| Douglas Muir 406 |
| 7 people marked this as a favorite. |
It looks like this is finally coming together. Originally this was part of DMDM's Guide to the Diabolist, but it fissioned off into its own separate document. There will probably end up being a lot of redundancy between the two... I'm still working on that.
But anyway, here's the first part of the current draft. Comments, criticisms, brickbats, questions and feedback of all sorts, please... the last Guide was hugely improved by your input, so I'm hoping this one will be too.
Thanks in advance,
Doug M.
* * * *
Why write a guide to the three Planar Binding spells? Three reasons.
First, these spells are powerful. As in, potentially game-changing powerful. There's no limit to the number of creatures you can call with them, so you can potentially have a dozen or more outsiders hanging around at any given time, acting as scouts, bodyguards, and muscle.
Second, these spells are iconic. The wizard calling a powerful, dangerous creature from Beyond into a magical circle and trying to compel it to service... that's an image that's hundreds of years old, and the concept has been part of D&D from the very beginning.
And third, these spells are vaguely written. That's not really Paizo's fault -- they're legacies from earlier editions. But there are a lot of fuzzy areas and things that are simply not explained. In this Guide, I'll point out some of the vague bits and do my best to come up with reasonable interpretations. Hopefully people will find this useful, or at least amusing.
The Planar Binding spells bring outsiders to the material plane to serve you. The outsiders are not volunteers and are generally not happy about this. As a practical matter, Planar Binding is almost always cast together with two other spells: Magic Circle (against Good, Evil, or whatever) and Dimensional Anchor. In theory you could cast Planar Binding alone, but that would be dangerous and foolish. This Guide assumes you’re always casting the three together.
Once you’ve caught the outsider, you can then engage in a contest of wills (simulated by an opposed Charisma check) to force it to serve you for a period of time up to 1 day/level. Once you win, it has to serve.
There are a LOT of details -- see below -- but that's basically it.
Before anything else, you want to pick which outsider you're going to target. If you've managed to get the true name of some outsider, great! That gives your target -5 on its Will save to resist binding, -5 on its Cha check to resist binding, and (at the DM's discretion) possibly other advantages as well. Otherwise, you ask for a general type ("a Barbed Devil", "a Zelekhut Inevitable", etc.) and you get a typical representative of that type. In game terms, a nice high Knowledge (Planes) is useful for determining the powers and weaknesses of whatever you're calling. In metagame terms, you the player should be familiar with the relative entries in the Bestiary.
Alignment and Planar Binding
This is a complex topic. Conjuring an outsider with a particular alignment causes the PB spell to take on that alignment: calling a devil makes it a spell with the Lawful and Evil descriptors, calling an archon makes it Lawful and Good, and so forth. This means that calling an outsider of an alignment opposite to your own is a morally fraught action. Clever players may of course look for workarounds – “I’m calling this devil to help us fight the Whispering Tyrant, thus serving the greater good!” “I’m calling this angel in order to murder it and take its stuff, hahaha!” But a DM would be justified in prohibiting characters – especially lawful ones – from bending the rules in this manner.
There’s also the interesting question of what happens when a good-aligned caster conjures a good outsider. After all, Planar Binding is ultimately a spell of compulsion – the creature is forced to obey you, whether it likes it or not. Should a Lawful Good character be interfering with Heaven’s will like this? Should a Chaotic Good character be compelling intelligent creatures into what’s effectively slavery?
Well, arguing alignment is a mug’s game, and the rules do allow good characters to use this spell just the same as everyone else. And you could argue that Chaotic Good characters could plausibly call LG outsiders without feeling too bad about it (those guys need to be yanked out of their comfort zone!) while Lawful Good characters could call CG ones (they need to stop hanging around singing songs and having fun, and get on with the serious work of smashing evil). That said, when the archon frowns sternly from out of the circle, or the azata’s beautiful eyes are filled more with sorrow than with anger, a good-aligned character really ought to have a very compelling reason – more compelling than “we’re going through the fifth level of Emerald Spire tonight, and I think we need more firepower” – for forcing them into service.
The Diagram. Unless you're summoning something really small and weak, you always start by casting Magic Circle and then drawing a trapping diagram. (See the Magic Circle spell description for details.) The diagram has four effects: it allows you to precast Dimensional Anchor on your calling circle, thus preventing the outsider from teleporting away; it gives the target -5 on a Cha check to escape (not on its opposed Cha check against you -- that's different); it prevents it from using its Spell Resistance to escape; and the creature cannot use any of its SLAs or other powers across the line of the diagram. All those things are very good! So always do this and do it right.
