You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (GM's choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
You can, but it has to be a 6th level glyph of warding, and you can't move the object you put the glyph on more than 10 feet from where you cast the spell.
My DM once used this spell to summon up a Zaratan from underneath the ground where we were fighting. We were pretty much doomed, and the zaratan was really more of a rescue than a creature to help us fight.
I was a Warlock of a noble genie (Dao)
If random npc solars can apparently gain experience, can they gain levels?
they gain the experience less so to get levels, and more so to balance out the fights
This is an excellent spell to combine with Planar Binding. All you need is a one-time payment in the form of a 1,000 gp jewel and now you have an angel on your side for much cheaper than if you just cast this spell alone.
Yes, though there are going to be more hoops to jump through. For one, Planar Binding casting time is an hour, which the creature needs to be there during its entire casting. I'm pretty sure "I'm going to be spending the next hour casting a spell to force you to do my bidding" is universal code negotiations are over, causing the creature to go poof, as per Planar Ally .
Now, the Planar Binding spell does state you can set up a Magic Circle beforehand to prevent the poofing problem, but the problem is your not the one summoning the creature, instead your besieging a cosmic power to send you a creature to bargain with. If the entity does not already know the plan is to bind the servant it sends, the Magic Circle waiting for it is going to be a big giveaway.
Even if you are successful, you now have a all powerful / nearly all powerful entity really mad at you, a vast majority of which can not only make your life a living hell, but also your afterlife an actual hell for the rest of eternity.
Not saying you could not pull this off, I'm fairly sure someone by now has. But its going to take a lot of work/planing, and it may not be worth it given the consequences afterwards.
Pro tip: use this with the basic function of Wish to circumvent CR requirements with Planar Binding.
"What do you ask of me, mortal?"
"Just stand there for like an hour, that's about it actually."
"Really?"
"Well I'll be testing out a pretty costly spell that takes a full hour to cast, so if you could succumb to its effects willingly, I'd appreciate it. Don't worry, It's not harmful, in fact it's an Abjuration spell. I've got plenty of gold and a few Magic Items laying around, I'm sure you'll find them fair."
"Very well, then."
And with a casting of Planar Binding, you have a high CR buddy for approximately half a year! Repeat for added invulnerability. Given the Clone spell and all the other tricks you can pull off with the basic function of Wish, you'll meet quite the plethora of powerful creatures along your travels, so there'll be no shortage of allies you can summon.