1st-level Conjuration (Cleric, Sorcerer, Warlock, Wizard)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a drop of blood from each signatory and parchment worth at least the spell slot times 20 gp) Duration: Until the Contract terms are fulfilled or 30* Daes, whichever comes first.

You conjure a binding infernal Contract that compels all signatories to fulfill agreed-upon terms. The Contract appears as an ornate parchment written in both Common and Infernal script, detailing specific, achievable obligations for each party. All willing Participants must sign the Contract in blood. The Contract can contain up to 4* signatories.

Binding Effects. Once signed, each signatory gains the following benefits and restrictions:

  • Compulsion: At the start of each day, signatories who have not fulfilled their obligations must make a Wisdom saving throw. On a failure, they are compelled to take reasonable steps toward completing their Contract terms during that day.
  • Status Awareness: All parties are vaguely aware of whether other signatories are alive and whether they have fulfilled their obligations.

Contract Completion. When all terms are fulfilled, the Contracts text burns away harmlessly, leaving no trace of what deal was made. If the Contract expires unfulfilled, all signatories take 3d6* psychic damage and suffer disadvantage on Charisma-based checks for 1 Dae* as infernal magic marks their failure.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the Contract’s binding power increases:

Upcast LevelContract DurationDamageSuffering DurationSignatories
2nd60 Daes6d630 Daes6
3rd1 Yehr10d660 Daes8
4th2 Yehr10d81 Yehr10
5th3 Yehr10d102 Yehr12
6th6 Yehr10d123 Yehr14
7thPermanent20d66 Yehr16
8thPermanent20d1210 Yehr18
9thPermanent20d2030 Yehr20
  • 2nd Level: Failed saves against compulsion impose the charmed condition for 1 dae (charmed by the Contract’s purpose, not other signatories).
  • 3rd Level: The Contract cannot be destroyed by non-magical means. In addition, you may choose one (1) of the Minor Binding Effects from the Additional Binding Effects listed below
  • 4th Level: You may choose up to two (2) of the Minor Binding Effects from the Additional Binding Effects listed below.
  • 5th Level: The Contract can establish soul collateral, signers may designate a portion of their soul (or another willing creature who has signed the contract) as collateral. Creatures who do so, gain resistance to one damage type of their choice, but vulnerability to Radiant damage. You may choose up to three (3) Minor Binding Effects from the Additional Binding Effects listed below.
  • 6th Level: You may choose up to three (3) Minor Binding Effects and one (1) Major Binding Effect from the Additional Binding Effects listed below.
  • 7th Level: Signatories gain resistance to charm and fear effects from those who have not signed the Contract. In addition, the contract is exists and is enforced across all planes. Breaking it triggers relentless pursuit by Bone Devils that can plane shift to hunt the violator. You may choose up to three (3) Minor Binding Effects and two (2) Major Binding Effects from the Additional Binding Effects listed below.
  • 8th Level: You may choose up to three (3) Minor Binding Effects, two (2) Major Binding Effects, and one (1) Augmented Binding Effect from the Additional Binding Effects listed below.
  • 9th Level: The Contract can allow for supernatural success to those who have signed it, once per contract, a signee may choose to automatically succeed on one saving throw, ability check, or attack roll. You may choose up to four (4) Minor Binding Effects, three (3) Major Binding Effects, and two (2) Augmented Binding Effects from the Additional Binding Effects listed below.

Additional Binding Effects.

Minor Binding Effects. (3rd-5th level)

  • Blood Bond: Once per turn, gain temporary HP equal to the Contracts spell level when another signer takes damage.
  • Burden of Proof: Evidence of Contract violations appear as glowing script on a violator’s skin.
  • Infernal Ledger: All exchanges of monetary value, such as debts, gifts, and payments between signers are magically inscribed onto the Contract.
  • Iron Will: Contract signers have advantage on saves against being magically compelled to break their Contract terms.
  • Language of Commerce: All Contract signers can speak and understand one Rare Language determined by the Contract.
  • Mark of the Deal: Visible infernal sigils appear on the Contract signers’ skin, giving a bonus to intimidation checks equal to the spells level.
  • Nightmare Clause: Violators of the Contract experience terrifying dreams, forcing them to not benefit from any long rest benefits.
  • Price of Flesh: Contract signers can transfer their HP to another contract signer at a 3:1 ration as an Action.
  • Sealed Lips: Signers cannot speak about the Contract’s specific terms to anyone who hasn’t signed it. (They may discuss its existence, but details remain magically silenced)
  • Shared Burden: Those specified in the Contract share physical damage equally.
  • Shared Senses: One designated participant can see through a signee’s eyes at will.
  • Truth Sense: You have advantage on Insight Checks again others who have signed the Contract.
  • Whispered Reminders: Contract signers hear relevant contract terms whispered when they act in ways against the terms of the Contract.

Major Binding Effects. (6th-7th level)

  • Archdevil’s Proxy: Once per day, a single Contract signer may cast Summon Greater Demon at a level equal to the Contracts summon level, minus 1, with no material cost.
  • Condemnation: Once per day, all Contract signers can cast Condemnation at 2nd level against a fellow Contract signer who has broken terms. (The contract fulfils the Material component of the spell.)
  • Devil’s Sight: All signers gain one of the following effects as determined by the Contract:
    • Darkvision 120ft
    • Blindsight 15ft
    • Tremorsense 30ft
  • Dimensional Pocket: Shared extradimensional space is accessible by all signers of the contract by speaking a command word specified in the Contract.
  • Infernal Advocate: Once per day, signers can summon a spectral imp lawyer that provides advantage on Persuasion checks related to negotiations and contracts for 1 hour.
  • Infernal Brand: Contract Violators take 1d6 fire damage per hour until compliance.
  • Shared Coin: All gold earned by any Contract signer is automatically split and magically transported to Participants.
  • Shared Sleep: Levels of exhaustion can be transferred between willing Contract signers.
  • Spell Contingency Clause: The Contract can contain one contingent spell (up to 3rd level) that triggers automatically upon Contract specified conditions.
  • Strengthened Soul: All Contract signers gain proficiency or expertise if they already have proficiency in a skill determined by the Contract.

Augmented Binding Effects. (8th-9th level)

  • Augmented Spell Contingency Clause: The Contract can contain one contingent spell (up to 5th level) that triggers automatically upon Contract specified conditions.
  • Bloodline Curse: Contract terms apply to the Participants descendants in the event of failure, or death of the Signer.
  • Conceptual Binding: Contract can enforce abstract concepts (love, loyalty, fear)
  • Contractual Recall: Once per contract, Signers can teleport to within 30 feet of another signer once per day by speaking their true name.
  • Contractual Resurrection: Dead signers return to life after 24 hours as if Revivify was casted within 1 minute of the deads’ passing.
  • Contractual Sustenence: Contract signer’s do not require food or water while actively pursuing Contract goals.
  • Infernal Court: Disputes about Contract interpretation summon a tribunal of three Contract Devils who make binding judgments within 1 hour.
  • Planar Anchor: Participants cannot leave their current plane without permission.
  • Temporal Lock: Contract signers age at half the rate while Contract is active.