It's a DC 20 Spellcraft check to draw a trapping diagram. The DM rolls the check in secret, so you don't know if you've succeeded. So you want to either take 20 (which moves the time required from 10 minutes to 20x10 minutes, or three hours and 20 minutes) or make sure you have at least +19 on Spellcraft. This is not actually too hard -- with buffs, Aid Another, an assist from the party bard, etc., you should be able to swing it by 10th level or so. (Remember, a 1 is not an autofail on skill checks.)
The Room. Note that it's RAW that the tiniest disturbance will break the circle -- a leaf falling on it, a beetle scampering across it, anything. So if you're casting Planar Bindings regularly, you want to invest in a house or tower, ideally not in the middle of a city, that contains a nice clean room with soundproof stone walls, a lockable door and no windows. The room should be large enough to contain yourself, an assistant or two, plus the biggest creature you can call -- probably a Huge creature, so say at least 20' x 30'. You might additionally consider a set of sturdy bars with a lockable gate around the circle. This won't stop creatures that can teleport, but if things go wrong they'll have to burn a standard action to get at you. Finally, if you're that sort of caster, you'll want an area for sacrifices and offerings -- see below.
If you're calling something "on the fly" -- say because you're halfway through a dungeon and you really need more firepower -- then at least get someplace quiet and have the rest of the party do their best to secure the area. Otherwise, having a rat scamper across your magic circle at exactly the wrong moment is just the kind of jerk move that some DMs will find irresistible.
Other preparation. Casting alone is a bad idea, especially if you’re calling something powerful. In a perfect world, you should have the rest of the party standing by for buffs and general support. Failing that, have a cohort or an apprentice or some acolytes close at hand. Make sure you have the right spells memorized, and have scrolls and other useful items ready and at hand. Don't forget to have defenses in place against whatever special abilities the creature may possess. Have Plans B and C (see below) prepped and ready.
An interesting question is, if you do a lot of calling and binding, can you use bound outsiders as backup when calling? (Well, to be precise, obviously you /can/. The question is whether you ever /should/.) On the plus side, if you've already called and bound four Ice Devils, having them standing around could be a good way to make sure that #5 doesn't cause trouble -- even if it breaks loose, it promptly gets dogpiled. On the other hand, this is exactly the sort of situation where clever fiends (i.e., a cunning DM) could interpret your instructions in such a way as to get you in some serious hurt. I think it's asking for trouble, myself, but YMMV.
Calling a creature. This is pretty straightforward: you call the creature and it gets a straight-up Will save to resist. If it makes the save, your calling fails, the creature stays on its home plane and the Binding spell is wasted. Of course, there is nothing to prevent you from casting the spell again. So failing to call something, while disappointing, is usually no more than an inconvenience. An open question is whether you have to redraw your diagram if the creature makes its Will save and doesn't show up. The RAW is not clear on this point. I'd say no, but check with your DM.
As noted above, if you have a creature's true name, it gets -5 on its Will save to resist being called. Normally Planar Binding brings you a random creature of the sort you asked, but the true name means you can keep calling the same one over and over again. And if you're that sort of caster, you can also punish it for its insolent resistance.
Slipping through the net. A called creature can immediately try to escape one of three ways: by teleporting away, by forcing you to make an SR check, or by winning a special Charisma check whose DC is DC 15 + 1/2 your caster level + your Charisma modifier. (This is NOT the opposed Charisma check for binding. That's different.) A correctly drawn calling diagram makes the first two of these impossible and the last one much more difficult (-5 on its check). However, if it does succeed, it's loose! Skip ahead to Part 4. The called creature gets to make another attempt to escape the circle every 24 hours, so hurry up and get it bound before it makes a successful one.
In order to bind a creature to your will, you must win an opposed Cha check against it. That sounds simple enough, but of course there are wrinkles.
When and how does binding happen? The RAW does not make clear exactly, so I think a reasonable interpretation is that it happens immediately, on the round after the creature arrives. Not only would this seem to make sense – if it’s not immediate, then when? – but it also fits the Rule of Cool… the creature appears, and you’re instantly locked in a struggle for dominance.
An alternate interpretation would be that the struggle begins only when one of you chooses. This allows time for discussion, negotiation, and threats… but it also means that you could spend several rounds buffing yourself and/or trying to debuff the creature. I think this interpretation tips things too much in the summoner’s favor, myself, but check with your DM.
