Enchantment (Compulsion) [Mind-Affecting]
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Saving Throw: Will negates; see text
Regardless of the version of
binding you cast, you can specify triggering
conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The
conditions can be based on a creature's name, identity, or
alignment but otherwise must be based on observable actions or qualities. Intangibles such as
level, class, Hit
Dice, or
hit points don't qualify. Once the spell is cast, its triggering
conditions cannot be changed. Setting a release condition increases the save DC (assuming a
saving throw is allowed) by 2.
If you are casting any of the first three versions of
binding (those with limited durations), you may cast additional
binding spells to prolong the effect, since the durations overlap. If you do so, the
target gets a
saving throw at the end of the first spell's
duration, even if your
caster level was high enough to disallow an initial
saving throw. If the creature succeeds on this save, all the
binding spells it has received are broken.
The binding spell has six versions. Choose one of the following versions when you cast the spell.
Chaining: The subject is confined by restraints that generate an
antipathy spell affecting all creatures who approach the subject, except you. The
duration is one year per
caster level. The subject of this form of
binding is confined to the
spot it occupied when it received the spell.
Slumber: This version causes the subject to become comatose for as long as one year per
caster level. The subject does not need to eat or drink while
slumbering, nor does it
age. This form of
binding is more difficult to cast than
chaining, making it slightly easier to resist. Reduce the spell's save DC by 1.
Bound Slumber: This combination of
chaining and
slumber lasts for as long as one month per
caster level. Reduce the save DC by 2.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.
Metamorphosis: The subject assumes
gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The
binding is permanent. The subject does not need to breathe, eat, or drink while
metamorphosed, nor does it
age. Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The
binding is permanent. The subject does not need to breathe, eat, or drink while
contained, nor does it
age. Reduce the save DC by 4.
Components: The
components for a
binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of
binding used. These
components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for
slumber bindings), a bell jar of the finest crystal, and the like.
In addition to the specially made props suited to the specific type of
binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the
target and a vellum depiction or carved statuette of the subject to be captured.
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