You touch a creature. If it is unwilling, make a melee spell attack; on a miss, the spell has no effect. On a hit or against a willing creature, choose one magical effect on it that causes the Charmed condition, Frightened condition, or possession. If the chosen effect is a spell of level 5 or lower, the effect ends. For a higher-level spell, make a spellcasting ability check (DC 10 plus the spell’s level), ending the chosen effect on a success. For a magical effect that is not a spell, make the check against its save DC; if it has no save DC, the DM sets a DC based on its power. This spell does not sever an ordinary agreement, remove a curse, or destroy the source of an effect. A possession that is not magical is unaffected.
Using a Higher-Level Spell Slot. A spell effect ends automatically if its level is no higher than the slot used for Undo the Pact.
* - (an unbroken silver ring worth 100 GP, which the spell does not consume)
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