Gate Lesser Fiend
(Conjuration/Summoning)

Range:  10 yards
Components:  V, S, M
Duration:  1 turn per level
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Special

This is the first of a series of risky spells developed to try and harness the power of the fiends of the lower outer planes. Obviously, any spell dealing with these evil creatures entails a good deal of risk and the potential for controlling a lot of power. With this spell, the wizard can gate in a number of lower-powered fiends. These fiends get a saving throw (with a -2 penalty). Magic resistance is not effective against this spell. If the saving throw is successful, then they are free willed and will attack the wizard and his allies. If the saving throw is failed, then they will obey the wizard. However, before the spell is ended, the fiends must kill one creature each, or they will remain behind at the end of the spell's duration, and become free willed. Fiends with an average or higher intelligence or 5 or more Hit Dice must kill an intelligent humanoid creature (human, demihuman or human-sized goblinoid). If the wizard attacks the fiends, they automatically become free willed. Fiends always can defend themselves against attack. Because this is a gate, not a summoning, dispel magic will not send the fiends back where they came from; a dismissal or similar spell is required. Gated-in fiends cannot use their gating abilities. They can perform tasks other than fighting if the wizard requests this. The following types of fiends can be gated in with this spell: 3d10 lemure (they collectively only need to kill one creature to avoid becoming free willed), 3d12 nupperibo (they too only collectively need to kill one creature), 2d6 spinagon, 3d10 manes (they collectively need to kill one creature), 1d6 rutterkin. Free willed fiends are automatically expelled from the prime material plane after 10 turns. Casting this spell is an evil act, and will result in a change of alignment for good or neutral wizards.
The material component for this spell is a holy symbol from any good faith (minimum value 500 gp; it must have been made by that faith) which is broken as the spell is cast.

