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Conjuration

Conjuration is a branch of ritual and practice centered on the and summoning of entities, such as spirits, demons, angels, or other intelligences, typically through structured rituals involving incantations, prayers, symbols, and sometimes material tools to compel or persuade these beings for purposes like gaining knowledge, power, or assistance. This practice distinguishes itself from other forms of by its emphasis on direct interaction with non-corporeal agents, often blending elements of , , and esotericism. Historically, conjuration traces its roots to ancient traditions, including Greco-Roman, , and Jewish esoteric texts translated into Latin during the 12th and 13th centuries, which fueled its development in medieval Europe among learned clerics and scholars. It flourished in the late medieval and periods through grimoires—manuals of magic—such as the Ars Notoria and the Clavicula Salomonis (), which provided detailed instructions for rituals like fasting, circle-casting, and invocations to summon planetary spirits or demons for , , or treasure-finding. While initially tolerated in intellectual circles as a means to access divine or natural secrets, conjuration faced increasing condemnation by the , associating it with , , and , leading to persecutions and legal prohibitions in Christian Europe. Key variants include , focused on communing with the dead or demons for practical ends, and theurgic or angelic conjuration, which seeks benevolent interaction with higher beings for spiritual elevation, often integrating to legitimize the acts. In , attributed to the biblical King , conjuration emphasizes commanding spirits via seals, names of power, and protective circles, as outlined in pseudepigraphic texts that influenced into the modern era. Despite ecclesiastical bans, these practices persisted among elites and folk traditions, evolving through the and 19th-century occult revivals, where they informed movements like and .

Etymology and Definition

Origins of the Term

The term "conjuration" derives from the Latin verb conjurare, meaning "to swear together" or "to conspire," originally denoting the formation of a sworn or through mutual oaths. This root emphasized collective binding via solemn vows, as seen in classical legal and political contexts where conjurare described pacts among individuals. Over time, the concept evolved to encompass oaths directed toward entities, implying a ritualistic through invoked promises in magical practices. Early descriptions of practices akin to conjuration appear in Pliny the Elder's Natural History (circa 77 CE), where the author details magical operations involving the summoning of spirits via incantations. In Book 30, Pliny describes "conversations with shades and the underworld" (umbrarum inferorumque colloquia) as a core element of Persian-derived magic introduced to Rome, including necromantic rituals to raise and interrogate ghosts. For instance, he recounts the grammarian Apion's claim of evoking Homer's shade using a "cynocephalian herb" to probe the poet's origins, portraying such acts as coercive invocation through spells and herbs. The understanding of such summoning practices was influenced by precedents, particularly the term goeteia, which denoted involving the of powers, often for or harm. In Hellenistic and early periods, goeteia—rooted in rituals to summon shades of or deceptive spirits—contributed to Latin interpretations of related magical acts as involving necromantic and supernatural compulsion, distinguishing them from higher theurgic practices. This cross-cultural exchange, evident in texts adopting magical motifs, framed such practices as an illicit yet potent form of oath-bound . By the medieval period, conjuratio in Latin retained its primary sense of a sworn or legal but expanded to include magical summons, where the "swearing together" applied to binding demons or spirits through vows. This dual usage bridged secular alliances and operations, as reflected in medieval critiques of rituals compelling compliance. The term entered English in the late 14th century from conjuration, encompassing both and or spellcasting.

Core Concepts and Variations

Conjuration refers to the ritualistic act of summoning entities, objects, or forces through structured invocations, spells, or ceremonies, typically employing protective circles, sigils, and sacred names to establish control and facilitate interaction. In traditions, this practice assumes a hierarchical where operators, empowered by divine , can compel obedience from beings. A primary variation lies in versus . involves calling forth spirits—often infernal, deceased, or —to manifest externally in visible or tangible form, such as within a designated or vessel, for purposes like or service. In contrast, seeks to draw presences into the practitioner or immediate environment for guidance, empowerment, or , emphasizing internal alignment rather than external appearance. Another distinction separates conjuration, which summons physical items or effects like hidden treasures through spirit intermediaries, from conjuration, focused on non-corporeal beings such as angels or demons for esoteric . Philosophically, conjuration rests on principles of , where symbolic actions, words, or objects influence distant or unseen forces through perceived correspondences. This includes homeopathic magic, based on the that like produces like (e.g., mimicking a desired outcome to compel it), and contagious magic, positing ongoing connections between once-contacted items or entities. Such beliefs underpin the efficacy of incantations and sigils in binding supernatural obedience. Conjuration differs from , which creates deceptive sensory perceptions or glamours to alter appearances without summoning real entities, often through spirit-induced misperception rather than direct . It also contrasts with , the process of imbuing objects or persons with enduring magical properties for influence or protection, distinct from conjuration's focus on transient summoning.

