Level
4th
Casting Time
1 Hour
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect

You touch a tiny, spherical object which turns into a dense, 25 pound orb of solid gold, imbuing it with a magical pact. While casting this spell you inscribe a specific condition into the orb that a creature must follow or it will be punished by the orb automatically each time it disobeys this directive. You can issue any condition you choose, short of an activity that would result in certain death or would be entirely unachievable for that creature. A condition is made by constructing an "if" and "then" statement. 

You can activate the orb's pact with a bonus action where it will begin to float in place, allowing you to move it up to 30 feet each turn. If a space the orb is moving through is occupied by a creature, you can make a spell attack against that creature. On a successful hit the creature is considered touched by the golden orb. A creature that is hit by or touches the orb must make obey the orb's pact or be forced to make a saving throw against your spellcasting DC based on the pact you chose below:

  • Pact of Strength: The orb mends itself to the creature's body and begins incrementally increasing in scale. When a creature disobeys the orb's pact it must make a Strength saving throw. On a failed save, the orb doubles in size and weight, pinning that creature prone and dealing 1d12 bludgeoning damage which increases by one additional roll each time the creature fails this save. The creature must then use an action to perform a Strength check against the weight of the orb in order to get back up on their turn.
  • Pact of Dexterity: The orb morphs into a spinning sawblade, whizzing around the creature at dizzying speeds. When a creature disobeys the orb's pact it must make a Dexterity saving throw. On a failed save the creature can only make an Attack Action, Bonus Action, or Movement Action on their turn, using the rest of their turn to dodge the blades or take 1d12 slashing damage. 
  • Pact of Constitution: The orb explodes into a puff of glittering smoke that hovers around that creature. When a creature disobeys the orb's pact it must make a Constitution saving throw. On a failed save the creature's skin starts to become coated in gold, dealing 1d12 acid damage and their movement is reduced by 5 feet. If their movement is reduced to 0 by this spell, they become petrified in solid gold for the rest of it's duration.
  • Pact of Wisdom: The orb begins to follow the creature, emitting an alluring aura around it. When a creature disobeys the orb's pact it must make a Wisdom saving throw. On a failed save the creature will empty a hand in order to grasp the orb. While it is holding the orb, the creature cannot determine friend from foe and will protect the orb by attacking anyone in range. Taking damage will force the creature to make another Wisdom saving throw. If it succeeds, the creature lets go of the orb with no recollection of what happened while it was holding it.
  • Pact of Intelligence: The orb begins to whirl around the creature, giving off a faint high-pitched noise. When a creature disobeys the orb's pact it must make an Intelligence saving throw. On a failed save the creature takes 1d12 psychic damage and becomes deafened and blinded until the start of it's next turn. 
  • Pact of Charisma: The orb embeds itself into the creature, digging invasive roots into their limbic nerves. The creature takes an initial 1d12 piercing damage and when it disobeys the orb's pact it must make a Charisma saving throw. On a failed save the creature is forced to move to a location or attack another creature of your choosing and takes 1d12 lightning damage while doing so.

This spell cannot kill a creature and if it were to deal damage that would set its hit points to 0, it instead only drops to 1 and falls unconscious. The pact then ends and any other conditions are removed. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it and a creature that cannot understand you is unaffected by the spell.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 6th level or higher grants a duration that doesn’t require concentration.

* - (a tiny spherical object and 100 gold which the spell consumes)

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Joe_Awesome

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