Then
an angel of the Lord
appeared to him… When Zechariah saw him, he was startled and
gripped with fear. But the angel said to him: “Be
not
afraid, Zechariah…”
-
Luke
1:13
No
one wants to die. Wizards
have come up with myriad
means to avoid this fate. Illusionists pull themselves into one of their own dreams; Evokers tie their souls permanently to the land; Enchanters steal the bodies of others; Transmuters warp themselves into horrifying monsters; Diviners remove themselves from destiny itself. Conjurers
forge a different path.
Conjurers
(otherwise
known as Summoners or
Binders)
are
along
with Enchanters and Necromancers, practitioners of what are known
collectively as the Dark Arts. On
the surface they do not appear as amoral as your typical mind-bender
or soul-thief, but
the
powers of a Binder
are
just
as
readily corrupted. While materializing walls, weapons, housing and
other objects is undoubtedly valuable, people are understandably
wary
of someone who can just as easily bring
Fiends into reality. Many
Summoners attempt to fight against this stereotype by aggressively
policing their own, or submitting to
terrible oaths. These efforts do little to burnish their reputations.
Whatever their protestations to the contrary, everyone knows in a
moment of weakness any
Binder could call upon the forces of darkness for aid. This
temptation shadows all of them. Indeed, many of their number have
mortgaged
their souls (or those of others) away
for
power. How
could
anyone ever
trust them?

Summoners
share
a wildly different perspective on immortality than other magi. Unlike
most of the others, powerful Conjurers
have actually
seen or been to the
various afterlives awaiting
mortals. Most are unimpressed. The afterlife is crowded and dominated by forces and beings far older and more potent than
humanity. Riven
by
ideological concerns and endless moralizing, the afterlife resembles
the life they left behind too closely for comfort. Finding
they would lose their memories (and magical abilities) upon death is
the final straw. Unwilling
to brook service to some fell being, or an eternity grinding away at
another rat race, these powerful Binders begin to search beyond the
boundaries of reality for a solution. In
their quest to
grasp beyond the end of the universe, they
become what
are known as
Unmade
or
Seekers.
“In
the end, you are exactly—what you are.
Put
on a wig with a million curls,
put
the highest heeled boots upon your feet,
yet
you remain in the end just what you are.” -
Mephistopheles, Christopher Marlowe
The
summoning
of
dark beings beyond the ken of mortals
has a long
history
within the realm
of Sword
& Sorcery fiction. From
robed cultists attempting to summon their distant gods, to witches
who trade their souls away to things with unutterable names. The
trope of trading away one’s soul away for power is even represented
in the English language as the term Faustian
Bargain.
While D&D is practically overflowing with examples of summoned
creatures,
most of them are ultimately inspired by the tale of Dr. Faustus.
In
many ways the idea of the archetypal conjurer is derived from the
tale of Faust. Based on the real life alchemist Johann Georg Faust,
the
tale spread throughout Europe during
the 16th
century in the form of folk legend and chapbooks. By the late 16th
century the tale had been adapted into a play by Christopher Marlowe
called The
Tragical History of the Life and Death of Doctor Faustus.
The play was scandalous in it’s day, the shock of devils being
portrayed on stage being said to have driven some
audience members insane.
The
plot itself is relatively simple. Faustus is a learned and arrogant
man living in Wittenberg. Sensing he has mastered all subjects he is
interested in, Faustus bids his servant to summon a pair of magicians
to his home. They
declare Faustus
could be a talented magician himself if he so wished, so he attempts
to summon a devil. Crafting a magic circle and speaking an
incantation, he manages to attract the attentions of a demon by the
name of Mephistopheles.
Initially
pleased his bindings worked, Faustus is disabused of this notion by
the devil, who claims
he targeted him because of
how
imperiled his soul is in the eyes of God; Mephistopheles cannot be
bound, as his soul already belongs to Lucifer.
After some instruction on the history of hell, he is offered a
bargain by the demon; Faustus
will be given 24 years of life, and during which
he
will be able to command Mephistopheles
as he will. In
return, Faustus must give up his eternal soul to Lucifer. The
contract of service and sale is written in Faustus’ own blood. The
good doctor
signs, and the terms of service begin.

