with a flourish of a cloak to obscure vision and a chosen activation phrase you conjure an ally previously met from an in range area hidden from all sight of all living creatures.
This character will be right after the caster on the initiative and will act selflessly to help the caster and their allies, even if the original character normally would not. This character is a copy of the original pulled from a nearby alternate timeline through the power of the magically signed contract by the original character. The copy of the character will not willingly come in contact with the original if it does then the copy will disintegrate dealing 10d6 psychic damage to both the original and the caster. the contract is then permanently disintegrated. Should the character die before the end of the duration then then roll a d20 on a critical fail the contract disintegrates.
the character can be unconjured at any point by hiding the character from all visibility and repeating the activation phrase on end of the spell. At the end of the duration the character will attempt to find a place to hide from vision but the caster must unconjure it. If the character is not unconjured before the end of the spells duration then it will begin to glitch and then disintegrate dealing 4d6 psychic damage to the caster. then the caster will roll a d10 on a 1 the contract disintegrates.
due to diverging timelines the longer ago the contract was established the higher the likelihood of the copy gaining unique characteristics the original does not have, e.g scars, mechanical limb replacements, differing memories, new spells, ect. this is up to dm's discretion.
making the contract takes 2 minutes and basic parchment and paper as well as 20 gp and can be signed by any conscious humanoid creature.
At Higher Levels. spells duration improves by 1 hour and range by by 10 ft.
Unique characteristics (not final)
| d20 | characteristics |
|---|---|
| 1-4 | new or different equipment |
| 5-6 | different or new spells from classes the original may not belong to |
| 7-10 | mechanical/elemental limb or battle scars |
| 11-15 | greater or unusual knowledge that doesn't sync up with the world |
| 16-20 | new or different feats that the original doesn't have |
* - (Signed magic contract, Summoning area not visible by any living creatures)
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