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Call Nightmare Spell – Infernal Nightmare Mount

Alternative Spell Name: Infernal Steed Pact

Call Nightmare Spell – Infernal Nightmare Mount
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Call Nightmare is not a spell of ownership. It is a vile bargain. The caster offers a prepared soul, and something from the Lower Planes answers.

A nightmare called by this spell arrives in smoke, iron heat, and the stink of burned hair. It serves because it has been paid, not because it is loyal. For one week, the caster gains a mount, guardian, and visible sign of infernal power — but every hoofprint declares what price was paid.


Overview

Call Nightmare calls a real nightmare from the Lower Planes into temporary service. The creature is not an illusion, construct, or mindless summon. It is an intelligent fiendish steed with its own malice, memory, and appetite for cruelty.

In the world, this spell is not merely evil-flavoured transport magic. It is infernal diplomacy, soul trafficking, and visible metaphysical corruption. The nightmare is evidence. Anyone who understands souls, spirits, or the Lower Planes knows that something living and eternal has been traded.

The spell is most useful for infernal travel, intimidation, guarding forbidden sites, and giving a villain or corrupted spellcaster a terrifying physical presence. Its 150-foot tether keeps it from becoming a free-roaming servant, but within that limit it is still dangerous, fast, intelligent, and unmistakably evil.

The spell should feel powerful, but never clean.

Edition Tabs

  • Call Nightmare — 5.5e / 2024
  • Call Nightmare Pathfinder 1e / 3.5e
  • Call Nightmare Pathfinder 1e / 3.0e
Call Nightmare Spell – Infernal Nightmare Mount
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Alternative Spell Name: Infernal Steed Pact
5th-Level Conjuration

Casting Time: 1 minute
Range: 120 feet
Components: V, S, Soul
Duration: 7 days
Available To: Sorcerer, Wizard; Warlock at DM discretion


Effect

You call a nightmare from the Lower Planes, offering it a prepared soul in exchange for service. The nightmare appears in an unoccupied space you can see within range.

The nightmare is bound to serve you for the duration, but it is not friendly, charmed, dominated, or loyal. It rolls initiative when combat begins and acts on its own turn. It obeys your spoken commands without requiring an action from you. If you give it no command, it defends itself and remains within 150 feet of you.

The nightmare may serve as a mount, guard, escort, or battle companion. It cannot willingly move more than 150 feet from you. If it is forced beyond that distance, if you die, or if the spell ends, the nightmare immediately returns to its native plane.

The nightmare refuses to willingly enter a consecrated site dedicated to a hostile deity, spirit, or sacred power unless compelled by magic stronger than this spell. It may still stand at the threshold, menace those within, or carry the caster around the boundary.

You may dismiss the nightmare as an action. If the nightmare is reduced to 0 hit points, it disappears and returns to the Lower Planes.

You may have only one nightmare bound through this spell at a time. Casting this spell again immediately ends the previous casting.


Soul Component

This spell requires a prepared mortal soul or soul-bound vessel, consumed when the spell is cast. This is not an ordinary material component, and it cannot be replaced by gold.

The soul must genuinely be available for infernal payment. It may have been surrendered, condemned, trapped, stolen, or transferred through a completed vile rite.

Suitable examples include:

Trapped Soul Gem: A gem, reliquary, or blackened vessel containing a mortal soul.

Infernal Contract: A written bargain that legally or supernaturally transfers a condemned soul to the Lower Planes.

Vile Rite: A completed sacrificial rite, curse, or soul-binding ritual that prepares the soul for payment.

Unsuitable substitutes include animal spirits, ordinary gems, vague necromantic residue, battlefield death energy, or symbolic offerings. The component should always represent a real moral and supernatural cost.

Call Nightmare Spell – Infernal Nightmare Mount
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School: Conjuration (Calling) [Evil]
Level: Sorcerer/Wizard 5
Casting Time: 1 minute
Components: V, S, Soul
Range: Medium (100 ft. + 10 ft./level)
Effect: One nightmare
Duration: One week
Saving Throw: None
Spell Resistance: No


Effect

The caster calls a nightmare from the Lower Planes to her location, offering it a prepared soul. In exchange, the nightmare serves according to the terms of the spell for one week.

The nightmare may act as a mount, guard, escort, or battle companion. It obeys the caster’s spoken commands, but it retains its normal intelligence, evil alignment, and memory. It is bound into service, not made loyal.

If the nightmare moves more than 150 feet from the caster for any reason, it immediately returns to its home plane.

A nightmare called by this spell refuses to willingly enter a consecrated site dedicated to a hostile deity, spirit, or sacred power unless compelled by stronger magic.

If the nightmare is slain, dismissed, or replaced by another casting of this spell, it returns to the Lower Planes. Multiple castings of this spell replace the previous nightmare with a new one.

The Soul component must be a prepared mortal soul or soul-bound vessel, consumed when the spell is cast.

Call Nightmare Spell – Infernal Nightmare Mount
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Book of Vile Darkness
3.5 By Monte Cook

Conjuration (Calling) [Evil]

Level: Sorcerer/Wizard 5
Components: V, S, Soul
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./ level)
Effect: One nightmare
Duration: One week
Saving Throw: None
Spell Resistance: No

The caster calls a nightmare from the Lower Planes to where she is, offering it the soul that she has prepared. In exchange, the nightmare serves the caster for one week as a mount or guard, although if the nightmare moves more than 150 feet away from her, it immediately returns whence it came. Multiple castings of this spell replace the previous nightmare with a new one.

Why This Spell Is Dangerous in the World

Call Nightmare is visible damnation.

