Casting this spell attempts a dangerous act: to lure a Creature
from another plane 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 wish to call a specific individual, you must use that individual's proper name in casting the spell.
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 by successfully pitting its Spell Resistance
against your Caster Level
check, by dimensional travel, or with a successful Charisma
check (DC 15 + 1/2 your Caster Level
+ your Charisma
modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the Creature
prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) 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
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 ever roll a natural 1 on the Charisma
check, the Creature
breaks free of the spell's effect and can escape or attack you.
Once the requested service is completed, the Creature
need only to 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 through its own actions, the spell remains in effect for a maximum of 1 day per Caster Level
, and the Creature
gains an immediate chance to break free (with the same chance to resist as when it was trapped). Note that a clever recipient can subvert some instructions.
When you use a calling spell to call an air, Chaotic
, earth, evil, fire, good, Lawful
, or water Creature
, it is a spell of that type.