Planar Binding
(Chronomancy, Conjuration, or Illusion), Calling, Debuff
Selection: Select one plane of existence (illusion), alternate dimension (conjuration), or timeline (chronomancy).
Requirements: You must draw a magic circle large enough to fit the desired target as part of casting and specify the type of creature called. Calling a specific individual requires you use its proper name, which spirits are often loathe to reveal, preferring code names, nicknames, and monikers.
Activation: 10 minutes; 75% failure chance; standard materials (Tier2 x 25 gp)
Target: 1 extraplanar creature or object up to level (tier * 2) within Close range
Rolls: Will negates
Duration: Up to 1 week per tier
This power draws the nearest applicable extraplanar creature to you from across planes and binds it within a magical circle. You can designate specific extraplanar creatures you know to be unaffected (such as a familiar or ally present with you at casting). If multiple applicable targets are roughly equidistant, the selection is randomized.
The creature remains bound in the circle until it agrees to perform one service in exchange for its freedom, though it can negotiate the terms if it is willing to wait patiently in the circle. It can attempt a Will save every day to try and escape either physically, using planar travel, teleportation, or similar effects, but a failed save results in them losing (Tier*2)d8 hit points and suffering a random stage 1 condition (or worsening an existing condition by 1 stage if they roll the same condition), so most tend to stop trying after the first failure. If it escapes, it can flee or attack.
If the creature remains bound, you may attempt to bargain for a service by offering terms or rewards with a circumstance bonus to your skill rolls equal to the tier of this effect. If the creature wins, it refuses, but you may renegotiate every 24 hours. This continues until it agrees, escapes, or you dismiss it. Impossible or unreasonable demands are never accepted.
Once the service is completed, the creature can inform you to be instantly returned to its home plane. It may later seek revenge. If it fails to complete the task within the time frame, it suffers the detriments of three failed saves attempting to escape, but is then free of this effect. Clever creatures may twist instructions.
Calling a creature with an alignment or elemental subtype (ex. air, chaotic, earth, evil, fire, good, lawful, or water) makes this power count as that type.