Level
2nd
Casting Time
1 Hour Ritual
Range/Area
10 ft.
Components
V, S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
None
Damage/Effect
Summoning

You and a willing Imp, Quasit, Pseudodragon, or Sprite sign a blood contract, binding your souls together through a blood contract.

Your familiar acts independently of you, and mostly obeys your commands. It will not commit any actions that are the opposite of its alignments. In combat, it rolls its own initiative and acts on its own turn. On your turn you can use your action to give it specific commands that it follows to the best of its abilities.

When the creature drops to 0 hit points, it dissolves into a pool of blood which slowly absorbs into the ground, leaving behind no physical form. It reappears after you take a long rest.

While your bound creature is within 500 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through the creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one creature or a familiar at a time. If you cast this spell while you already have a creature or familiar, you forfeit the previous contract and incur the wrath of the previous creature. 

While within 10 feet of the creature you are bound with, you gain a trait based on which creature you are bound with. For the Imp, Quasit, and Pseudodragon; you gain their Magic Resistance Trait. And for the Sprite you gain their Heart Sight Action, using your spell save DC for the action.

* - (a gold bowl worth at least 10 gp, and a piece of fine parchment; which the spell consumes)

Spell Tags: Summoning

Available For: Wizard (Legacy)

frololdad

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