Summon Fiend (Wizard Spell)

This dangerous spell allows the wizard to summon a fiend of his choice and forces the creature to do his bidding for the duration of the spell, much like conjure elemental. Creatures that can be summoned through this spell include all varieties of baatezu, tanar'ri, yugoloth, gehreleth, plus fiendish creatures such as barghests, hordlings, and vaporighu. Unique creatures or fiends of demipower status cannot be called. The summoned creature is allowed a special saving throw to resist the summons; this is a percentage chance equal to twice the sum of its Intelligence score and its Hit Dice. If the crea­ture succeeds in this check with a roll of less than half of its total score, it can choose to come if it wishes to, but is completely free of the caster's will and can act in any manner it pleases for the duration of the spell.
Example: A wizard attempts to summon a red abishai baatezu (6+3HD, Int 8-10). The DM sets the monster's Intelligence at 9, so the fiend has a 30% chance to resist the summons. If the roll comes up 01-15, the monster can either resist or answer the call, unbound by the caster's will.
The conjured fiend must be always con­sciously controlled and directed by the wizard. It can employ any of its spells or powers at the wizard's command, with the exception of gating in others of its kind or granting wishes. If the caster's concentration is broken for some reason, the summoned fiend instantly returns to its home plane, ending the spell. While this spell is clearly useful in combat, the fiend can be commanded to perform almost any task the wizard desires. It is dangerous to allow the fiend too much latitude in interpreting its direc­tions when possible, the creature will usually attempt to twist its instructions to produce un­pleasant results.
The caster can drastically increase the margin of safety in summoning a fiend by employing a protection from evil (or good) spell or by burn­ing a special blue candle that requires 500 gp worth of rare materials. Either of these measures reduces the chance to resist the call and rebel against the caster's will by one-half, so in the example above, the abishai would only have a 15% chance to ignore the summons and a 7% chance to arrive under its own free will.
If the summoned creature has an Intelligence score of Average (8-10) or better, it can claim a service from the caster in the future. The wizard must obey the creature and undertake its task, or risk being carried off to the creature's home plane as its slave. The exact nature of the task or the risk of retribution is left to the DM, but it's highly dangerous to go back on a bargain with a fiend. Employing summon fiend is not a good act. The material component for this spell is a chip of stone or pinch of earth from the home plane of the creature to be called.
Notes: Uncommon for evil wizards, rare for conjurers; otherwise, very rare. Seeking this knowledge is an evil act.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells