Soul Contract (3.5e Spell)



This spell creates a magically binding soul contract and prepares a soul vessel, which must be intended for a specific person. The contract remains dormant until its intended signs it, and then its magic activates. The person who signs it must not sign under the influence of any Compulsion effects. The contract is written in Infernal (Wizards who do not speak Infernal may not cast this spell, but Sorcerers can), but is readable to its intended as a Comprehend Languages spell.

Once signed, the contract takes effect. When the contractee dies, instead of passing on to the afterlife their soul is transported into the soul vessel prepared when this spell was cast.

Normal Dispel Magic spells cannot terminate the contract once bound. Break Enchantment and Atonement may be able to if their caster level is at least four greater than that of the caster of this spell and they are not cast by the one contracted. Attempting to do so requires a caster level check (DC 19+caster level for Atonement, DC 23+caster level for Break Enchantment). Repeated castings from the same person use the same level check. The bearer of the vessel is aware if the contractee is freed. The contractee may also be freed by the destruction of the vessel. They become aware immediately when this happens.

Two other effects may be added. A geas may be included, to affect the caster, or a second signatory designated at casting (if the caster is merely brokering a contract between others). At the caster's option, the contract may take effect on the contractee only after the geas is fulfilled. If the geased party is in arrears and being punished by the geas at the time of the contractee's death, the soul passes on to its normal afterlife regardless. This is part of the contract that the contractee may read. If the geas is used, Break Enchantment may be used on the caster (using the above rules) to terminate the contract. Doing so makes the target aware instantly.

Second, a second spell of equal or lower level may be cast at the same time. This spell must be harmful. Noticing this by examining the fine print of the contract requires a Spellcraft or relevant Profession or Knowledge check (DC 11+caster level), but noticing it by observing the contract being created uses the normal rules. This spell remains dormant until an attempt is made to break the contract through Break Enchantment or Atonement. When that happens, each time it happens, the contractee is affected by the spell. This is true even on a success. Popular spells to use for this include Enervation and Phantasmal Killer, but also Fireball (to punish the one facilitating the breach of contract, too)

Most deities consider signing a contract selling your soul to someone else a singificant enough breach of their ethics to result in an immediate loss of all divinely-granted abilities and divine spellcasting on signing. Atonement for this does not necessarily require breaking the contract.

Material Component: Blood inks worth 500 gp

Focus: A soul vessel, worth at least 3000 GP