Entice Fey, Greater
Entice Fey, Greater
Conjuration (Calling)Level: Druid* 9, Shaman* 9
Components: V, S, M (offerings worth 2,500 gp plus payment), DF
Casting Time: 10 minutes
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to three called fey, totaling no more than 18 Hit Dice, no two of which can appear more than 30 ft. apart
Duration: instantaneous
Saving Throw: None
Spell Resistance: no
By casting this spell, you entice a fey of 18 Hit Dice or fewer, or up to three fey of the same kind whose Hit Dice total no more than 18, to lend you aid with an offering of music or something else they find appealing. This spell is unpredictable, and the fey who answers the calling is up to the whims of nature and the fey, not your own choice.
You must succeed at a Knowledge (nature) check or Perform check (DC = 20 + target's Hit Dice) in addition to the spell's material component to entice the fey into appearing.
The maximum Hit Dice of fey that you can call with that casting is equal to the result of your check - 20. For example, if your check result is a 24, the maximum Hit Dice for the called fey is 4. A high result doesn't allow you to break the Hit Dice maximum for the spell, and a result of 20 or less means you can't call a fey at all.
The creature(s) called requires a payment for its services. This payment can take a variety of forms, from a gift given directly to them, to some other action on your part that matches the creature's alignment and goals.
Regardless, this payment must be made before a creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by a creature begin in the round after it arrives.
A task taking up to 1 minute per Caster Level requires a payment of 100 gp per Hit Dice of the creature called. For a task taking up to 1 hour per Caster Level, the creature requires a payment of 500 gp per Hit Dice. A long-term task, one requiring up to 1 day per Caster Level, requires a payment of 1,000 gp per Hit Dice.
A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, all creatures return to their home plane (after reporting back to you, if appropriate and possible).
If a creature doesn't like the sound of your offer, it can simply choose to refuse, in which case you don't expend any of the material components for the spell, either the offerings or the payment.