Demonology

Perhaps the most scholarly of all the arcane arts, demonology - despite its name - is not restricted only to the summoning of demons from the Abyss. Fey beings, elemental spirits, devils from the pits of Hell, and even celestial angels can be called forth by the skilled summoner. The only thing limiting the power of the learned demonologist is his skill and daring.

There are a number of ways in which demons and other planar beings may be called forth; the most common of these are the 6th-level wizard spell Ensnarement, and the use of ritual magic. Although there have been many rituals of summoning and invocation throughout the ages, the most commonly used one in Leng is known as Karna's Invocation. Both techniques have their advantages and disadvantages. Spells such as Ensnarement can cast a wider net, allowing you to summon a demon of a specific type, for example, if you cannot name a specific one. However, they are more easily evaded by shrewd and powerful entities.

While Karna's Invocation requires foreknowledge of an entity's name and can be riskier to cast, it is much more effective at compelling planar entities to appear. The names of entities can be found in certain eldritch grimoires, but more often than not some other means must be employed to learn the name of an entity to summon. Some sorcerers may use Ensnarement first, to summon an entity and learn its name, and use the ritual on subsequent invocations. Others may employ lesser planar servants or other forms of divination, such as Contact Other Plane, to learn what they wish to know.

There are other ways to conjure extraplanar entities besides the two described above, of course, but they can be far riskier. Often, entities formally summoned can be entreated to agree to pacts. They can then be summoned to fulfil their pact at a later time with nothing more than their name. For example, a demon may forge a pact to serve a sorcerer, but demand that the sorcerer provide blood and souls to devour each time he is summoned. Likewise, in the case of Inner Planar beings - elemental spirits, fey, and the like - it may be possible to find and confront them directly, and attempt to negotiate a pact in this manner.

Other ways of manifesting without a summoning circle exist, as well - in some cases a place sacred to some extraplanar being is enough to allow them to manifest, if they are called forth. A possession or piece of the entity's body, or even something with sufficient emotional attachment might be enough to call the entity forth - if its name is known and if the conditions are right. And of course, you could always visit their realm directly and attempt to make contact. This is the most inconstant means of invocation, however, and like all means of summoning without a protective circle, it is dangerous. Spells such as Protection from Evil or rituals like Pentacle can help to mitigate this danger.

Summoning Powerful Entities

Summoning is usually not constrained by the power of the entity to be summoned. Ensnarement is often easily avoided by intelligent and powerful victims, but Karna's Invocation can infallibly summon any being of less than demigod power, as long as their name is known and they are not already engaged by another. So what is it that stops a conjurer from marshalling the most powerful of minions? Three things.

First, the knowledge of names. Only the most minor names can be found in commonly-available grimoires, and with good reason. Not only is demonology a cloistered and secretive art, but sharing names is actively counterproductive. A creature already conjured and bound to service by another cannot be used by yourself, and is useless to you. For this reason, names are often guarded even more closely than spells.

Second, the inherent risk. A properly constructed ritual circle, inlaid with gemstones, can reduce the risk of a summoning considerably, as there is no chance of the summoned creature finding a way to escape. But such a circle is vastly expensive, permanent and immovable. Few can afford such a thing. And even for those who can, there is always a level of risk. A stray breeze stirring a straw across the lines of power would be enough to break the circle, leaving them at their captive's mercy. A conjurer who intends to entrap a powerful demon for a long time to compel him to accept a bargain had best have a perfect place to do it in.

Third, the magnitude of the creature summoned. Service cannot be extracted without the consent of the summoned creatures, though many will attempt to bully or torture their captives into making such pacts. The more powerful the summoned entity, however, the less likely such tactics are to work - and the greater the demands they will place upon the conjurer. The services of a powerful demon do not come cheaply.

The orders of extraplanar beings found in the multiverse can be broadly divided into five categories, reflecting the danger of summoning them. These are documented below.

Undead Shades

Undead shades are the remnants of creatures that once lived: usually, of mortals. Beings with wholly spiritual natures sometimes become undead - elves becoming ghasts, for example - but this has more to do with their physical bodies than their spiritual nature. It is very rare for a wholly spiritual being like an elf to become a shade - and when they do, it is because some great event has caused their spiritual form to maintain its shape after the destruction of their vessel. The banshee is the best-known example of an elven shade.

Those who specialise in conjuring forth the shades of the dead are known as necromancers. In particular, this name is associated with those who conjure the dead for personal gain or as servants - in short, those who compel the dead to do their bidding. There are others, however, who commune with the dead on friendlier terms. Shamans, witches and even priests sometimes commune with the dead for various reasons - those who do so and are not necromancer's tend to be respectful of the fact that shades should not be conjured frivolously. They tend to conjure them for as much time as is absolutely necessary, always mindful that their presence in the Material plane is painful and unnatural - and potentially dangerous. A peaceful soul who spends too long conjured by ritualists is likely to become something far more sinister.

Shades of the Neophyte's Circle

Haunt: The soul of a dead mortal is one of the easiest things for a novice to summon. In most cases, this will take the form of a haunt; an incorporeal spirit which is relatively harmless even without protection, though it has powers of possession. A shade restored in this way will have limited memory of its former life, and the overall effect is similar to a Speak With Dead spell. Note that it is often not possible to bargain or make pacts with a haunt; their only desire is to return to their afterlife. If this is the case, the best the caster can hope for is to extract some information from them in exchange for a promise to return them quickly - or to torture them with magic until they speak. Sorcerers are advised to do their research before conjuring a haunt - lest they summon a ghost by accident.

Shades of the Apprentice's Circle

Shadow: Although those encountered on the Material are often the unfortunate dead, shadows can be summoned directly from the Demiplane of Shadow or the Plane of Negative Energy. They do not have names amongst themselves, but knowing the name of one who was slain by shadows is enough to conjure their shadow. Although these life-despising undead are dangerous, their draining touch cannot cross the bounds of a ritual circle - and they can make useful servants for an evil apprentice conjurer. Their demands are relatively minor: a dank, dark place to lair in. Sorcerers should beware, however, of the spawn of summoned shadows: the original may be bound by your contract, but this does not necessarily apply to shadows created by their touch. As such, shadows are best summoned and placed somewhere you do not want entered - and then left alone.

Elemental Spirits

When most people think of elementals, they envisage the hulking beasts often summoned forth by druids: masses of sentient fire, towering earthen statues, or invisible hurricanes. However, though these unintelligent beings may be amongst the purest of elemental spirits, they are far from the only ones. From djinn to efreet to animentals, the Elemental Planes are inhabited by a wide variety of consciousnesses. Although they are less ephemeral than the Ethereal Plane from which they sprung, the Elemental Planes are equally diverse.

There are generally two types of people who summon elementals. The first type is the sorcerer who desires them for their power. For a mage who commands the elements on a daily basis, binding an elemental to your will as a servant is a logical next step. Elementals are used by such figures as servants, soldiers and even as the power source for magic items. The other breed is that of the druid or witch. These respect the elementals and view them as sovereign spirits: like the Fey, but more closely tied to our world through their affinity with the elements. Despite their fearsome reputations, many elementals can be very accomodating to those who treat them with respect. Gnomes - and the svirfneblin, in particular - are known for their close ties with earth elementals.

Elementals of the Neophyte's Circle

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Elementals of the Apprentice's Circle

Mephit: Mephits - with their long, overly pompous names - are commonly summoned by apprentices because they are useful, easily flattered and easy to negotiate with. Mephits can also be created by combining a Monster Summoning IV spell with Contact Other Plane - this will create a servant for life (albeit a disobedient one). Mephits do not betray their creators but do seem delight in irritating them. Quickly created and destroyed, they have no predetermined life span.

Elementals of the Adept's Circle

Genie, Djinni: Summoning a djinni from the Elemental Plane of Air is a task best left for the adept conjurer, and with good reason. Although they are useful servants, they have had centuries of enforced servitude to learn the tricks and pitfalls of the mortal summoners they despise so much. As genies, the djinn differ greatly from most elemental spirits. Not only are the sapient, but they are intelligent, wily and wise to the arcane arts.

It is unlikely that you will persuade a djinni to serve you willingly, although some of them have been known to befriend mortals. They are jaded and know the game you are playing: as free creatures of the skies, they have little desire to be confined to a mage's circle for months on end. Nonetheless, they know that this is the only card in your hand - they will not agree to servitude easily. Defining exact services to be performer rather than open-ended servitude and promising good treatment or honorable tasks is a good way to secure their agreement.

Elementals of the Master's Circle

Genie, Dao: They may not be as powerful as the efreet, but dao are significantly stronger than djinn. Furthermore, they are even more likely to seek out a former master and visit malice on him than an efreeti is. Where the djinn simply dislike servitude, the dao take it as a vendetta worth inconvenciencing themselves to repay. For this reason, even though they are significantly weaker than efreet, only a master should attempt to summon a dao genie.

The best way to appease a dao is to treat it with respect and deference during its term of service, and to give it command over others to treat as it wills. Give it a remote task where it can learn little of its master, and when the time comes to part ways - appease it with a princely gift.

Genie, Efreeti: As noted above, the fiery efreet despise servitude. Although they are less passionate about repaying their debts than the dao, they are also far more powerful. An efreeti is an almost invincible servant to have at your disposal, but it is one that many summoners have given their lives to obtain. Unlike the dao, an efreeti is unlikely to be appeased by loading it with jewels and magic items at the time of its departure; they have far simpler tastes. Even if you can compel one to serve, it is a guarantee that it will seek to pervert the intent of its master by adhering to the letter of its commands.

Elementals of the Ascendant Circle

Genie, Marid: The mysterious and rarely-seen marids are the most powerful of all - and the most dangerous. Few would be foolhardy enough to try and summon one, for a marid is scarcely a mere spirit: they are the guardians and keepers of the endless oceans of the Plane of Water, and their power borders on that of a demigod.

Marids are champion tale-tellers, although most of their tales emphasize their own prowess, and belittle others. When communicating with a marid, one must attempt to keep the conversation going without continual digression for one tale or another, while not offending the marid. Marids consider it a capital offense for a lesser being to offend a marid. Marids are both fiercely independent and extremely egoistical. They are not easily forced to perform actions; even if convinced through flattery and bribery to obey, they often stray from their intended course to seek some other adventure that promises greater glory, or to instruct lesser creatures on the glories of the marids. Most mages skilled in summoning and conjuration consider marids to be more trouble than they are worth, which accounts for the great lack of items of marid control (as opposed to those affecting efreet and djinn). Marids can travel the Ethereal plane, in addition to those planes to which all genies can travel.

Genie, Noble: Each of the four varieties of genies have exceptional nobles who rule above them. They are beings of immense power, status and intelligence. Summoning them as servants is an earnest request for death: the result of imprisoning a noble genie in a circle is likely to be swift retribution brought down on your head by his or her minions within minutes of the conjuration. Genie society may tolerate the summoning of commoners, but tearing the beys and amirs of the City of Brass away from their palaces is a deeply unwise act.

Nonetheless, noble genies are sometimes summoned to beseech them for a boon or form a pact. After all, their immense magical power is tempting even to the most venerable of archmages: a noble genie can literally make your wishes come true. How they react to conjuring is down to the individual, for no two noble genies are alike. Generally speaking, if you summon a noble genie without any intent to imprison them or keep them beyond their desire to stay, they will at least hear you out - although this obviously means that you have little protection should they decide that you have offended them and must be punished.

Fey & Ethereal Spirits

Even more remote from the world of humans than elementals are the Fey and other denizens of the Ethereal Plane. While an elemental is deeply connected to one specific aspect of the natural world, the denizens of the Ethereal are far more ephemeral. They are the capricious sprits and fearsome monsters of legend, both benign and sinister. If elementals represent the building blocks of the Material Plane, the denizens of the Ethereal represent the infinite range of possibilities and potentialities that is at the root of all creation.

Ethereal spirits are invoked for much the same reasons as elementals. They are more capricious, however, and even further from the sensibilities of humans. They are also far less well understood by demonologists. As a result, few attempt to invoke and bind fey; their chaotic natures and mysterious ways make them more trouble than they're worth. Other kinds of Ethereal spirit, like oni or invisible stalkers, may be a more attractive prospect for those seeking formidable servants. For much the same reason, witches and druids tends to have a very close relationship with the fey, especially those that act as patrons and guardians of the natural world.

For more information on the spirit world, see the associated cosmology page. Also, see the page on the Realm of Fey.

Ethereal Spirits of the Neophyte's Circle

Petty Faerie: Minor creatures from the realm of Fey, petty faeries are amongst the most diminutive and harmless of fey beings that can be summoned. Squeakers and stwingers are rarely summoned for any real purpose, as they are chaotic and fairly useless - they are often no more than a practice summoning for the novice conjurer. Brambles, though more useful, are hard to motivate. The most popular of the petty faeries for summoning is the gorse, which can be motivated by fresh fruit, honey or milk. These tiny creatures have a number of magical abilities which can make them useful assistants or scouts. Petty faerie names are often widely recorded and easy to find, as they spend time in the Material Plane and are fond of interacting with humans. It may be possible for good-aligned conjurers to persuade a petty faerie to become their familiar.

Frost Faerie: Most true sprites are best left to those with some small skill at conjuring, as they are capricious, difficult to motivate and prone to mischief. The frost faerie, however, is often more tractable. Although they can only be summoned into chill regions, they are often willing to perform small tasks - in exchange for payment in the precious gems that they so love. They appreciate those who treat them with respect and deference, and particularly like elves and halflings. If they do not like you, they can be as stubborn as any fey - those with low Charisma scores should think twice before summoning one. Although they abhor combat, they are immune to cold, and control the temperature around them, and can freeze water by touch. They are also very fast fliers.

Holy Entities

Although many dabble in the summoning of the dead, these are not the only beings that reside in the Outer Planes. Planar spirits, created of pure spiritual energy by the belief of mortals - or by the gods themselves - abound in the alien realms that sit within the Astral. Of these, the so-called Upper Planes, aligned with the forces of Good, are where holy spirits originate.

There are many reasons why one may choose to conjure a creature from the Upper Planes. It is rarely possible to cow, compel or cajole them into service as it is for Lower Planar entities - they are usually too high-minded. As such, they are usually only conjured forth by those of similar alignment or faith. It is not exclusively clerics or members of an organised religion who call them forth, however. Many, such as the eladrin, are strongly associated with the natural forces of the world.

Holy Spirits of the Neophyte's Circle

Lantern Archon: Sometimes, when summoning the soul of a Lawful Good person of great piety or steadfastness, a haunt is not conjured forth. Instead, they appear as a Lantern Archon: a petitioner of the Seven Mounting Heavens of Celestia. Although they are not able combatants and are unwilling to spend long outside of their home plane, they are quite willing to help good-aligned conjurers with advice or inspiration. Since being destroyed outside of their home plane will result in permanent destruction, however, they will never agree to serve in the Material. If released from their summoning unexpectedly, they will immediately discorporate to their home plane.

Lantern archons are something of an occupational hazard to necromancers because, in a word, they are snitches. Although retribution is unlikely to be immediate, a profligate conjurer of spirits who calls up a few archons by mistake won't simply be left alone. Before long, word will spread among the archons' superiors - and before he knows it, some cleric or paladin has been imparted a holy quest to root him out.

Holy Spirits of the Apprentice's Circle

Guardinal, Cervidal/Equinal: The two most common denizens of the Good-aligned plane of Elysium are the Cervidal and Equinal, both of whom are surprisingly friend to summoners. Like all Guardinals, both races have little tolerance for evil outside of their idyllic home plane, and they are usually pretty easy to convince to assist you if you are of Good alignment. Showing a predilection towards Law or Chaos will quickly sour their mood, however - they are direct and to the point, with little time for either needless process or foolish action. Guardinals are creatures of exceptional honor and integrity, and do not lie, cheat, or attack needlessly unless the cause at hand is in the direst jeopardy. Anyone failing to meet their standards is unlikely to have their assistance for very long.

Of the two, the Equinals are easiest to persuade. They are loud, boisterous and welcoming, and never back down from a fight - even if outmatched. Cervidals, on the other hand, are somewhat more shy and reserved. Although they're weaker than Equinals, they're often a far more sensible choice when your plan is to do anything other meet Evil head on. They take some persuading, however - they tend to prefer their own company and aren't welcoming of strangers.

Holy Spirits of the Adept's Circle

Eladrin, Lesser: Chaotic good planar spirits of considerable power, the Lesser Eladrin are - in order of magnitude - the coure, bralani, noviere and shiere. Eladrin are fiercely individualistic, believing that mortals should be free to make their own way in the multiverse without fiendish interference. Since they can travel freely across many of the Outer Planes (and the Astral), a Lesser Eladrin is most useful when sent on a planar errand. When on the Material, they must garb themselves in a "veil" - an illusory disguise - and act with great caution to avoid discovery.

Chaotic as they are, a Lesser Eladrin can be very difficult to constrain - though they hate baatezu and tanar'ri, and will leap at any chance to prevent them from interfering in mortal affairs. Each of the subtypes of Eladrin are different in temperament, and the things they value and respect should be considered carefully before attempting to summon one. Eladrin, like elves, tend to be highly emotional and easily swayed by sudden passions - if you can kindle such a passion in one, it is likely they will agree to help you.

Guardinal, Lupinal: The fierce, werewolf-like frontline troops of Elysium are hard to convince, even compared to Cervidals. Although they like to run in packs, they don't have much loyalty to any in particular - and they prefer their own company, when it comes down it. They are naturally suspicious of strangers and evaluate almost any creature they meet in terms of threat potential. They’re wary of humans and the like, since they regard any mortal adventurer as a disaster waiting to happen. As such, trying to convince a Lupinal of the importance and needful nature of your venture is likely to be met with cynicism and derision.

The best way to find your way into a Lupinal's good graces is to befriend them. Words mean little, but a Lupinal values actions. They prefer to judge those they encounter for themselves, and they are fiercely loyal to those they consider friends. If a Lupinal has decided to trust you, you probably won't even need to convince them to help; the fact that a friend needs aid is all the reason they need.

Guardinal, Avoral: Stern and duty-bound, the Avorals no longer possess a wanderlust that drives them to explore the multiverse. They love isolation and previously unseen vistas, and are perhaps the most solitary of all Guardinals. They are excellent hunters and lovers of wild, desolate places. Although perhaps less suspicious than a Lupinal, the solitary nature of most Avorals makes them harder to enlist.

If one is to appeal to Avorals, it will be with a promise of some fantastic journey in the service of Good. The peak of a mountain that none have ever ascended or a mysterious desert too vast for any to cross on foot and live are examples of things that may pique an Avoral's interest. They are the scouts and irregular skirmishers of Elysium, so they are unlikely to accept a quest that involves fighting in the rank-and-file, nor will they take kindly to any job which requires them to stay in one place for long periods of time.

Guardinal, Ursinal: The Ursinals are powerful mages and formidable opponents. Nonetheless, though once should exercise great caution and care when doing so, they are less dangerous to summon than one might expect. This is because they are scholars above all else: open with their knowledge, they love to digress endlessly and often free-associate through many iterations until they’re holding forth on a subject with no relation to the original topic. As long as you do not offend or anger an Ursinal, they are about the most congenial thing you could summon.

