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.