Pact (Wizard Spell)

This spell lets the caster call on an outer planar creature of the same alignment. The act of casting the spell gives the outer planar creature magical energy to use on its home plane, which fulfills the wizard's portion of the pact. The planar creature is then obligated to serve the wizard on the Prime Material Plane to fulfill its portion of the pact. Before preparation begins, the wizard must select the type of creature desired, and its alignment must be identical to the caster's.
During preparation, the caster contacts the de­sired creature using contact other plane. Ignore that spell's knowledge and veracity rolls; no in­formation is gained. The contact must be made once per day for every 1,000-experience point value of the outer planar creature. Since the wizard cannot be sure how many experience points a specific creature is worth, he must cast the spell every day until the DM tells the player that the wizard is done. With each casting, the wizard makes an insanity check, with a -1% per day cumulative modifier as better contact is es­tablished (to a minimum chance for insanity of 1% per casting). Failing an insanity check means the caster must begin the preparation anew if and when he recovers.
When the spell is cast, the outer planar creature only aids the wizard when furthering the cause of their alignment; for example, a chaotic evil creature obeys only chaotic evil commands while on the Prime. Second, the creature will not take actions that endanger it (in its opinion). Third, the creature's attitudes toward law and chaos may affect how it honors the pact (see table).
Check every day to see if the creature breaks the pact. If it does, it may attack the wizard, remain on the Prime Material Plane to pursue its own plans, or simply return home. If the creature never breaks the pact, it remains in the wizard's service for 101 days. If for any reason the caster changes alignment while the pact is still in force, the creature takes immediate steps to slay the caster.
Creature's Alignment	Chance to Break Pact
Lawful 	0%
Neutral 	5%
Chaotic 	25%
For example, a defiler (Intelligence 19) contacts a glabrezu (true tanar'ri) to make a pact. Since the glabrezu is worth 44,000 experience points, the wizard must cast contact other plane every day for 44 days. The chance of insanity depends on the glabrezu's Intelligence (less than 19) and the wizard's Intelligence (35% - 20% = 15%). On the second day, this drops to 14%, then to 13% on the third, 12% on the fourth, and so on. Provided the wizard survives all 44 castings without going insane, the glabrezu arrives to do his bidding for 101 days or until it decides to break the pact.
The material component is an item (at least 100 years old) that was used by an important his­torical figure of the caster's alignment.
Notes: Restricted to preservers and defilers, common.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells