Contract of the Completed Fate (3.5e Spell)
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|Enchantment / Conjuration (Summoning)
|Druid 7, Sorcerer/Wizard 7
|V, M, F, XP
|10 minutes or 1 round (see text)
|Contact or 10 miles/level (see text)
|Bind a contract OR Summon the creature link by the contract
|1 year or Instantaneous (see text)
This spell has two different effects. The first effect is to bind a creature to the caster by a magical contract, and the second effect is to summon the linked creature with the contract.
Establish Contract: You can cast this spell to establish a magical contract with a willing creature. The chosen creature must have an intelligence score of at least 10, but not higher than the caster of this spell. The chosen creature must have less HD than the caster and must not be under the effect of another Enchantment spell or a similar Mind-affecting or coercive effect. You can choose any type of creature as long as its alignment is not opposite to yours. To establish the contract, you must find the willing creature you want (The DM can freely ask the caster to take a Diplomacy check to convice the chosen creature, and he is also free to ask the creature to take a Will check to determine his motivation against the request of the caster). Next, you must form a circle with 7 ritual candles (which will be consume once the spell end), then cast the spell using a blank scroll as a focus and touch the willing creature to seal the contract. The spell takes 10 minutes to infuse the scroll that will be inscribed of the contract. The caster must spends 250 XP for each HD of the creature for the creation of the contract. After the contract is established, the creature and the caster become magically linked. Now the caster becomes the creature's master and this bond lasts for a full year (and its can be re-established for an another year before its end). The contract between the two creatures is broken if the creature or its master dies, if the scroll is destroyed, if the caster’s alignment is opposite that one of the creature for a duration of more than a day, or if the caster decides to end the contract (by casting this spell for this intention). You can only bind to one creature at a time through this spell. If you bond with a creature while you already have a contract with another creature, the first contract will be erased when you complete the new one. As long as the creature is bound to this contract and is willful, it gains a +4 bonus on Will saves against mental effects (unless it is naturally immune to it). You constantly know the distance between you and the creature as per the Know Distance spell. Finally, this spell cannot be dispelled by the Dispel Magic spell.
Summon Creature: You can cast this spell to summon the creature you're linked to by this contract. The creature must be within a maximum range from you of 10 miles per caster level and must not be in another plane (in which case the spell fails). After this spell is cast, the creature spawns at the start of your next round and in a location you want within 300 ft range of you. You must have the scroll as a focus with you to summon the creature with this spell. You can conjure the linked creature by casting this spell with a level 9 spell slot (instead of a level 7 spell slot) to conjure the creature in a meteoritic impacting effect. When the creature is conjured, it falls from the sky and it crushes at the ground. The creature is not affected by the effect and receive no damage from the falling, but all creature at 30 ft around the impact point suffer 1d6 bludgeoning damage per HD of the creature with a Reflex save for half damage.
Material Component: Seven ritual candles (5 gp per candle)
Focus: A blank scroll
XP Cost: 250 XP per HD of the linked creature
|V +, M +, F + and XP +
|3.5e Spell +
|Druid 7 + and Sorcerer/Wizard 7 +
|Enchantment + and Conjuration +
|Bind a magical contract with a creature you want. +
|Contract of the Completed Fate +