Level
5th
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
Until Dispelled or Triggered
School
Enchantment
Attack/Save
None
Damage/Effect

The legends of the Fey have always focused on the peculiar rules that Fey creatures must follow when interacting with others. Among the most sacred of the rules are those dictating courtesy, favors, and deals. These rules act as a battlefield where absolute power over another can be won or lost with a single misplaced word or gesture. Mages who are sufficiently in touch with the Feywild and the rules of the Fey are able to extend those rules to their own dealings, crafting contracts that are far stronger and more deadly than words made of ink and paper.

Enderill's Fey Bargain can only be cast on another willing creature who is not charmed, inebriated, or drugged. Enderill's Fey Bargain has different effects depending on the spell slot used to cast it, though all levels offer some danger of reciprocity. All effects are made in a language spoken by both participants.

5th Level: Gift The caster offers a gift to their target. If the target accepts the gift, they are marked by the caster until the gift is repaid. Repayment is most often made in the form of a minor favor, such as looking the other way if the caster is stealing a low-value item, or offering information that the target may otherwise have kept hidden. Until the gift is repaid, the caster can spend one 5th level spell slot to know the exact location of the target for 24 hours. The target may also expend a 5th level spell slot to know the exact location of the caster for 24 hours.

Note: Not disclosing the full terms of a Gift to a target is completely acceptable.

7th Level: Gamble The caster offers a bet to their target. If the target accepts the terms of the bet, the bet will remain in place until one of the sides wins. At that moment, the stakes of the bet will be awarded to the winner of the Gamble. Gamblers cannot make bets they have no means or desire to satisfy, i.e. a poor man cannot offer a castle he does not own. In addition to not gambling without a means to pay, neither can a gambler wager anything they don't own, such as the lives of their companions. Things like instant death, services, and love are all beatable and winnable. 

Note: Bets do not need to be fair, but do need to be accepted to go into effect. Tricking a target into a bad bet is acceptable and encouraged by Fey law.

9th Level: Deal The most powerful magic of Enderill's Fey Bargain happens when the caster and their target make a Deal. A Deal, like any contract, is negotiated upon by both parties and includes negative repercussions for breaching the terms of the agreement. A cleverly worded Deal can neutralize a King or enfeeble even the strongest fighter and should be made sparingly. The conditions of a Deal are set by the participants and the terms are enforced by the magic of the Feywild. Deals can be terribly unbalanced to one side: thus is the nature of Fey contractual sparring. Any breach of a Deal by a participant is punishable by the instant death of that participant. All Deals must be mutually agreed upon; the danger is in the language used to craft the agreement. 

Available For: Druid (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Cleric (Legacy) - Twilight Domain Ranger (Legacy) - Fey Wanderer (Legacy) Warlock (Legacy) - The Archfey (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

Enderill

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