Either way, at some point you attempt the binding. If you win, great -- the creature is now bound to your service. If you fail, the creature is not bound, but it's still stuck inside the circle. You can make another check in 24 hours, and you can continue trying every day for days/your level. However, the creature also gets an escape check (see above) every day. So you want to get it bound ASAP. If you're high enough level, you can use the 8th level spell Moment of Prescience to add your level to this roll, which should make victory pretty much certain.
There's a really important caveat: if you fail your contested check with a natural 1, the creature immediately breaks free of the circle. There is no way around this -- no matter what you do, this spell has an irreducible 5% failure rate. Sooner or later, this is going to happen. When it does, skip ahead to Part 4.
What modifiers apply? Depending on the circumstances, you can get a bonus on your Cha check ranging from +0 to +6. The RAW doesn't give details, except that certain creatures will accept offerings that give you a +2. These offerings range from trivial (for a lemure, some pornography) (yes, really) to "you must be kidding" (for a marilith, the severed hands of six generals who are still alive and commanding troops) (yes, really). Personally, I'd say that you either get the +2 or not depending on whether you do the offering, and then you can get another +1 to +4 depending on things like how well the task aligns with the creature's alignment, temperament, and goals; whether you offer any attractive bribes; whether you make convincing threats; and whether you have a reputation that precedes you. My take is that bonuses should not be easy to come by, especially for more powerful creatures, but discuss this with your DM.
Buffing yourself. It makes perfectly good sense to buff yourself! However, if we accept that the binding happens immediately after the calling spell is complete, that means you have no time to buff between completing the calling and making the binding check. This means you have two options. First, you can get someone else -- apprentice, cohort, other party member -- to buff you while you are casting the spell. (Make sure your DM is good with this first! Some DMs might rule that the casting of Planar Binding requires such absolute focus that having another caster throwing spells could break your concentration.) Second, before you start your Planar Binding, you can cast buffs that last more than ten minutes. Note that a number of useful buffs, including the attribute boosters like Eagle's Splendor and Owl's Wisdom, have a minutes/level duration. So they'll be available from 11th level and up, or earlier if you have access to Extend Spell. And, of course, you can always prebuff yourself for later checks on subsequent days, if it comes to that -- "You defied me once, creature, but now I will break you!"
If you don't accept the "immediate binding" interpretation, then you can spend an hour buffing before you enter into a contest of wills with your captive. Personally, I think this is kinda cheesy and I wouldn't allow it, or at least not on the first check. After all, one way is "The creature appears, and you're instantly locked in a deadly contest of wills for dominance!" The other is "Just wait a few minutes while I powder my nose..." YMMV, but I know which I'd prefer to play.
Debuffing your target. A much-discussed question is whether you can cast debuffs on the target creature in order to make it more amenable to your demands. If you accept the "binding happens/fails as soon as the creature appears" rule, you can't cast debuffs for that first check unless you have some sort of area debuff up and running in advance. However, if you fail that first check, can you cast debuffs on the creature for the second check, 24 hours later? Well, there's no question that you can cast one spell -- Agonize, which is specifically designed for the purpose of convincing unruly outsiders to cooperate. Otherwise, though, can you cast Enervation? Dominate? A question to James Jacobs provided the following answer: "You can cast any spell you want at the outsider in the circle, but those that create physical effects that cross the circle would let the monster out. What entails 'breaking the circle' is left to the GM, but you could certainly argue that the beam of black energy from a ray like enervation counts, or even the faint mist produced by mind fog."
FWIW, here's my interpretation: spells that involve energy, that do damage, or that create any sort of physical area affect will break the circle. Spells that produce purely mental effects (like Dominate) or that produce effects on the target without a ray or any other connection to the target (like Baleful Polymorph) will not break the circle. If you're planning to go this route, try to get a ruling from your DM first.
Duration. The maximum duration is one day/level. If you require a service that can be completed in less time, then the creature departs once the service is done. If it hasn't broken loose from your control, it automatically "bamfs" back to its home plane. If it has broken loose, it can hang around on the Material Plane for as long as it likes.
The Binding spell allows you to keep an outsider around for longer, but not in a way that's directly useful. That said, I would rule that having an outsider bound into a paperweight or something would constitute a plausible threat against outsiders of the same type, granting you +1 on your opposed Cha check -- "Do you want to end up like Smithers, here?"
