Level
1st
Casting Time
10 Minutes Ritual
Range/Area
Touch 10 ft.
Components
V, S, M *
Duration
Until Dispelled or Triggered
School
Enchantment
Attack/Save
None
Damage/Effect

You forge a binding magical contract between yourself and one or more willing creatures, or their designated representatives. The agreement must contain a single, specific promise or exchange that each party agrees to uphold (e.g., “You guard this gate until dawn, and I pay you 50 gold”). The terms must be clearly stated or written during the casting.

To complete the spell, each participant or their representative must seal the pact by either:

  • Signing the written terms using the ink and quill

  • Speaking clear verbal consent

  • Physical affirmation, such as a handshake, exchanging marked objects, bowing with intent, or any other deliberate gesture recognized by all parties as a sign of agreement


Representation Clause:
A creature may have another creature agree to the contract on their behalf, provided the representative truthfully declares their role and speaks or signs on the absent party’s behalf during casting. Once the contract is sealed, it binds the named party as if they had consented directly, and their name or mark appears on the final document. If the representative lies about their authority, the spell fails.


Magical Record:

  • If the contract is signed during casting, the physical document used becomes magically bound and is immune to mundane damage, forgery, and aging.

  • If the pact is formed through verbal or physical means (rather than by signing), a magical contract scroll appears in the caster’s possession upon completion. This scroll is likewise immune to mundane damage, forgery, and aging, and contains the full terms and names or marks of all participants.


Effects:

  • Once sealed, no signer or named party can knowingly act in direct violation of the agreed-upon terms.

  • Any attempt to break the contract results in automatic failure of the violating action.

  • If a condition would force a breach indirectly (such as magical coercion), the violator suffers 2d6 psychic damage and becomes Stunned until the start of their next turn.


Loopholes

If the language of the contract contains ambiguities, imprecise definitions, or omissions, signers may exploit these loopholes to technically obey the letter of the contract while violating its spirit. The spell enforces only what is explicitly stated.

A creature may make an Intelligence (Arcana), Intelligence (Investigation), or Charisma (Deception) check (DM’s choice) to identify or exploit a loophole, with a DC set by the DM (usually between 13–18 depending on clarity and complexity).


Ending the Contract

The contract remains magically binding until one of the following occurs:

  • Fulfillment: All signers complete their agreed-upon obligations.

  • Mutual Consent: All signers willingly agree to dissolve the contract. This must be done with all parties present and aware.

  • Dispel Magic: A successful dispel magic cast on the physical contract ends the agreement. The caster must make an ability check against the spell’s DC (DC 11 + the spell slot level used to cast Contract).

  • Wish: The wish spell may end the contract without conditions.

When ended, the physical contract—whether created magically or manually—disintegrates into harmless ash.


At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, you may include one additional clause or term in the contract per slot level above 1st. These may add complexity, conditions, deadlines, or stipulations beyond the original single agreement, at the DM's discretion.

* - (a drop of ink, a quill, and a sheet of parchment or paper)

Previous Versions

Name Date Modified Views Adds Version Actions
5/9/2025 3:46:41 AM
1
0
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Coming Soon
5/12/2025 6:26:44 PM
2
0
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5/16/2025 4:32:30 PM
3
0
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Coming Soon
7/6/2025 11:14:47 PM
1
1
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Coming Soon

Available For: Warlock

AcolyteErevanLiadon

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