Level
9th
Casting Time
10 Minutes Ritual
Range/Area
Self 90 ft.
Components
V, S, M *
Duration
6 Days
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You learn the True Name of a powerful Greater Fiend (Huge).  You summon the creature and invoke its True Name, binding it to your service.  For the next 6 nights, any time you speak the creature's True Name, it will appear and do your bidding until it is killed, dismissed, or 666 seconds have passed, at which time it vanishes in a puff of sulphurous smoke. 

It will not attack you directly but it will scheme ways to trick you so you cannot speak its True Name.  A Wish spell, a Silence spell, etc.   If it can, it will absolutely try to murder you.  

In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t have any, it uses its movement to avoid danger.

After the creature is dismissed, you suffer one level of exhaustion from the strain of summoning and controlling it.  It cannot be summoned more than once per long rest.  

After the term of service is up, at dawn, on the 7th day, the creature uses its infernal power to change its True Name, and you become its sworn enemy.  


 Examples of Greater Fiends (Huge)

  • Balor
  • Malaxxix
  • Sibriex
  • Geryon
  • Goristro

Summoning a Greater Fiend: A Dark Ritual

The process of summoning a Fiend is a forbidden art, one that teeters on the edge of madness and power. Only the most daring—or the most foolish—attempt such a ritual, for the price of failure is often one's very soul.

The Ritual Begins

The first step requires the remains of thirteen skeletons, long dead and stripped of their flesh. The bones must be crushed into a fine powder, ground beneath a consecrated stone or iron mortar. This powder, steeped in death and decay, is then carefully spread upon the ground, forming a large summoning circle. Within this circle, a perfect five-pointed star is drawn, the edges sharp, the lines precise, each stroke filled with purpose and intent.

Once the sigil is complete, a vial of fresh blood—ideally from a sentient creature, for mere animal blood will not suffice—is uncorked. The thick crimson liquid is carefully sprinkled along the outer edges of the circle, the droplets sizzling unnaturally as they touch the powdered remains. With each drop, the summoner speaks an incantation in a guttural, abyssal tongue—an invocation older than time, forbidden words that no mortal should ever dare to utter.

The Unfolding Darkness

As the last syllable is spoken, a suffocating silence falls over the chamber, pressing against the summoner like unseen hands. Then, abruptly, the candles flicker and die, plunging everything into impenetrable blackness. The temperature drops, and a putrid stench of sulfur fills the air, thick and acrid, burning the lungs with every breath.

From the shadows, a deep, resonant laughter echoes—low at first, but rising in intensity, a guttural amusement that carries a sense of cruel anticipation. The ground trembles, the summoning circle crackles with unholy energy, and then, as if tearing through the fabric of reality itself, a massive shape begins to rise.

The Arrival

A towering figure of abyssal darkness looms within the circle, its form indistinct, as though the void itself has taken shape. Its eyes burn like twin embers, smoldering with malevolence, locked onto the summoner with an intensity that chills the soul. The laughter subsides, replaced by a voice like grinding stone and the whisper of nightmares.

"You have called... and I have answered."

* - (a five pointed star and circle drawn upon the ground with the ashes of a skeleton; a vial of blood from an innocent; a ruby worth 10,000 GP, crushed.)

Previous Versions

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Spell Tags: Summoning

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric Sorcerer Warlock Wizard

RandyRaven

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