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PriestLv. 2

Contain Spirit

This spell allows the caster to trap any one spirit within a bottle, gourd, or other container.

For the spell to work, the spirit must be within ten yards of the caster, the caster's level must be equal to or greater than the spirit's Hit Dice, and the caster must be holding or touching an appropriate receptacle. On completing the incantation. the shaman seals the receptacle, and unless the spirit makes a successful saving throw vs. paralyzation, it is trapped. The shaman cannot speak to, coerce, or destroy an ensnared spirit without casting further spells.

The spell is, theoretically, permanent. As long as the receptacle remains sealed, the spirit is trapped and unable to use any of its powers. However, if the container is ever opened or broken, the spirit is immediately freed.

Further, if the spirit's Hit Dice exactly equal the caster's level, then it can attempt to force its way out. Once per week the spirit is allowed a saving throw vs. paralysis, and if successful, the spirit forces the container open and breaks free.

Shamans wishing to prevent powerful spirits from escaping can use specially prepared receptacles, inscribed with elaborate charms. As a rule, if the container is worth 10 gp, the spirit suffers a -1 penalty to save; if it is worth 100 gp the penalty is -2; a 1.000 gp receptacle gives a -3 penalty, and so on. The shaman needs 2d6 days to prepare such a receptacle.

The spell requires a container in which the spirit is to be trapped.

Notes: Restricted to shamans, uncommon.

Sources: Priest's Spell Compendium

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