Historical and Occult Practices

In Ancient and Medieval Traditions

In ancient Near Eastern traditions, particularly among the Mesopotamians, conjuration practices were integral to exorcistic rituals aimed at countering malevolent demons and witchcraft. The Maqlû tablets, a series of incantations compiled around the 7th century BCE during the Neo-Assyrian period, exemplify this by detailing procedures to "burn" effigies of witches and demons, thereby invoking protective deities such as Ea, Marduk, and Šamaš to shield individuals from harm. These rituals often involved the recitation of spells to summon benevolent spirits, known as šēdu and lamassu, which were believed to encircle the afflicted and repel evil entities like the Utukku or Alû demons responsible for illness and misfortune. Transitioning to the Greco-Roman world, conjuration evolved within syncretic magical systems documented in the , a corpus of texts from the 2nd to 5th centuries CE originating in . These papyri feature spells that blend , , and Jewish elements to conjure deities for practical ends, such as or . A prominent example is the of , portrayed as a divine mediator and master of magic, in rituals like PGM IV.850–929, where practitioners recited hymns and used offerings to summon his presence for trance-induced visions or prophetic insight. Such conjurations typically required purity rites, ink, and symbolic tools to facilitate direct communion with the god, distinguishing of external spirits from internal . In medieval Europe, conjuration practices were shaped by interreligious exchanges, incorporating influences from Jewish Kabbalah and Arabic alchemy, which emphasized the manipulation of celestial forces. From the onward, European scholars adapted these traditions to create rituals timed according to —specific astrological windows aligned with the seven classical planets—to enhance the efficacy of summoning angels or demons. Talismans, inscribed with sigils and consecrated during favorable planetary aspects, served as conduits for these entities, drawing on alchemical principles of correspondence between the macrocosm and microcosm to bind spiritual powers to material objects. The integration of conjuration with during the medieval period often cast it in a negative light, particularly through the lens of the . The Malleus Maleficarum (1487), a by and Jacob Sprenger, described conjuration as a heretical act involving explicit pacts with devils, where witches renounced faith and offered homage—such as denying Christ in a or engaging in carnal relations with demons—to gain malefic powers like causing storms or illness. These accusations, supported by papal bulls like Innocent VIII's (1484), framed conjuration as diabolical collaboration, leading to widespread trials and executions under inquisitorial authority.

Key Grimoires and Rituals

The , known as the Clavicula Salomonis, is a seminal attributed to the biblical King Solomon and dating to the 14th or , preserved in over 140 manuscripts across nine languages. It outlines practices, including the construction of protective magic circles drawn with consecrated tools like a or black-handled knife to contain invoked spirits and ensure the operator's safety during rituals. Virgin parchment, sourced from unborn animals to symbolize purity, is specified for inscribing talismans, pentacles, and lamen that bear sigils for commanding spirits. Rituals for invoking planetary spirits emphasize astrological timing, such as performing operations under specific to align with the desired spirit's influence, often involving the consecration of oils, incenses, and garments tailored to each planet. The Lesser Key of Solomon, or Lemegeton Clavicula Salomonis Regis, compiled in the 17th century from earlier sources, expands on Solomonic traditions through its five books, with the Ars Goetia being the most influential for conjuration. This section catalogs 72 demons, each with a rank (such as kings like Bael commanding 66 legions or dukes like ), physical descriptions (e.g., Bael as a , toad, man, or all three), powers (e.g., teaching arts and sciences), and unique sigils to be engraved on a lamen worn by the operator for binding the spirit. Conjuration formulas include the "Preliminary Invocation," a Greco-Egyptian-derived invoking the "Bornless One" or "Headless One" to subject all spirits: "Thee I invoke, the Bornless One. Thee, that didst create the and the Heavens: Hear Me, and make all Spirits subject unto Me." Further conjurations escalate with divine names like Adonai and to compel appearance, followed by constraints threatening eternal torment if disobeyed. Central to rituals in these grimoires are preparatory steps ensuring spiritual purity and efficacy, such as for several days, ritual bathing, and in a dedicated space to avoid impurities. Tools include the for directing energy, a for libations like wine in offerings, a for tracing circles, and a black-handled knife for inscribing; all must be consecrated through prayers and fumigations beforehand. Invocation phrases typically appeal to divine authority, as in "I conjure thee, O thou N., by all the most glorious and efficacious names of the Most Great and Incomprehensible Lord God of Hosts," adapting to the target while emphasizing hierarchical command. A notable historical application occurred in the conjurations of and during the 1580s at , , where they summoned angels using mirrors and crystals to receive divine revelations. , employing scryers like from 1582, documented sessions in manuscripts such as Sloane MS 3188, revealing an angelic language, 48 Claves Angelicae (calls), and cosmological tables via tools like the —a wax seal with divine names—and a black obsidian mirror for visions of angels including and . These operations, spanning 1581–1583 and influenced by and , aimed at restoring lost knowledge like the , though unfulfilled prophecies and potential deceptions later complicated interpretations.

