
Ivtolt |
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The Planar Binding spell is not really clear about how exactly the opposed Charisma-check is performed. This is particularly interesting for the Blood Summoner archetype, but also for other callers.
How quick can you do it? You have to describe the task, but the rules say:
Speak
In general, speaking is a free action that you can perform even when it isn't your turn. Speaking more than a few sentences is generally beyond the limit of a free action.
As soon as the creature is summoned can you immediately make a check to bind it and compel it to serve you?
Otherwise, what kind of action is it?This is generally of great importance, as the Magic Circle doesn't protect you from ranged attacks of the called creature.
If you can immediately make a check is the trap even necessary?
The description seems to imply that you need the magic circle but is unclear if the dimensional anchor is obligatory for called outsiders that can change plains, or if it is only necessary to "keep it bound for as long as you dare".
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.
So, is the trap part of the magic of the binding, or is it only highly-advised?
Or are you supposed to wait until the trapped outsider has tried to escape in all possible ways, before you can try to compel it? This doesn't really make sense though, because then the outsider could just wait a few days without trying to escape.And what if you want to call a creature, but not bind it (e.g. an allied outsider from a different plain, or a creature that you worship)? Can you in this case leave the trap away?
Another clarification is needed here:
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.
Does the creature have to do this? Can it not inform you and stay on the current plain indefinitely?
If not, can you make the report part of your service? I guess the service can be very complex if you take the time to describe it, but it does still have to be one task, right?Also:
Impossible demands or unreasonable commands are never agreed to.
What does unreasonable mean here? Such commands that are not logically consistent? Otherwise what marks an unreasonable command?

Dasrak |
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This is generally of great importance, as the Magic Circle doesn't protect you from ranged attacks of the called creature.
The Magic Circle can be augmented to protect you from ranged attacks and other abilities, as well as avoid the initiative quick-draw of dimensional anchor versus teleportation.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. The creature itself cannot disturb the diagram either directly or indirectly, as noted above.
Significantly more reliable, the spellcraft check is downright trivial, and the extra time investment is minimal provided you have at least +10 to spellcraft (which you should by the time you're capable of casting lesser planar binding).
Under normal circumstances spellcasters will always use the full circle for maximum security. The Planar Binding spell line already has a 10 minute casting time, so what's another 10 minutes? An exact round-by-round description of how this plays out isn't necessary because anything requiring 10-20 minutes of your time isn't time sensitive.
Now, the Blood Summoner you mention is the big issue, because he can cast Planar Binding as a standard action. That leads to the possibility of actually casting and bargaining in-combat, something that would be unthinkable with the Planar Binding spell normally. I honestly think this is GM discretion territory, since the spell was written on the presumption of a 10-minute casting time and the lack of time sensitivity that entails.

Dasrak |
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You're asking a ton of questions where the answer is "Roleplay it".
Don't get too bound up in the mechanics. The creature may test itself against the circle, it may not, then roleplay out the rest. A lot is up to interpretation and the personality/motives of the outsider.
It becomes relevant for the Blood Summoner archetype, who can actually cast this spell in-combat. The nitty-gritty mechanical questions like "how many rounds does it take to bargain with an outsider?" become quite relevant. For the vast majority of spellcasters, though, I'd agree it's minutiae that should just be roleplayed.

bitter lily |
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If you can immediately make a check is the trap even necessary?
The description seems to imply that you need the magic circle but is unclear if the dimensional anchor is obligatory for called outsiders that can change plains, or if it is only necessary to "keep it bound for as long as you dare". [...]And what if you want to call a creature, but not bind it (e.g. an allied outsider from a different plain, or a creature that you worship)? Can you in this case leave the trap away?
I really wish someone would address this part of the OP's question. My sorceress is going to get Planar Binding as a bloodline spell, but she's opposed to slavery. She'd prefer to leave the Magic Circle itself out! She'd only call outsiders with a beneficial SLA, and then bargain for a voluntary use of said ability, never compel it. The whole language of the spell makes me think that she'll deep-six her knowledge of it. But if there are casting options that aren't described...

CampinCarl9127 |

It's possible to have a completely diplomatic relationship with a bound outsider.
"Oh, hey. I apologize for the rudeness of summoning you. Listen, I'll pay you X per day and we're working to destroy an artifact, which is totally in your interests. Sound good? If not you're totally free to go."
In fact I would argue that's the best method, because forcing outsiders into slavery tends to get the attention of their more powerful brethren.
But this whole summoning option is an utter abomination. The idea that you can bind a creature mid combat is akin to developing the tools for surgery after you've already cut open the patient.

Snowlilly |

Ivtolt wrote:I really wish someone would address this part of the OP's question. My sorceress is going to get Planar Binding as a bloodline spell, but she's opposed to slavery. She'd prefer to leave the Magic Circle itself out! She'd only call outsiders with a beneficial SLA, and then bargain for a voluntary use of said ability, never compel it. The whole language of the spell makes me think that she'll deep-six her knowledge of it. But if there are casting options that aren't described...If you can immediately make a check is the trap even necessary?
The description seems to imply that you need the magic circle but is unclear if the dimensional anchor is obligatory for called outsiders that can change plains, or if it is only necessary to "keep it bound for as long as you dare". [...]And what if you want to call a creature, but not bind it (e.g. an allied outsider from a different plain, or a creature that you worship)? Can you in this case leave the trap away?
Pre arranging terms with a specific entity is certainly possible.
All negotiations with a friendly planar entity could be roleplayed in advance, with the understanding that the entity will be called on short notice when needed at a future time.

JDLPF |
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RAW, there's nothing stating explicitly how long it takes in rounds to negotiate a Binding with an outsider.
However, there's two rules that serve as good general guidelines that I'd recommend using if you're adjudicating how to rule the action in combat.
The closest rules that would make sense would be to treat the check as if it was a Diplomacy check or Intimidate check to influence opponent's attitude. Most of the time, these are one minute checks, or ten rounds of combat.
Alternatively, and I'd not recommend this option, but an ability check is typically a standard action to perform, such as a Strength check to break down a door.
The SRD has a decent article on Binding Outsiders for those interested in a bit more fluff here.

bitter lily |

It's possible to have a completely diplomatic relationship with a bound outsider.
"Oh, hey. I apologize for the rudeness of summoning you. Listen, I'll pay you X per day and we're working to destroy an artifact, which is totally in your interests. Sound good? If not you're totally free to go."
In fact I would argue that's the best method, because forcing outsiders into slavery tends to get the attention of their more powerful brethren.
Ignoring the blood summoning as indeed an abomination, but persisting in my personal inquiry (a few days late, sorry):
If this is your attitude, what do you need to cast the spell? Obviously, the Dimensional Anchor is useless. (Worse than useless, because it will sour your negotiations.) But do you even need the Magic Circle? The Planar Binding spell implies it's necessary. But it also implies in the very title that "binding" is going to occur.
CampinCarl9127 |

Yes, the magic circle is functionally required to cast the spell. In order to even summon the outsider you must trap it (albeit many outsiders aren't "trapped" by just the circle). The very nature of summoning an outsider is at best rude, because it forces them into a cage with no warning. However it is also something that outsiders are aware of and have been dealing with since the creation of conjuration magic.

bitter lily |

Yes, the magic circle is functionally required to cast the spell. In order to even summon the outsider you must trap it (albeit many outsiders aren't "trapped" by just the circle). The very nature of summoning an outsider is at best rude, because it forces them into a cage with no warning. However it is also something that outsiders are aware of and have been dealing with since the creation of conjuration magic.
Thanks! Sometime, a PC in my game is going to summon a creature with a fork full of food in its hand, or something of that sort!

CampinCarl9127 |

Oh don't forget that creatures with invisibility/shapeshifting/disguise magic and other illusions often like to trick their would-be-summoners. All sorts of fun can be had with that.
You can really mess with the players too.
A very scared little girl shows up, covered in burn marks and scratches. She sees the wizard and cries out. "Please, save me! I've been down there for so long, please let me out before they come to get me!"

Douglas Muir 406 |
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I addressed most of these questions in DMDM's Guide to Planar Binding, which can be found here and also here (second part) Where rules and FAQ don't give clear answers, I try to fill in the blanks as best I can.
If you're looking for things to call with the Planar Binding spells, google "Crowdsource Planar Binding" -- there are three threads, one for each of the PB spells, with dozens of creatures discussed. If you're playing at high levels, or planning to, google "miniguide Gate".
cheers,
Doug M.

