You spend time creating a circle of spirit binding materials with binding runes built in, after which you call forth a spirit and attempt to bind it to your will. You can choose to summon a nature spirit, a fae spirit, a fiendish spirit, or a ghost, each one will resist binding in different ways. The fiend and Fae will attempt to trick or tempt you into breaking the circle or making a different deal. The nature spirit and ghost will try to convince you to not bind it in unpredictable ways. If the circle is even broken before binding, the spirit is released and the spell fails. If anybody crosses the circle without breaking it with any body part, the spirit can take hold of their body without a save but can be driven out with a lesser restoration or something like it. If no other bargain is made and the circle is not broken then you can bind the spirit to an object, or just to yourself, the spirit functions almost like a familiar being able to be dismissed into the object or will of the binder and having a separate turn from the binder, but the spirit can take the form of a creature of its type challenge rating 1 or lower, (with the exception of the ghost) and the spirit can be anywhere on the same plane as the binder. You can always telepathically communicate with the spirit, and while it will need to actually travel to a place you send it to you can call it back to you instantly. A ghost that is summoned uses the ghost stat block, but has to be a spirit that the caster know the name of that is on the ethereal plane. You can have up to three spirits bound to you or your equipment at any time, if a spirit dies it is shunted into what it is bound to and has to be reconstituted by this spell. If it is reconstituted you do not need to re-bargain with it.
* - (Iron, silver, chalk, salt, all worth 10 gp, and a drop of fresh blood)
Level
3rd
Casting Time
1 Hour
Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect
Comments