Modern Occult Interpretations

The Hermetic Order of the Golden Dawn, founded in 1888, significantly influenced modern interpretations of conjuration by systematizing rituals for invoking planetary, zodiacal, and forces, drawing from earlier esoteric traditions to create structured ceremonial practices. These methods emphasized protective circles and invocations to achieve , adapting medieval grimoires into a comprehensive magical that prioritized ethical preparation and psychological balance. Aleister Crowley, an early member of the , further evolved these conjuration techniques within his Thelemic philosophy, as detailed in (1904), a text he claimed was dictated by the praeterhuman intelligence during a ritual in . In Thelemic rituals, such as those of the A∴A∴, conjuration shifted toward personal will and invocation of one's Holy Guardian Angel, reinterpreting Golden Dawn evocations as tools for and liberation from external dogmas. Twentieth-century , pioneered by in Liber Null (1978), reframed conjuration as a psychological rather than supernatural process, using sigil magic to encode desires into symbols that bypass conscious interference and manifest through subconscious activation. This approach treats evoked entities as projections of the practitioner's psyche, emphasizing paradigm-shifting techniques over literal summoning, which democratized occult practices by reducing reliance on elaborate hierarchies or traditional spirits. In contemporary and neopaganism, conjuration focuses on invoking elemental guardians—earth, air, fire, and water—within cast circles to create sacred spaces, deliberately avoiding Goetic demons in favor of harmonious natural alliances for healing and manifestation. These adaptations prioritize communal safety and ecological attunement, with rituals like quarter-calling serving as ethical boundaries against unbalanced forces. Ethical debates in modern occultism, as explored by in The Golden Dawn (1937–1940), warn of psychological perils such as obsession, where unchecked invocations may lead to mental or delusional fixation on entities, underscoring the need for rigorous self-examination in practice.

Conjuration in Fantasy and Magic Systems

Role-Playing Games and Tabletop RPGs

In the original Dungeons & Dragons (1974), conjuration manifested through summoning spells that enabled magic-users to call forth temporary creatures from other planes, such as the 5th-level spell Conjure Elemental, which brought an air, earth, fire, or water elemental under the caster's control for the duration of concentration. These mechanics emphasized the creation of allies or forces from ethereal sources, aligning with core concepts of drawing entities into the material world. The conjuration school evolved significantly across editions, with Advanced Dungeons & Dragons (1977–1989) formalizing it as a distinct category known as Conjuration/Summoning, encompassing spells that transported creatures, objects, or energy to the caster while prohibiting specialists from opposing schools like . By the 5th edition (2014), conjuration retained its focus on summoning and creation, integrating into wizard subclasses like the School of Conjuration, which grants features such as Minor Conjuration for producing small objects, and influencing other classes, including the Wild Magic Sorcerer whose surges can unpredictably summon creatures or effects akin to conjuration spells. Key mechanics in these systems revolve around spell levels, durations, and maintenance requirements; for instance, the 3rd-level Conjure Barrage in 5th edition summons a volley of ammunition or objects within a cone, lasting instantaneously but scalable by higher slots, while most summoning spells demand concentration to sustain the conjured entities, preventing overlap with other concentration-based effects and introducing risks like dismissal if the caster loses focus. Conjuration's influence extended to other tabletop RPGs, notably Call of Cthulhu (1981), where rituals like Summon/Bind entities such as Byakhee or Dimensional Shamblers invoke eldritch horrors from beyond, paired with sanity-loss mechanics that deduct points from a character's Sanity score upon witnessing or casting, potentially triggering temporary madness to reflect the psychological toll of otherworldly contact.

