Gate Fiend
(Conjuration/Summoning)

Range:  20 yards
Components:  V, S, M
Duration:  2 turns per level
Casting Time:  2 rounds
Area of Effect:  Special
Saving Throw:  Special

This spell is similar to the 7th-level gate lesser fiend, save that as the power of the fiends being gated goes up, so do the price and the risks. Any fiend gated in with this spell may save versus spell (with a -2 penalty) to be free willed. Magic resistance is of no benefit. However, even a controlled fiend will not automatically follow the commands of the wizard. All "control" means is that the fiend will not attack. Also, a free willed fiend will not always attack if the wizard acts swiftly (of course, sometimes they will...).
This spell summons a single fiend, to whom the wizard makes an offer. If the fiend accepts, it performs a task, which is often just fighting for the wizard. This offer is included in the casting time of the spell. After one round of casting, the fiend is on the prime material plane, and if the concentration of the wizard is broken the fiend becomes free willed. The nature of the offer varies with each summoning, but it typically includes the chance to kill sentient creatures, and payment in the form of magic or treasure (gold and gems being the most common). Exactly how much should be offered is usually only found out by consulting sages, old tomes, or wizards that use this spell often (of which there remain very few). A quick wizard will increase the reward to a free willed fiend. As with the lesser spell, a fiend that does not kill a sentient creature will be free willed at the end of the spell, with the option of staying on the plane for an additional 10 turns, having a lot of enmity towards the wizard. With fiends that are not free willed, the wizard can dismiss them at any time, returning them to their own plane.
This spell can be used to summon the following types of fiends: abishai, barbazu, erinyes, hamatula, osyluth, farastu, alu-fiends (no genii), bar-lgura, cambions (either barons or major ones, no mages), and succubi. The more powerful the fiend, the higher the price. The more intelligent fiends (erinyes, some alu-fiends and cambions, succubi) might demand as their price some service from the wizard. The nature of the service will always be evil, and the goal of the fiend is to entice the wizard into further summonings and greater evils so that eventually the fiends (of that particular type) will control the wizard. If a deal cannot be reached, the fiend is immediately returned to its home plane.
The material component for this spell is a holy symbol from any good faith (minimum value 1500 gp; it must have been made by that faith) which is broken as the spell is cast.

