With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th- level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
* - (a jewel worth at least 1,000 gp, which the spell consumes)
nope, glyph of wardings a thing, you can pair magic circle and the summon spell with that and just set it to go off on a specific trigger, while your casting, all you need is someone to set it off, or just to be able to set it off yourself. you dont need two casters
What if the fiend I just bound for 30 days is slain—when it returns to the Abyss, have I lost control over it or will it still be bound to me?
Doesn't this seem more like an Enchantment spell rather than an Abjuration spell?
Imagine choosing this as one of your 5th-level spells, getting 1,000 gp worth of materials, casting magic circle and whatever other spell summons a celestial, elemental, fey, or fiend, and then casting this spell for an entire hour, and the creature rolls a natural 20 on its saving throw. This spell seems more like it should be a ritual as part of the story of a very specific adventure module and not a spell for the generic game. I would love to know if anyone has ever actually used this in a game.
Concentration isn't needed. The duration of the Summoning spell becomes the duration of Planar binding, and the duration of Planar Binding doesn't contain a Concentration component.
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Not a concentration spell.
For those confused: Casting a spell with a casting time longer than an action requires you to concentrate for the duration of the casting time.
Which means if you are Concerntrating on Summon Fey or any other summon spell, you yourself can't cast Planar Binding. Beginning to cast it ends your concentration on the summon spell and switches it to Planar Binding. The Spell's text refers to a Magic Circle because the Old school Conjure Spells pre PHB2024 used to bring in monsters that remained for an amount of time unrelated to your Concentration, your Concentration simply forced them to obey you. When you lost Concentration, they stopped obeying you, which has obvious problems.
This spell and Magic Circle allowed you to circumnavigate that issue by summoning them in the circle, ditching your concentration, and then binding them while they were angry at you.
It does virtually jack for the new Summon ____ spells, as they all end before this spell would finish. A wizard could use it to bind a summon ______ creature if a sorcerer used Extended Spell to increase its duration. Other than the cost, that's a reasonable way to get a small army of extraplanar beings on your side. Especially since, witjn24 hours, you could do it the night before a big thing, go to sleep, and be fresh with 8+hours of bound elemental army