Video Games and Digital Media

Conjuration mechanics in video games often draw from tabletop role-playing game foundations like Dungeons & Dragons, adapting summoning rituals into interactive digital systems where players control entities through spells with resource costs and durations. Early examples appear in the Ultima series, beginning with the 1981 release of Ultima I and evolving through real-time combat in spin-offs like Ultima Underworld: The Stygian Abyss (1992), where the "Monster Summoning" spell (Kal Mani) allows players to call forth a random creature to aid in battles, integrating conjuration as a tactical option in dungeon exploration. This mechanic emphasizes summoning as a temporary ally, with the spell's effectiveness tied to the game's rune-based magic system that requires specific incantations and reagents. In (2011), the Conjuration skill tree enables players to summon atronachs—elemental daemons like or variants—and trap souls using spells such as Soul Trap, which fills soul gems for enchanting weapons. Perks like Atromancy extend the duration of these summons by 50%, while (unlocked at skill level 100) permits dual casting of summoning spells, allowing two entities to be active simultaneously for enhanced combat support. These features make conjuration a core progression path, scaling with player investment in mana efficiency and summon potency. Massively multiplayer online role-playing games (MMORPGs) like (2004) implement conjuration through the class, where players summon demons such as the for ranged fire damage or the Voidwalker as a tanking guardian, each requiring 80% of base in early versions and featuring no inherent cooldown on the summon itself but ability-specific timers like the Imp's (3-second cast). These pets provide persistent utility, with mechanics like health leech or threat generation balancing their role in group dynamics and solo play. Procedural generation adds dynamic layers to conjuration in games like Noita (2019), a where players craft by combining spells to summon particles, projectiles, or creatures such as homunculi through modifiers like "Add Charge" or creature-spawning incantations, enabling emergent behaviors like chain reactions of summoned entities interacting with the pixel-simulated environment. This system highlights conjuration's interactivity, as wand builds can procedurally generate unpredictable summons that adapt to biomes and player experimentation.

Literary Depictions

In H.P. Lovecraft's The Case of Charles Dexter Ward (1927), conjuration manifests as a form of necromantic , where the Joseph Curwen distills the "essential saltes" of deceased individuals to summon their spectral forms and extract , leading to and the unraveling of the protagonist's sanity. This process, drawn from alchemical texts like those attributed to Borellus, allows Curwen to raise historical figures without overt criminality, yet it symbolizes the perils of meddling with cosmic boundaries, culminating in horrific consequences such as body possession and dissolution into dust. J.R.R. Tolkien's (1954) portrays conjuration more subtly through Sauron's ring-craft, where and the Nine Rings for Mortal Men bind the souls of kings, fading their physical forms into wraiths known as the , who serve as spectral enforcers under Sauron's will. This act of binding and summoning underscores the corrupting nature of absolute power, as the rings amplify desire while eroding , transforming noble leaders into slaves and illustrating how perverts intention into eternal servitude. In contemporary urban fantasy, Jim Butcher's The Dresden Files series (2000–present) integrates conjuration into the daily struggles of wizard Harry Dresden, who employs —a rapid form of magical conjuring—to manifest force shields for defense against supernatural threats or summon elemental energies like fire and wind in battles across modern . These acts highlight conjuration's practical utility in a hidden magical underworld, where Dresden's improvisational spells, such as explosive water manipulations or fiery bursts against fetches, blend arcane tradition with gritty realism, often at the cost of physical exhaustion. Across these works, conjuration serves as a for human , most evocatively in Mary Shelley's (1818), where Victor Frankenstein's pseudo-scientific animation of lifeless matter echoes necromantic summoning, driven by an overreaching ambition to conquer death that unleashes uncontrollable destruction and isolation. This narrative frames creation as a perilous , critiquing Enlightenment-era overconfidence in rational mastery over nature's mysteries.