Faustus
becomes renowned for his abilities, able to perform seemingly
miraculous feats. Unfortunately he does very little with them,
amusing himself with what amount to mean-spirited jokes and pointless
attempts to impress his peers and social betters. The time flows by
for the doctor, and when his 24 years are nearly up, he begins to
understand how much of his time and power he has wasted. Despairing,
Faustus appears to his fellow scholars and gives an emotional speech
about how foolish he has been, and how he has given up his eternal
soul for no reason. He tries to repent and renege on his deal, but at
the 11th
hour the demons and devils of hell, led by Mephistopheles, rise from
the depths and drag the
screaming Faustus
down to Hell.
While
the story of Doctor Faustus could obviously apply to a foolish
Conjurer, or really any Warlock at all, the influence of this tale
upon D&D really cannot be understated. It is all there—the
magic circle, the creepy behavior of the summoned creature, the
failed binding resulting in the summoner being dragged to hell—all
of it underpins how conjurers are not only portrayed in D&D, but
really within fiction in general. However,
a seasoned conjurer would find the story of Dr. Faustus that
of
an inexperienced Summoner with a distinct lack of vision. To them,
Faustus could have gotten the better of Mephistopheles, had he been
wiser.
“Hey
Rocky, watch me pull a rabbit out of my hat…” -
Rocky & Bullwinkle
With
the talent
to bend eldritch beings and reality itself to their whims, the fear
of death and sublimation drives prospective
seekers
forward. Their
explorations
start
at
the material plane, move
to the Inner
Planes
of the elements, and
to
the Outer
Planes
of morality. There
they find nothing but an eternal, ensnaring
status quo. Searching ever further and wider, they delve into the
forbidden lore of the Shadow plane, or the Far Realms.
Even there, they find chains
waiting for them.
Seemingly
bereft of options, many would-be
Seekers simply stop there, and
in despair they choose to bind themselves to some spirit. Others
press on. They
find that there is Nothing
beyond the boundaries of the planes and existence itself. No mere
void, but the place from whence existence was formed;
every concept, natural law or physical object had their origin
in this non-place outside of time or space. This Nothing,
is made up of the
cast-off
shells of existence, every thought or notion that did not make its
way into reality. Irrational numerical systems, colors and sensations
which have no analogue, all of these things and innumerable others
are in this non-existence. The
Seekers have found their home at last. Now they must survive it.
Non-existence
is difficult, to say the least. Trying to directly transport oneself
directly there seems unwise to even the most reckless Summoner. After
all, even the gentlest of the planes require preparation beyond
what most mortals can manage; the Nothing
would logically require even more. Putting
together
the clues left behind by those who have achieved the pinnacle before
them, they enact a ritual termed
The
Summoning
of
the
Self.
Meditating long upon their memories and goals, the Binder crafts a
series of four objects known
as Fetters,
which represent differing aspects of their core
being: the Wand,
symbolizing their will and ego; the Coin,
which is the
symbol of their
own body, and actions taken during the Summoner’s life; the Cup,
which is the representation of their emotional and spiritual
connections to reality, and finally the Sword,
which symbolizes the Binder’s opposition to certain ideas, and
their own ideals in turn. Despite
the names, these objects are not usually what their literal names
suggest, but rather things which evoke those feelings within the
Seeker. Each
of these objects is then in turn placed upon a summoning circle in
which the Conjurer writes their true name. Enacting their final spell
within reality, to all observers the Binder seems to wink out of
existence entirely. The memories that others had of them disappear as
well, leaving only scattered evidence of their passing.

There,
in the place that was not, the Seeker
either adapts to their new environment and masters it, or they
discorporate entirely. If their fetters hold, and their desire to
persist are great enough, the Seeker pulls a slew of the unused
concepts from the Nothing into their presence, and shapes
them into their
Invisible
Palace.
From there, the Conjurer truly joins the ranks of the Unmade.
Making
court around their Palace, the Unmade wrests the Nothing into the
shapes they wish, and summons what companions and servants from their
former home as they will. Many legends of the Fair Folk supposedly
kidnapping travelers and children have their seed in the actions of
an Unmade bolstering the size of their Palace’s ranks. In their
impossible world, they are like the Gods of their former existences.
For all their power, they are limited to affecting reality through
the auspices of their Fetters or by summoning or dismissing other
beings from their Palace’s grounds. With limited knowledge of what
is happening in reality, as well as servants who tend to go mad or be
rendered incomprehensible by the nature of their home, the Unmade is
significantly more limited in what they can accomplish than before.
Glimpsed chiefly through the actions of servants or eerie
circumstance, they are reduced to distant meddlers and observers.
Game
Information
Existing
outside the boundaries of time and space, Unmade are unable to die
through either violence or age. They cannot truly be slain, as that
concept longer
has any
bearing on their current existence. However,
the Unmade must still possess their fetters, and destroying them can
have devastating effects upon them, even to the point of leaving them
in tatters for centuries until they can reform.
Unmade
may still cast spells, provided they have either a rational idea of
what they are attempting to do. Recalling the old rules upon which
magic function is difficult for someone who need no longer follow
them, and as such successfully casting a conventional
spell
requires a Wisdom check, or a Magic save, as appropriate to the
system.
Most
Unmade rely upon their Fetters to serve their eldritch needs
within their Invisible Palace. Fetters,
having been summoned outside of reality, cannot affect it
any
longer. Beings who are unwilling to be affected by a Fetter are entitled to a
save.
Fetter
|
Possible Effects
|
Coin
|
Affecting the bodies of
others, or their own. Making clones or living beings.
|
Cup
|
Controlling the emotions of
others or themselves.
|
Sword
|
Controlling the actions of
others.
|
Wand
|
Fashioning new objects or
places.
|
The
forms which Invisible Palaces can take are as varies as the
imaginations of the Unmade who made them. While they can refashion
them at will, below is a list of some possible Palaces.
d8
|
Palace Appearance
|
1
|
Places important to the
Unmade, haphazardly strung together.
|
2
|
A massive castle sculpted from
some impossible material like quicksilver or glass.
|
3
|
An endless and natural-seeming
grotto sculpted of bone, blood and obsidian.
|
4
|
Some cosmic object such as a
moon, or strange and alien planet.
|
5
|
A famous historical place
derived from the Binder’s home plane.
|
6
|
The site of the Summoner’s
apotheosis, modified for their uses.
|
7
|
A seemingly normal house, with
skewed physics and impossibly turned rooms
|
8
|
The vision of what the
Summoner had expected heaven or hell to look like.
|
Well folks, that is yet another entry in this series in the tank. I only have two schools left to go over: Abjuration and Necromancy. As always, I would love comments or follows. Thanks for reading!
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