You reinforce a verbal oath with a pact of your own blood. In order for this spell to have any effect it must be entered into willingly following a verbal agreement by both parties. Caster takes 2d4 damage upon casting the spell. (1d4 piercing, 1d4 necrotic).
The agreement must be entered into willingly, but intimidation or deception are acceptable methods of obtaining an agreement. While intimidation or physical force may be used to coerce an agreement, magical charm cannot. If the target is drunk or otherwise impaired, they will feel sudden clarity before agreeing. The caster will be aware before casting if the target is willing. If the target is unwilling, the spell cannot succeed.
As long as the target is willing, it is possible to enter into agreements in which only the target creature is beholden to a promise. If the caster makes any promises for their side of the agreement, the pact will be dismissed upon breaking that agreement. The caster will feel that they are about to dispel the pact, and would need to choose to continue in order to break it.
When the target enters into a Blood Bond, a portion of their spirit is bound to the caster. There are severe and dangerous repercussions for breaking the pact. If the target begins to accidentally move towards breaking the pact, they will take 1d4-1 psychic damage and will be reminded of their pact. If the target purposefully attempts to move towards breaking the pact, they will take 2d10 psychic damage. If they wish to continue against the pact, they may roll constitution against the casters spell save DC. If they fail they take 1d10 psychic damage, and can continue to roll constitution against the casters spell save DC, but will roll with -4 after the first failure, and another -4 per each subsequent failure.
If the target is able to withstand the physic torture and make the save, they have been freed from the bond, but take 1d4 piercing damage in the hand, and will continue to drop blood from the wound for 7 days.
When the bond is broken, the caster is made aware of the broken bond, and is able to glint a vague understanding of the location of the target. The caster gains advantage on any checks to find the target, and any pets or familiars the caster has will be able to track the scent of the blood. The caster also takes 1d4 piercing damage to the hand when the bond is broken.
The law of the bond is subject to the interpretation and understanding of the caster, to a reasonable extent. If the target misunderstands the terms of the agreement, he will still be held to the intentions of the caster. While manipulation and deception may be used to coerce a target into accepting a bond, the caster may not purposefully mislead the target as to their required half of the agreement.
If a clear end goal to the agreement is stated, the pact will dispel once that promise has been reasonably met. There does not necessarily need to be an ending stated in an agreement. (ex. If the target promises to serve them until death, they are held by the bond until they either manage to pass the constitution checks, or either the target or the caster die).
There is no limit to the amount of creatures held to a caster by a blood bond, but there is a cost. For each servant currently bound, the casters max HP is dropped by 1hp (until the bond is removed). Any additional bonds after 5 will cost the caster .5HP, rounded up.
If the caster dies, all bonds are void. When the caster is unstable, servants have advantage on saving throws to remove their bond. (Servants are not inherently made aware of this).
When cast at a higher level, the Servant will take an additional d8 (per level above 4damage each time they attempt to remove the bond.
* - (Drop of your Blood)
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