Level
3rd
Casting Time
10 Minutes Ritual
Range/Area
Touch 5 ft.
Components
M *
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect

As part of the casting of this spell, you use the ink included in the material components and any writing surface to write a magical contract that binds the actions of willing creatures who sign it. Once the contract is created, the spell is completed; however, the contract itself does not activate until it is signed by all affected parties. An unsigned contract will lose its magic after 1 year. Once signed, the words of the contract glow, then vanish, leaving behind the blank writing surface it was written on.

The contract can be worded to affect specific pre-determined creatures or to affect any creature that signs it. Regardless, the contract must be signed by every creature that it affects in order for it to activate, and a creature must understand the language the contract is written in for its signature to be accepted. A single contract may be written in multiple languages, as long as its meaning is the same in each language. A creature's signature will also not be accepted if said creature is either magically compelled to sign, or it is under the Charmed condition at the time of signing. Once signed, the contract is in effect for 7 days or until all clauses of the contract are fulfilled, whichever comes first.

The contract may specify one clause for each creature involved. This clause can take one of the following forms:

Obligation. The creature in question must carry out a course of action or behavior as specified in the contract. This can be a single task, such as "Capture a bandit," or a continuous instruction, such as "Defeat any monster that comes near the town." It can be as general or as specific as the caster desires. The obligation cannot involve causing the affected creature to directly self-harm, such as "Stab yourself with a dagger."

Restriction.  The creature in question is prohibited from carrying out a course of action or behavior as specified in the contract. An example would be "Do not draw your weapon during the conference." It can be as general or as specific as the caster desires. The restriction cannot involve causing the affected creature to directly self-harm, such as "Do not breathe for 24 hours."

A creature under the effects of the contract is magically compelled to obey the contract. The creature cannot willingly go against the wording of the contract except in certain situations, though a malicious creature is free to interpret the wording in a way that contradicts the intent of the contract maker.

Situations where a creature may breach a contract are:

Self-harm. A creature may disobey a contract if it is in a situation where obeying it would result in direct self-harm.

Competing contracts. If a creature is under the effects of multiple contracts that contradict one another, the contract created with the highest level spell slot takes priority. In the case of multiple contracts with the same level, the one that was signed first takes priority.

Suppression. A Dispel Magic cast on an affected creature will suppress the effects of the contract for a number of hours equal to the spell slot level used to cast the Dispel Magic. An Antimagic Field will suppress the effects of a contract on a creature while the creature remains in the field.

Wish. A Wish spell can be used to nullify a contract of any level, freeing all involved creatures from it.

Other spells. A spell can only magically compel a creature to defy a contract if said spell is cast with a higher level spell slot than the slot used to create the contract.

Magic items. A magic item with the ability to influence a creature's actions can override contracts depending on its rarity: a rare item can override a 3rd-level or lower Contract, a very rare item can override a 5th-level or lower Contract, a legendary item can override a 7th-level or lower Contract, and an artifact can override a 9th-level or lower Contract.

Other magic effects. For any other magic effect that can influence a creature's actions, such as a monster's ability, the user of the effect must succeed on a Charisma ability check with a DC of 13 + the contract's level in order to defy it. This check must be repeated every time a breach is attempted.

If a breach occurs or the effects of the contract are suppressed on a creature, all other related parties will be magically made aware that it occurred and will know who breached it, but will not be informed of the circumstances that caused it. A breach does not void or cancel the contract, unless the contract specifies otherwise. If a Wish is used to nullify a contract, all creatures that were freed from it will be made aware of it.

At Higher Levels. When cast at 5th level, the contract, once signed, remains in effect for a maximum of 1 month. When cast at 7th level, it remains in effect for a maximum of 1 year. When cast at 9th level, it remains in effect indefinitely, and will only end if all clauses are fulfilled.

* - (Ink worth at least 10 gp, which the spell consumes)

Available For: Warlock (Legacy) Wizard (Legacy)

Paaljurzind

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