Level
2nd
Casting Time
1 Hour Ritual
Range/Area
5 ft.
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
None
Damage/Effect
Psychic

You attempt to create a written contract between you and another willing creature using blood as the ink. You mix the blood and ink in a ritualistic way and use this mix to write the contract. During the casting, you may make a Charisma (Persuasion) check against an Intelligence (Investigation) check made by the target. Another way is to roleplay the contract out (up to DM's discretion if you succeed or not). The target may choose to lose the contested check. In the case, you win the contested check,  or by any other means that you convinced the other party to agree, you may pick 1 of the 3 following options:

  • Linked Soul:  Both parties have agreed to link their souls together, until the very end. When this contract is made, both parties add up their maximum HP, this is now called the HP Pool. Whenever either party takes damage or heals someone in the party under the contract, this impacts the HP Pool instead of the current HP. If the HP Pool ever reaches 0, the contract ends and both parties are now unconscious making Death Saving Throws.
  • Magical Storage: In this contract, you have made a deal to let the other party have the ability to use your magical experience. If the contract is made by parties between 2 magic users that share a type of magic (ie. Artificers, Sorcerers, Warlocks, and Wizards use Arcane; Clerics and Paladins use Divine; Druids and Rangers use Primal; Bards count as all) then both parties can cast each other's spells using their spell slots. If, however, they do not share the same type of magic, then to use the other party's spells, they have to upcast by 2 level slots above the original spell's level using the other party's spell slots.
  • Protect and Aid: Both Parties have agreed to help and defend each other in any possible way. When both parties agree on this contract, they gain abilities that are similar to having a familiar, however, both have free will. Either party may communicate Telepathically. Additionally, both parties can perceive each other's surroundings through the senses of the one there in the location, this leaves the party Blinded and Deafened to their surroundings. Using another spell slot after the original cast of this spell allows you to teleport 5 feet to their side. And finally, both parties gain a +2 to AC. These effects only work when both parties are within 100 feet of each other. If any party willingly attacks the other party, the attacker takes half of 2d8 psychic damage and the contract ends (the damage from the attack still goes through).

You may instead make a specific contract (work with DM on this). If this contract is willingly broken, then the offender will take 2d8 psychic damage once every 24 hours, after the first time the contract is broken. The damage will stop after the clauses are fixed once again. To end a contract willingly, both parties must come together and perform a 1-hour conversation to end the contract. Other than the ways specified to end a contract, you may remove it with the Remove Curse spell cast at the same or higher spell slot this was used to cast, or by using a Wish Spell. If the physical paper of the contract is ruined, it will destroy the ruined copy and make a copy of it in both parties' hands. You can not be in more than 1 contract in this way.

At Higher Levels: For each spell level above the 2nd level, then the contract can add 1 more person, and all damage for breaking the contract increases by 1d8.

* - (A drop of blood of each entity, a piece of parchment paper, a bottle of ink, and a writing utensil, which are consumed by casting.)

Spell Tags: Summoning

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

RocksInSocks

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