The Creature's Attitude. The RAW is silent on this, but it's pretty clearly implied that most creatures will arrive Hostile. Makes sense, right? There it was, doing its evil business in the pits of Hell or enjoying its adoration of the ineffable wonderment of Heaven, and then suddenly -- YOINK -- it's jammed into a nasty little circle in some mortal wizard's back room. You'd be ticked, too. Some unusual creatures may be merely Unfriendly or even Neutral, but it seems reasonable to assume that Hostile is the default.
Never forget that while the Binding forces the creature to serve, it doesn't mind-control it or change its attitude towards you. It'll probably come out of the circle hating you and wanting to kill you (or, if you’re both good-aligned, being very, very disappointed) and it will probably continue in that vein unless something changes. You may be able to change its attitude using Diplomacy or other methods, but I'd say that would be quite difficult (+5 or more to the DC of the checks). After all, you're basically enslaving the creature, and it's going to be hard to gloss that over. Also, note that even if you somehow improve its attitude all the way to Friendly, an intelligent outsider is still going to have its own agenda.
What can you demand? This is a critical question, and one that the RAW is maddeningly vague on. It says that you can ask for "one service", and also that "Impossible demands or unreasonable commands are never agreed to". 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 (presumably, a new opposed Cha check).
So, where does "Be my bodyguard for one week" fit in? What about "Obey my every command for one week"? Personally I would allow these, under a liberal definition of "service". Otherwise, Planar Binding gets nerfed down into a niche spell, useful only when there's a single, clearly limited task. I don't think that's the designers' intent -- and also, it's much less cool and interesting. Rather, I would seek to balance this by having bound outsiders seek to creatively pervert your instructions whenever possible. This is more challenging for both DM and player, but also more interesting and fun. Make sure you know what your DM's view is on this point before you start building towards a Planar Binding specialist.
Next installment: You and our bound outsider, When Things Go Wrong, cheesy tricks, and aftereffects and consequences.
| Gilarius |
Bump.
Is there interest in this? Too much detail? (Does anyone actually use this spell? Are others running it differently?)
Doug M.
Yes, I'm definitely interested in all that you're doing for diabolists - I will be playing one in Way of the Wicked in a month or so. But I haven't made it beyond the 1st level character sheet for the GM to assess so I don't have any useful feedback for you yet. If he hasn't already read your ideas, I'd be surprised since he uses these forums regularly.
I've only previously used planar binding for NPCs, where the rules aren't important and the bound beasties are there as minions.
| pad300 |
some things to add
prepared rooms - summoning chamber from Ultimate Campaign, pg 103.
Also, you need to go into MUCH more detail about target choices. Mercanes, offer the opportunity to get into a magic item trading, w/o needing a huge city...
Also, remember unintelligent targets can be summoned (and not returned!) consider a celestial horse (stallion) sold to a band of horse nomads! Also remember that you can summon templated critters - which means just about anything...
| OneTrueBaldo |
Already posted my replies in the Diabolist thread, but let's add another trick:
Lost Legacy + Heavens Amulet = I want to play the (diabolist) cleric!
| Lune |
A think that a list of common things (items, spells, feats, etc) that could improve your Charisma check would be helpful. That tends to be the biggest part you can control as a player about whether the spell works as intended or not.
Likewise, I agree with pad300 - choices of what to summon and the advantages of these would be helpful. Even if it isn't a complete list and just touches on the best choices.
| Douglas Muir 406 |
On things that improve your Cha check: I already have a pretty good list of those in the Guide to the Diabolist. Not sure if I want to repeat them or not... this thing could end up being crazy long.
Which creatures to summon: yes, I'm also working on a list of these as an Appendix (or appendices). I may post them here. These will be pretty large documents, though -- there are a lot of outsiders.
| Douglas Muir 406 |
For those interested in this guide but not interested in Diabolists (like me) a repetition would be appreciated. If you think of it positively you already have the work done, you just need to transcribe it.
Sure... it'll just end up being a crazy long document (like 50 pages).
Also, yeah. There are a lot of outsiders. Want some help? How could we best assist?
I'm thinking of posting a group for each spell (lesser planar, planar, greater planar) and then asking for comments and additions. There's really no way I can list every dang outsider -- I've already got about 70 of them, and I know I've just scratched the surface -- but maybe we can crowdsource it?
Doug M.
| Douglas Muir 406 |
Already got that in the Diabolist guide. I'm debating doing a separate guide for building planar binding characters -- but honestly, if you want to go that route, half the time you're going to play a Diabolist anyway. It's flavorful, and the bonuses are really handy.
In any event, about 80% of the Diabolist guide will be directly relevant to anyone who wants to use Planar Binding regularly -- it includes magic items, feats, traits, and spells.
Doug M.