Conjuration (Calling) [Arcane]
Casting Time: 10 minutes
Range: Close
Target: One called arcane or elemental creature of 7 HD or
less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text
Minimum Power Points: 7
Casting this spell attempts a dangerous act: to lure an arcane or elemental
creature to a specifically prepared trap, which must lie within the spell's
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, you must use a magic circle
spell, focused inward. The kind of creature to be bound must be known and stated.
If you know an individual creature's name, you may call that individual by speaking
the name during the spell (though you might get a different creature anyway
if you don't use the creature's true name).
The target creature is allowed 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 it from being called). The
creature can escape from the trap with by successfully pitting its spell resistance
against the Power points expended, through the World of Spirits, or with a successful
Charisma check (DC 15 + 1/2 the Power points expended + your Cha modifier).
It can try each method once per day. If it breaks loose, it can flee or attack
you. A spirit anchor cast on the creature
prevents its escape through the World of Spirits. You can also employ a calling
diagram (see magic circle) to make the
trap more secure.
If the creature does not break free of the trap, you can keep it bound for as
long as you dare. You can attempt to compel the creature to perform a service
by describing the service and perhaps offering some sort of reward. You make
a Charisma check opposed by the creature's Charisma check. The check is assigned
a bonus of +0 to +6 based on the nature of the service and the reward. 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 process
can be repeated until the creature promises to serve, until it breaks free,
or until you decide to get rid of it by means of some other spell. Impossible
demands or unreasonable commands are never agreed to. If you roll a 1 on the
Charisma check, the creature breaks free of the binding and can escape or attack
you.
Once the requested service is completed, the creature need only so inform you
to be instantly sent back whence it came. The creature might later seek revenge.
If you assign some open-ended task that the creature cannot complete though
its own actions the spell remains in effect for a maximum of one day per Power
point, and the creature gains an immediate chance to break free. Note that a
clever recipient can subvert some instructions.
Restriction: as an arcane spell, only arcane spellcasters can
learn and cast this spell.
Heightened: Each additional Power point increases the maximum
HD of the creature by one. For each additional 5 Power points, the caster can
call a second arcane or elemental creature. The total HD of the creatures summoned
may not exceed the total Power points expended, and they get separate saving
throws, make independent attempts to escape, and must be persuaded to serve
you individually.