PRC8/nwn/nwnprc/trunk/smp/phs_s_planbindle.nss
Jaysyn904 6ec137a24e Updated AMS marker feats
Updated AMS marker feats.  Removed arcane & divine marker feats.  Updated Dread Necromancer for epic progression. Updated weapon baseitem models.  Updated new weapons for crafting & npc equip.
 Updated prefix.  Updated release archive.
2024-02-11 14:01:05 -05:00

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/*:://////////////////////////////////////////////
//:: Spell Name Planar Binding, Lesser
//:: Spell FileName PHS_S_PlanBindLe
//:://////////////////////////////////////////////
//:: In Game Spell desctiption
//:://////////////////////////////////////////////
Conjuration (Calling) [see text]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Close (8M); see text
Target: One elemental or outsider with 6 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 spells
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 individuals 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 with 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 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 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 creatures 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 roll a 1 on the Charisma check, the creature breaks free of the
binding and can escape or attack you.
Once the requested service is completed, the creature need only so 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
though its own actions the spell remains in effect for a maximum of one day
per caster level, and the creature gains an immediate chance to break free.
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.
//:://////////////////////////////////////////////
//:: Spell Effects Applied / Notes
//:://////////////////////////////////////////////
Placeholder script.
Ok, this is alright, kinda. Well, you summon it (and it auto-decreases
"magic circle" of the right alignment) and command it or something. I'll
add DM support too.
//:://////////////////////////////////////////////
//:: Created By: Jasperre
//::////////////////////////////////////////////*/
#include "PHS_INC_SPELLS"
void main()
{
}