🔗 Pact of Obedience
The creature must obey a specific, clearly-worded command or role (e.g., “Serve me without betrayal,” “Guard this place,” or “Reveal no secrets of my house”).
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Breaking this pact causes 5d10 psychic damage and imposes the Charmed condition for 24 hours as the target becomes mentally overwhelmed by guilt and infernal whispers.
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This damage bypasses resistances, and the charm ignores immunity if the target is not of celestial origin.
🔥 Pact of Flame
If the target harms the caster or their allies, they ignite in hellfire, taking 4d6 fire damage at the start of each of their turns until they fall to 0 HP or the spell ends.
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The fire is invisible to others, only seen as rapidly spreading burned glyphs on the target’s body.
👁️ Pact of Revelation
The caster gains the ability to telepathically observe the target’s thoughts, location, and sensory input for 1 hour per day.
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This ability persists across planes, unless blocked by a wish or mind blank spell.
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When the contract ends, the caster learns the target’s true name, which can be used in other rituals or binding magic.
🕯️ At Higher Levels:
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When cast using a 7th-level slot, the ritual may target two creatures.
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At 9th-level, the pact is permanent unless removed by Wish, True Resurrection, or a ritual requiring the blood of the caster and target mixed in sanctified water blessed by a celestial.
✦ Notes for RP and Flavor:
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A fiendish mark appears on the target when the pact is complete—yours is a stylized Velmorian eye made of shackles and flame.
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A parchment appears midair with their name signed in Infernal blood-script. It then vanishes, stored in the ethereal vaults of the Crimson Accord.
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If used on a party member, they will feel the binding in their bones—the tension between trust and terror.
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