Least Plannar Binding


Homebrew and House Rules


Least Plannar Binding: See Lesser Plannar Binding but lvl 3 and 3HD max.

It allows low level casters to get imps, mephits, and other weak outsiders at a level appropriate time with a spell that is a lot of fun for both the player and GM. It also explains where those improved familiars come from :)


I'll help you flesh out this spell more thoroughly in a short time.


I like moves like these. Most of the play my group sees is low- to mid- level so we miss out on a lot of the interesting, higher-level options. I've been trying to work out some options for the creation of undead at low-level without making it over-powered.


dthunder wrote:
I like moves like these. Most of the play my group sees is low- to mid- level so we miss out on a lot of the interesting, higher-level options. I've been trying to work out some options for the creation of undead at low-level without making it over-powered.

Exactly. When games peak out at 7-10th level you miss out on a lot of neat things, or don't end up using the character you want until the end. Its the same reason I don't care for prestige classes that much, but thats a whole nother topic.

I figure 5th level is the right time for this spell. It seems the right time to start getting long durration minions. Sure, these spells can be open for a lot of abuse, but its usually fun and creative. And what GM doesn't want to mock the PC as a sarcastic imp. By the time you hit lvl 9 and get Lesser Plannar Binding, why would you go for the guppies when you can get trout?


Your spell, but personally I believe it should be a level 4 spell instead, that's just my opinion.

Quote:

Planar Binding, Minor

School conjuration (calling) [see text]; Level sorcerer/wizard 3

Casting Time 10 minutes

Components V, S

Range close (25 ft. + 5 ft./2 levels); see text

Target one elemental or outsider with 3 HD or less

Duration instantaneous

Saving Throw Will negates; Spell Resistance no and yes; see text

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 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 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.

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