Potestas: a D&D3E supplement

Spells

Bind Arcane

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.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 30 January 2005