There is nothing more an Ursinal enjoys than to be summoned for a good-natured debate on some complex topic. Of course, they are well aware of the intricacies of magic and will look very unfavourably upon someone who feels the need to hang themselves about with wards and magic protections before conjuring them. In such a situation, they will become very stiff and cold, and will almost always follow up on the summoning with research and investigation of their own - possibly bringing repercussions upon the conjurer if they are up to no good. Similarly, they are shrewd and wise individuals. They know the value and danger of knowledge, and their long-winded rambling will be cut short the moment they suspect some ulterior motive is behind a summoner's questions.

Holy Spirits of the Master's Circle

Eladrin, Greater: The Firre, Ghaele and Tulani are different beasts from their lesser counterparts. Each of them is strongly aligned with a certain cause, and with their great power comes a certain elf-like reluctance to trouble themselves over trifles. They are deeply passionate about the things they care about however, and can easily be moved to action if the task at hand is related. Despite their power, however, the Greater Eladrin are constrained by the same universal laws to restrict their lesser counterparts on the Material Plane.

The Firre devote themselves to art, music and magic. They live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight. The Ghaele, knights of the Eladrin, oppose tyranny and the iron grip of evil wherever it is found. They love nothing more than to come in disguise to a Material World and establish themselves as leaders of the Resistance against an evil overlord. The Tulani are the princes and lords of the Eladrin, and are hardest of all to court. They are used to supplicants and courtiers and are not easily deceived; peaceful in nature, they take up arms only when Arborea itself is threatened or the direst of emergencies requires their attention.

Guardinal, Leonal: The Leonals are chieftains and leaders when Guardinals gather, but they prefer to keep to themselves when the forces of Good allow them to rest. They keep to themselves, roaming the forests and mountains of the more remote areas of the Elysium. Among other Guardinals, Leonals are considered to be nobility or royalty; at their command, other Guardinals embark on missions or organize armies. The Leonals use their authority carefully and only when they feel that a matter can’t be attended to personally.

Summoning a Leonal is a dangerous matter; even if they are more akin to wandering rangers than kings most of the time, their rulership is undisputed. They are proud, strong and perceptive - keeping an eye open for trouble and dealing with it whenever they can. Once you've summoned a Leonal, you're entrusting your fate to whether he or she ultimately decides that you yourself don't need "attending to".

Fiendish Entities

Fiends from the Lower Planes are ever-popular, despite the dangers inherent in calling forth a demon or devil. This is because it is actively encouraged: although an unwary demonologist may be destined to live a short life, the power of abyssal or infernal assistants can place the levers of power in the hands of an ordinary mortal.

Fiends of the Neophyte's Circle

Imp/Quasit: Imps and quasits are similar enough to be placed into the same category, even though the former are devils and the latter are demons. They are often summoned by evil-aligned spellcasters to serve as their familiars, with various benefits. Although they may be dangerous to the summoners immortal soul, they are far more interested in bonding with their summoner than slaying them and escaping into the Prime Material to work havoc. As such, they are fairly safe to conjure. Likewise, because they have a vested interest in being called into the Material Plane, imps and quasits try to get their names as widely circulated as possible. Many forbidden grimoires of demonology have long lists of imp and quasit names.

Chaos Imp: Not to be confused with the minor devil of the same name, these denizens of Limbo are immensely tractable. They want nothing more than to be away from Limbo, and delight in causing chaos and confusion at all costs. If the summoner can promise this, it is entirely possible that they can extract an agreement even from these chaotic and frenetic beings. Whether they are worth the hassle for their dubious usefulness is another matter.

Abyss Ant: These two feet long fiendish vermin are tough and dangerous creatures in their own right, but not so much that they cannot be defeated if the summoning goes awry. Their tastes are simple; relatively unintelligent, they crave only to devour the flesh of living creatures in great quantities. As long as their master keeps them sated, they will be easy to manage. The abyssal ants do not have individuality or names of their own, either - this means that anyone who knows what the species is called in the Abyssal tongue can conjure them up. This makes them common servants for the novice summoner, although they are vicious and evil monsters that cannot follow complex orders and will turn on their master if given the chance.

Tanar'ri, Least, Manes: This lowest level of tanar'ri is not an actual demon at all. Even the lowliest tanar'ri have been significantly transformed from the mortal souls they once were, but manes are just Chaotic Evil petitioners. Nearly mindless, they are usually summoned by necromancers accidentally. Conjure forth a particularly evil shade too long after it has gone to its afterlife, and a Manes will be the result. Being almost entirely mindless, entering into a pact with a Manes is an impossibility. The only use for them is to put them in the general vicinity of something you want dead and use them as cannon fodder.

Baatezu, Least, Lemure: Like the Manes, Lemures are not true planars but simply the untransformed souls of Lawful Evil petitioners. If anything, they are even less useful than Manes are most commonly summoned by accident.

Fiends of the Apprentice's Circle

Tanar'ri, Least, Dretch: As wretched as they are, Dretches are far more dangerous than the Manes. Despite this, however, they are stupid and easily manipulated. They are broken, miserable creatures who know that their most likely fate is to become food for a demon of greater stature. They would do anything to please their superiors and avoid falling deeper into disfavour, and this is the easiest way to manipulate them. If a Dretch believes that there is some hope of proving themselves and gaining promotion, they will be extremely eager to please. However, the summoner must be wary - for many have given up all hope, and have nothing to lose.

Tanar'ri, Least, Rutterkin: The Rutterkin are outcasts - malformed and born from those who were too utterly incompetent for their soul to be of use, or those who have been mutated by unknown energies. Their solitude and loneliness makes them somewhat easy to manipulate, as they have been condemned to wander the Abyss as outcast. It is sometimes possible to press them into your service if you offer them a promise of a position and place to belong - as well as the opportunities to live out their vengeful fantasies.

Fiends of the Adept's Circle

Tanar'ri, Lesser, Alu-Fiend: Any demon of more than the meagrest stature is a dangerous prospect to summon. While Alu-Fiends may be the amongst the lowest of tana'ri - outcasts amongst their own kind - this only makes them more hateful in their nature. Neither human nor demon, they are resentful of their dual nature and can often be convinced to work with mortals as a result. In this way, they are similar to tieflings - but more powerful. The combination of power and bitterness makes it hard to induce them to serve, however - they prefer to be treated as equals or even superiors. Since they are driven by a need to prove themselves, they are most at home in an evil adventuring party.

Other Planar Entities

Besides the most well-known agents in the endless conflict that dictates the Great Wheel, there are many others besides. Whether they are agents of neutrality, entities with unknown motives or creatures simply strange and bizarre, a great many things exist within the Outer Planes.

Planars of the Neophyte's Circle

The Lurker on the Threshold: This is a special kind of invocation, for it is a most unusual summoning. The Lurker is conjured with the ritual Call Forth the Lurker, and is a psychopomp: a manifestation of the gateways and barriers between the planes, and of the weaknesses and inadequacies of those who would trifle with them. Its purpose is to serve as a trial for the would-be demonologist. If they succeed, they will find themselves filled with knowledge and intuition, prepared to continue their career. If they fail, they will find themselves shaken and alone, and may continue to attempt more difficult summonings at their own peril. Either way, as there is no physical risk to the summer who calls the Lurker, this is a common rite of passage for neophyte conjurers.

Gear Spirit: One of the more challenging prospects for a neophyte conjurer, the intensely lawful gear spirit can nonetheless be a useful ally. Those whose names are known on the Material are "rogues" - those dissatisfied with their charges as the operators of the great wheels of Mechanius. Some of these spirits will be glad to put their abilities to use in the service of a mage as long as it gets them away from the modrons of Mechanus, but the summoner should beware - the longer one keeps such a servitor, the greater the chance that the modrons will come looking for them. Each month, there is a cumulative 1% chance that a modron task force will arrive to reclaim the spirit (consisting of a tridrone and 12 duodrones). A gear spirit will never serve a chaotic summoner willingly, although it may if threatened with imprisonment in a damp place where it will rust.