Spirit Binding, Greater

Conjuration (Calling) [see note]

Level: Wu Jen 8

Components: V, S

Casting Time: 10 minutes

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

Target: Up to 24 HD worth of spirits, no two of which can be more than 30 ft. apart when they appear

Duration: Instantaneous

Saving Throw: Will negates

Spell Resistance: No and Yes; see text

Casting this spell attempts to lure one or more spirit creatures of the same type whose Hit Dice total no more than 24 to a specifically prepared trap, which must lie within the spell’s range. Each called spirit 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 (of the appropriate alignment⁠—chaos, evil, good, or law), focused inward. The kind of spirit to be bound must be known and stated. If you wish to call a specific spirit, you must use that spirit’s proper name in casting the spell.

Each target spirit is allowed a Will saving throw. If the saving throw succeeds, that spirit resists the spell. If the saving throw fails, the spirit is immediately drawn to the trap (spell resistance does not keep it from being called). A spirit can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + ½ your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on a spirit 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 a spirit does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel a spirit to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by a spirit’s Charisma check. The DM assigns your check a bonus of +0 to +6 based on the nature of the service and the reward. If a spirit 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 a spirit 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, that spirit breaks free of the binding and can escape or attack you.

If you call multiple spirits, each gets its own saving throw, makes independent attempts to escape, and must be individually persuaded to aid you.

Once the requested service is completed, a spirit need only so inform you to be instantly sent back whence it (or they) came. That spirit might later seek revenge. If you assign some open-ended task that a spirit cannot complete though its own actions (such as “Wait here” or “Defend this area against attack”), the spell remains in effect for a maximum of one day per caster level, and that spirit gains an immediate chance to break free. Note that a clever spirit can subvert some instructions.

Note: When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water spirit, it is a spell of that type. For example, greater spirit binding is a water spell when you cast it to call a water spirit.

Source: Complete Arcane, page 123. The text of lesser planar binding from the Player’s Handbook (version 3.5), page 262, was rewritten to the specifications of this spell.

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