A caster who rides a nightmare cannot pretend to be merely eccentric, learned, or politically misunderstood. The creature’s presence announces dealings with the Lower Planes. Horses panic. Dogs hide. Stablehands refuse service. Priests bar doors. Travellers remember scorched hoofprints long after the rider has passed.

The danger is not only combat power. It is proof. Anyone who sees the nightmare knows that a soul has been offered and accepted.

That makes the spell politically poisonous, religiously damning, and socially unforgettable.


Sacred Reactions

Sacred places do not ignore a nightmare.

Shrines, holy wells, sacred groves, ancestral tombs, divine precincts, and old ritual boundaries may react before any priest speaks. Candles gutter blue-black and go out. Horses scream in nearby stables. Hounds refuse to cross the yard. Votive chains tremble without wind. Water in a holy basin clouds with ash. Standing stones sweat cold moisture.

These signs do not need to deal damage or create extra mechanics. Their purpose is to show that the world recognises the creature.

In especially strong sacred sites, the nightmare cannot willingly cross the threshold. This is not a weakness of the spell. It is proof that sacred powers are real.


Infernal Consequences

The nightmare came from somewhere.

Repeated use of Call Nightmare may attract the attention of infernal powers, rival fiends, cults, priests, and occult scholars. A nightmare’s brands, tack, smoke, wounds, or manner may suggest which Lower Planar power answered the bargain.

Possible consequences include:

Infernal Recognition: Cultists or devil-bound agents recognise the caster as someone who has made a serious transaction.

Spiritual Tracking: Priests, witches, or psychopomps follow the stain left by the consumed soul.

Rival Claims: Another infernal power objects to the bargain and sends agents to investigate.

Reputation Damage: Nobles, temples, guilds, and villages remember the rider and treat the summoning as public evidence of corruption.

The spell should not punish the player randomly. It should make the choice matter.


Best Uses

Infernal Mount

The nightmare gives the caster a terrifying steed for travel, pursuit, escape, and battlefield movement.

Guard Creature

Within its tether, the nightmare makes a dangerous guardian for ritual chambers, gates, prison yards, and infernal sanctuaries.

Intimidation

The spell is devastating in social scenes where fear, reputation, or religious horror matters.

Villain Signature

This is an excellent spell for corrupt nobles, infernal warlocks, black-robed wizards, death cult leaders, and tyrants who rule by dread.


Tactics

Keep the nightmare close. The 150-foot limit is the spell’s main tactical boundary.

The caster should ride it, command it from nearby, or use it to guard a tight area. It is less useful as a scout or independent hunter.

The nightmare works best in darkness, smoke, panic, firelit courtyards, narrow roads, and enclosed spaces where its presence can break morale. It should not fight like a normal horse. It should trample, menace, isolate, and exploit fear.

Against sacred sites, the nightmare becomes a siege symbol rather than an infiltrator. It can wait at the boundary, terrify those trying to flee, carry the caster around the perimeter, or make the desecration of the threshold itself a major event.


DM Notes

Do not make the nightmare randomly betray the caster. The bargain is real.

But do not make it cuddly either.

The nightmare obeys, but it remains an intelligent evil outsider. It may interpret careless commands cruelly, frighten innocents, torment prisoners, or make the caster’s reputation worse simply by existing.

The nightmare also judges the caster. It notices weakness, hypocrisy, cowardice, broken bargains, and hesitation. It respects strength, certainty, cruelty, tyranny, and ambition. This should shape its manner, not override the spell.

Strong table rule: the spell gives service, not friendship.


Good Combinations

  • Darkness: Lets the nightmare appear out of smoke, hoofbeats, and panic.
  • Fear: Reinforces the creature’s natural terror and infernal symbolism.
  • Unhallow: Makes the nightmare feel like part of a larger corrupted site.
  • Dimension Door: Helps the caster reposition while keeping the nightmare within tether range.
  • Wall of Fire: Fits the nightmare’s infernal presence and can shape the battlefield around it.

Using This Spell in Your Game

Call Nightmare works best when the world reacts to it.

A nightmare should not be treated as just another mount. Its arrival should create consequences: rumours, religious suspicion, terrified witnesses, panicked animals, and enemies who now understand the caster has crossed a line.

A village may bar its gates. A ruler may refuse audience. A pagan priest may demand cleansing. A stablemaster may burn the straw after the nightmare leaves. A rival may spread the story deliberately because the truth is damaging enough.

This spell is especially good for villains because it externalises corruption. The nightmare is not hidden sin. It is sin with hooves.


Spellcasting Culture and Worldbuilding Hooks

Infernal cults may treat the ability to call a nightmare as proof of rank.

Some tyrants ride nightmares during executions, making fear part of state ceremony.

Certain roads are believed cursed because nightmares once carried warlords across them.

A soul used for this spell may not be gone quietly. It may leave traces: dreams, hauntings, accusations, or relatives who know something was stolen.

An old shrine may keep a blackened horseshoe nailed inside its gate as a warning that a nightmare once tried to enter and failed.

An infernal court may consider every casting a recorded transaction, even if the mortal caster thinks the matter ended when the spell expired.


Historical Context

Call Nightmare draws on traditions of infernal bargains, demonic service, and feared otherworldly mounts rather than on ordinary horse symbolism. The nightmare is best understood as the visible result of a soul-price being accepted: a fiendish servant that arrives because a mortal has made a corrupt transaction with the Lower Planes. For a useful literary and historical parallel to the idea of demonic service purchased through a soul-bargain, see Encyclopaedia Britannica’s article on Mephistopheles.

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