Description: | Casting this spell attempts a dangerous act: to lure a
creature from another plane to a specifically prepared trap,
which must lie within the spells range. The called creature
is held in the trap until it agrees to perform one service in
return for its freedom.
To create the trap, the character must use a magic circle
spell, focused inward. The type of creature to be bound must be
known and stated. If it has a specific, proper, or given name,
this must be used in casting the spell.
The target creature must attempt a Will saving throw. If the
saving throw succeeds, the creature resists the spell. If the
saving throw fails, the creature is immediately drawn to the trap
(spell resistance does not keep the creature from being called).
The creature can escape from the trap with a successful SR roll,
dimensional travel, or a successful Charisma check (DC 15 + 1/2
its level + its Charisma modifier). It can try each method once
per day. If it breaks loose, it can flee or attack the character.
A dimensional anchor cast on the creature prevents its escape via
dimensional travel. The character can also employ a calling
diagram to make the trap more secure.
If the creature does not break free of the trap, the character
can keep it bound for as long as the character dares. The
character can attempt to compel the creature to perform a service
by describing the service and perhaps offering some sort of
reward. The character makes a Charisma check opposed by the
creatures Charisma check. The DM then assigns a bonus based
on the service and reward, from 0 to +6. This bonus applies to
the character's Charisma check. If the creature wins the opposed
check, it refuses service. New offers, bribes, and the like can
be made or the old ones reoffered every 24 hours. This can be
repeated until the creature promises to serve, until it breaks
free, or until the character decides to get rid of it by means of
some other spell. Impossible demands or unreasonable commands are
never agreed to. If the character rolls a 1 on the Charisma
check, the creature breaks free of the binding and can escape or
attack the character.
Once the requested service is completed, the creature need
only so inform the character to be instantly sent back whence it
came. The creature might later seek revenge. If the character
assigns some open-ended task that the creature cannot complete
though its own actions (such as "Wait here" or
"Defend this area against attack"), the spell remains
in effect for a maximum of 1 day per caster level, and the
creature gains an immediate chance to break free. Note that a
clever recipient can subvert some instructions.
When the character uses a calling spell to call an air,
chaotic, earth, evil, fire, good, lawful, or water creature, it
is a spell of that type. For example, lesser planar binding is a
water spell when the character casts it to call a water
elemental.
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