Douglas Muir 406 |
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Meanwhile, let me try to answer your questions.
-- How quickly can you do the opposed charisma check? I would say immediately. In fact, my interpretation is that it MUST take place immediately. Otherwise, the balance of the spell tips in favor of the caster, who can leave the creature stuck in the circle for ten minutes while he goes to powder his nose and cast a bunch of buffs on himself.
-- What kind of action is it? Normally this is not an issue. Planar Binding takes ten minutes to cast, so whether you do the subsequent check as a free, standard, or full-round action is pretty irrelevant. However, the Blood Summoner's Fiendish Calling Ability happens in a single round, so now time becomes a concern. If you can do it as a free action, that's great. If it requires a standard, then effectively this spell requires two rounds (one to call, one to do the check), making this ability almost useless outside of combat. RAW gives no guidance, so you're on your own here.
Personally, I think requiring a standard or even a FRA is completely reasonable. Yes, it nerfs the Blood Summoner a bit. You know what? The Blood Summoner is pretty cheesy to begin with, and Fiendish Calling is super abusable. Requiring a round of bargaining isn't going to break it -- you can still require your called creature to stick around for days, after all.
-- "If you can immediately make a check is the trap even necessary?" Yes, because if you FAIL the check, the creature is then free to do as it pleases -- attack you, teleport away to wreak chaos on the material plane, or simply roll its eyes and plane shift back home. The trap prevents these things... the creature is stuck for up to days/level, and you can come back and attempt a new check every day.
Note that this is another reason not to use the Blood Summoner's ability in combat. In a normal planar binding, you can accept a failure chance of (let's say) 30%; if you fail, you just try again tomorrow. Use Fiendish Calling in combat, and that's a 30% chance that you've just added another enemy.
-- "So, is the trap part of the magic of the binding, or is it only highly-advised?" The latter.
-- "And what if you want to call a creature, but not bind it (e.g. an allied outsider from a different plain, or a creature that you worship)? Can you in this case leave the trap away?" Normally that's impossible, because a normal Planar Binding selects a random typical creature of that particular type... you get a randomly selected ice devil or whatever. The only exception is if you have the creature's true name, in which case you can summon it again and again.
-- "Does the creature have to inform you when its task is done? Can it not inform you and stay on the current plain indefinitely?" -- Oh, clever. Well, let's see: the duration of the spell is days/level, so at that point the spell would expire, sending the creature back home. Most called creatures WANT to go home; they have lives and jobs, and they don't want to hang around on the material plane. But, okay, there will be exceptions. Presumably most summoners will include a "report back promptly" instruction, but this is not required. So *if* the summoner forgets or neglects to include this instruction, and *if* the creature has some reason or motivation to hang around on the material plane, then yes, it could stay here for up to days/level of the caster.
-- "What does unreasonable mean here? Such commands that are not logically consistent? Otherwise what marks an unreasonable command?" The RAW is not clear. However, one definition of unreasonable is "extreme". IMO, this includes commands that would cause the creature to die; or to have a very high likelihood of death; or that would cause it to violate its alignment.
Good questions. The Planar Binding spells are not very well written, and the Blood Summoner just adds another level of complication.
Doug M.

bitter lily |
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I addressed most of these questions in DMDM's Guide to Planar Binding, which can be found here and also here (second part) Where rules and FAQ don't give clear answers, I try to fill in the blanks as best I can.
Yeah, but you assume a creature arrives hostile and must be compelled to serve. That means I (my PC) don't want to drag them into involuntary servitude. I'm hoping for a guide on summoning creatures willing to help out for a good cause -- and some reward that makes sense to them!

Daedalus the Dungeon Builder |
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bitter lily wrote:I'm hoping for a guide on summoning creatures willing to help out for a good cause -- and some reward that makes sense to them!You're thinking of the Planar Ally spells. That's exactly what they are for.
Doug M.
Which are unavailable for wizards, sorcerers, summoners, etc. Occultist arcanists get them, but so far as I know, the rest are divine caasters.

Douglas Muir 406 |
DM_DM wrote:Which are unavailable for wizards, sorcerers, summoners, etc. Occultist arcanists get them, but so far as I know, the rest are divine caasters.bitter lily wrote:I'm hoping for a guide on summoning creatures willing to help out for a good cause -- and some reward that makes sense to them!You're thinking of the Planar Ally spells. That's exactly what they are for.
Doug M.
Yes, divine casters get Planar Ally, arcane casters get Planar Binding. It's been that way since Second Edition which is, yikes, going on thirty years now.
"But I want to play an arcane caster who can make win-win deals with friendly outsiders!" Yes, and maybe you also want to play an arcane caster who can channel divine energy and heal. But the game doesn't allow every possible combination of "character class" and "thing you want to do". You're forced to make choices. Yes, sometimes that's annoying. But it's literally the way the game is played.
Doug M.

tonyz |
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An arcane caster can make win-win deals with friendly outsiders: he just has to learn plane shift, go to their homes, and negotiate with them, then plane shift back with them.
There are some minor practical difficulties in the way of this, but nothing that a supremely clever arcane caster can't manage.