the payment could amount to a hefty 10,000 gold pieces for each day. The Gamemaster can adjust these amounts based on the circumstances, and tasks aligned with the creature’s beliefs may see the payment reduced or even waived. Non-hazardous tasks typically require only half the suggested payment, but especially perilous undertakings might demand a greater gift. Keep in mind that creatures are unlikely to accept tasks that seem suicidal.

Once the creature completes the task or the agreed-upon duration of service expires, it shall return to its home plane after reporting back to you, if such a report is pertinent to the task and feasible. However, should you fail to negotiate a suitable payment, the creature shall promptly return to its own realm.

Lastly, remember that a creature enlisted to join your group is considered a full member, and it shall share in the experience points gained.


Conjure Celestial: 7th-level

Casting Time: 1 minute
Range: 90 feet
Components: V, S 
Duration: Concentration, up to 1 hour

Now, my dears, let me spin a yarn about summoning a celestial ally to aid you in your quests. With this spell, you beckon forth a celestial, a heavenly being of grace and might. The celestial’s strength shall not surpass a challenge rating of 4, and it shall manifest in a place you can lay your eyes upon within the spell’s range. Remember, like a shooting star, it shall vanish when its life’s spark fades or when the magic that bound it ceases.

Fear not, for this celestial being holds a benevolent disposition toward you and your comrades throughout the spell’s duration. Each celestial has its own sense of time, rolling initiative to determine the order of its actions. It listens and abides by your spoken commands, provided they do not run afoul of its celestial alignment. If you remain silent, it shall only raise its defenses against foes but refrain from further action.

The particular abilities and traits of these celestial entities remain a mystery, known only to the weaver of your grand tale – the Game Master.

But children, as you grow in your magical prowess, so too can the celestial you summon. At the zenith of your magical abilities, casting this spell with a 9th-level slot shall grant you a celestial companion of even greater power, with a challenge rating of 5 or lower.

Guidance on Using Summoning Spells

Dear apprentices, wielding summoning spells is an art that demands both wisdom and prudence. Each summoning spell offers unique advantages, but their use should align with your goals and the circumstances at hand. Here are some insights to guide you in your conjuration endeavors:

  1. Know Your Allies: Before casting a summoning spell, familiarize yourself with the creatures you may conjure. Understanding their abilities, strengths, and weaknesses is essential. Choose beings that complement your objectives, whether in combat, utility, or diplomacy.
  2. Preparation Is Key: Do not hastily invoke these spells. Proper preparation, including protective circles and binding rituals, ensures that summoned creatures remain under your control. Failing to establish dominance can lead to dire consequences.
  3. Consider the Environment: Tailor your choice of summoned creatures to the environment and terrain where they will appear. Flying creatures may be invaluable in open spaces, while amphibious entities could excel in aquatic settings. Adapt to the challenges presented by your surroundings.
  4. Alignment and Loyalty: Be mindful of the alignment and loyalty of the creatures you summon. Align their goals with your own, and maintain dominance over them through magical means. Treacherous creatures, especially demons and devils, can turn on their summoners if not controlled.
  5. Timing Is Crucial: The timing of your summoning is vital. Consider when to bring forth your allies for maximum impact. Summoning creatures during the heat of battle can turn the tide, while invoking them during negotiations can bolster your position.
  6. Communication is Key: Some summoned beings possess intelligence and language skills. Establish communication with them to convey your intentions clearly. This fosters cooperation and minimizes misunderstandings.
  7. Escape Routes: Always plan for contingencies. Should a situation escalate or your summoned creatures become uncontrollable, have an escape plan ready. Be prepared to release their summoning if needed.
  8. Extricating Your Will: Ending the summoning prematurely can be just as critical as starting it. Be versed in the methods to dismiss or banish summoned creatures when their purpose is served, or when they pose a threat.

Remember, summoning spells hold incredible potential, but they come with equal risks. Mastery of these spells involves not only the conjuration itself but also the control and coordination of the summoned entities. Approach the art of summoning with reverence, and may your conjurations serve your cause well.

 

Yours in the art of summoning,

Old Nan