Spirit Call
(Conjuration/Summoning)
Reversible

Range:  10 yards
Components:  V, S, M
Duration:  3 rounds + 1 round per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  None

This summons one incorporeal spirit of Hit Dice equal to one half the wizard's level from the astral plane. The round after it is summoned, it will begin to perform services for the wizard. In its native form, it is a powerful unseen servant which can go up to 100 yards from the wizard, lift 50 pounds per Hit Die, and fly at 18. This form has a punch for 1d6 points of damage, AC 0, and takes one point of damage from any weapon blow.
Secondly, it may provide animating force to a body or statue, in which case it uses whatever weapons or armour are available (a stone statue will be AC 0, damage 2d6 or by weapon, MV 9, unless affixed or possessing wings).
Thirdly, it may attempt to take over the body of one enemy creature. The being so affected is allowed a saving throw, and the spirit will be forced back to the astral plane immediately if the saving throw is successful. If the saving throw fails, effects are as a domination for the duration of the spirit call, but the domination cannot force someone to use magic (the spirit would not understand the instructions). A spirit who has less than half of its hit points left will be unable to possess someone.
The spirit can be forced back to the astral plane by a successful dispel magic, or by casting the reverse of this spell, dismiss spirit.
The material component is a piece of candy.