Films and Television

Conjuration motifs in films and television often center on horror and supernatural narratives, portraying the summoning of demonic or otherworldly forces through rituals that protagonists must counter with protective measures. In classic cinema, these elements emphasize atmospheric tension over explicit visuals. For instance, the 1968 Hammer Horror film The Devil Rides Out, directed by Terence Fisher and adapted from Dennis Wheatley's novel, features white magicians led by the Duc de Richleau using chalk protective circles and incantations drawn from Aleister Crowley-inspired occult texts to thwart a satanic cult's rituals, including a grand Sabbat where the cult leader Mocata invokes Satan as the "Goat of Mendes." Similarly, Roman Polanski's Rosemary's Baby (1968) depicts a covert satanic coven conducting a ritual impregnation of the protagonist via practical sets, such as a fresco-like dungeon chamber connected by a secret passage, with participants using body paint for symbolic red markings on the victim's torso and surrounding her with chanting figures, all while the demonic entity is suggested through shadowy, reptilian glimpses rather than full manifestation. Modern films have expanded conjuration's scope by integrating it with broader fantastical elements. The Conjuring franchise, launched by director James Wan in 2013, chronicles the real-life paranormal investigators Ed and Lorraine Warren as they perform exorcisms and employ blessed artifacts—such as securing possessed objects like the Annabelle doll in a fortified, priest-blessed room—to combat demons conjured into everyday settings, exemplified by the 1971 Perron family case where faith-based baptisms and spiritual vigilance repel a witch's curse. The franchise has continued with several sequels, including the final entry The Conjuring: Last Rites (2025), directed by Michael Chaves, focusing on the Warrens' concluding case against demonic forces. In contrast, Doctor Strange (2016), directed by Scott Derrickson, reimagines conjuration through Marvel's mystical lens, where the sorcerer summons crackling golden energy weapons by manipulating hexagram-lit strands like taffy and opens multiversal portals with sling rings to create wormholes that defy gravity and perspective, warping cityscapes in the Mirror Dimension for interdimensional confrontations. Television has sustained conjuration as a recurring device in serialized supernatural storytelling. The long-running series (2005–2020) showcases protagonists and employing —derived from angelic language—to summon or bind celestial and infernal beings, as seen in narratives like a vengeful mother's use of it against angels, often combined with Latin incantations for demon exorcisms and protective sigils that ward off both angelic and demonic incursions. This evolution reflects broader production trends, shifting from the practical sets and minimal effects of 1960s films like to intricate summons and portals in 21st-century works like , allowing for more dynamic visualizations of conjured entities while maintaining ritualistic cores rooted in traditions.

Music and Other Arts

In music, conjuration themes have appeared in both classical and contemporary compositions, often evoking summoning rituals through sonic and lyrical elements. Franz Liszt's Totentanz (1849), a paraphrase on the Dies Irae for piano and orchestra, draws from medieval danse macabre traditions, evoking the dance of the dead with skeletal figures in eternal revelry through orchestral motifs that suggest inexorable calls. In extreme metal, the Polish band Behemoth's EP Conjuration (2002) incorporates occult summoning motifs, with tracks like "Conjuration ov Sleep Daemons" featuring lyrics that invoke demonic rituals and supernatural entities through incantatory verses such as "Ascending a fyre, a pillar ov flame on the wynd." In , conjuration manifests as ritualistic acts aimed at transformation. ' shamanistic installations and actions from the to 1980s, such as How to Explain Pictures to a Dead (1965), used materials like , felt, and to "conjure" social and spiritual changes, positioning the artist as a mediator invoking altered states of consciousness and communal renewal.

Other Uses

In and

In its English usage, "conjuration" referred to a solemn or , deriving from the Latin conjurare, meaning "to swear together," which implied a collective to bind agreement among participants. This sense appears in 14th-century texts, such as Geoffrey Chaucer's works, where it denotes earnest appeals or oaths in narrative contexts, emphasizing verbal commitments that enforce social or moral pacts. The related verb "conjure" appears in rhetorical and literary contexts to mean entreat or invoke solemnly. For instance, William Shakespeare's (1606) employs "conjure" to evoke visions, as in Macbeth's demand to the witches—"I conjure you, by that which you profess"—illustrating how speakers call forth presences to heighten dramatic effect. This usage underscores the term's roots in invoking or , distinct from mere description. Contemporary uses of conjuration remain rare but persist in legal terminology, particularly as a metaphorical "conjuring up" of through or argument, where advocates summon facts to construct a case. As noted in evidentiary treatises, witnesses may unconsciously "conjure up" rights or recollections to align with perceived moral or legal imperatives, influencing judicial persuasion. This echoes the term's rhetorical roots, applying it to the of probative material in .

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