Conjure Exile

Conjure Exile

5th-rank - Wizard Spell: Conjuration Priest Spell: Spirit

Casting Time: 1 minute
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M
Materials: A composed communication of praise for the summoned creature, plus a physical offering (see gp amount below)
Auditory Sensory Effects: Moderate
Visual Sensory Effects: Medium
Olfactory Sensory Effects: None
Casting Perception Mod +2
Effect Perception Mod +5

You summon a Celestial Exile or a Fiendish Exile (your choice), which appears in an unoccupied space that you can see within range. The spell ends when you dismiss it as an action, when your summoned creature drops to 0 hit points, or when you lose concentration.   Wizard: This spell does not require any material component. You can choose to summon a specific Exile you already have under contract, or a random Exile from the same plane. When you summon an Exile under contract, it is automatically bound by the spell. When you summon a random Exile, you can either negotiate a new contract, or make a Charisma check contested by the summoned creature's Charisma check. If you win the contest, the Exile is bound to your service until the spell ends or until your concentration is broken. If the Exile wins, it is unbound and acts in a manner that fits with its alignment at the discretion of the GM.   Spirit Domain: When the creature appears, you make the offering, and make a specific request for one service. The GM decides whether the Exile accepts your offering, but if the request is appropriate to its alignment, it is more likely to agree. If it does not accept the offering, it is unbound by the spell. If the Exile accepts your offer, it is bound by the spell. The spell ends immediately after reporting on completion of your one service. As a rule of thumb, a task that takes 1 minute requires 10 gp, a task that takes 10 minutes requires 100 gp, and a task that takes the full hour requires 600 gp. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.   Bound creatures must follow your instructions to the best of their ability. You might command a creature to fight by your side in a battle, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends. A bound creature disappears when it drops to 0 hit points or when the spell ends. If the spell ends because your concentration is broken, it does not disappear -- instead, it stays and remains unbound.   Unbound creatures are free of any influence, and act in a manner that fits with their alignments at the discretion of the GM. As an action, you can engage an unbound summoned creature in a Charisma contest to regain control as long as the spell is still active. If you have lost concentration and the spell has ended, you must find another means to deal with the creature, such as trapping it in a Magic Circle, subjugating it with Planar Binding, or transporting the creature away with Banishment. Unbound creatures reduced to 0 hit points do not disappear -- their remains stay where they fall.

At higher ranks:


 

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