Magical Contracts


Homebrew and House Rules

Grand Lodge

Hi all,

I am in need of in-game rules for magical contracts. These are such huge storyline devices in high fantasy backgrounds and yet I can’t find much in the Pathfinder rules to actually implement one. There’s a lot of discussion about how devils form pacts and contracts with characters, but not much detail on how it all works as per spell rules. I would like to be able to beat the villains into submission and use magical contracts to reform their behaviour, rather than kill every single baddy outright. I would like NPCs to offer the PCs tempting yet scary magical contracts in exchange for magical items.

I am also playing a spellcaster who would like to be able to use binding magical contracts to ensure the loyalty of NPCs and possibly even rival PCs. But I can’t find anything that would let my spellcaster carry this out. Even a wondrous item that I could craft would do well for this but I can’t find anything.

I am after something that:

-‘Remove Curse’ or 'Dispel Magic' won’t remove in six seconds straight.
-Multiple targets can sign. EG: An entire knightly order signs a magical contract to slay a tyrant or die trying.
-Requires the target of the spell contract to consent to the magical contract, not have to make a save vs contract conditions. Geas isn’t a contract, it’s a curse.
-Something that refuses the signature of a Charmed or Dominated subject.
Is there anything out there? :/

Asmodeus himself will smile upon anyone who can help me out.


I think maybe they've left this wide open for a reason. Contracts can be so different & it is really up to the GM to set whatever DC's, conditions, etc that they want. There don't need to be rules for everything.
That's just my advice. I'm sorry that i can't think of any third party books about contracts.

edit: Ars Magica may have some info about dealings with fiends in the fiendish school of magic, but the rules are quite different.


KestlerGunner wrote:

Hi all,

I am in need of in-game rules for magical contracts. These are such huge storyline devices in high fantasy backgrounds and yet I can’t find much in the Pathfinder rules to actually implement one. There’s a lot of discussion about how devils form pacts and contracts with characters, but not much detail on how it all works as per spell rules. I would like to be able to beat the villains into submission and use magical contracts to reform their behaviour, rather than kill every single baddy outright. I would like NPCs to offer the PCs tempting yet scary magical contracts in exchange for magical items.

I am also playing a spellcaster who would like to be able to use binding magical contracts to ensure the loyalty of NPCs and possibly even rival PCs. But I can’t find anything that would let my spellcaster carry this out. Even a wondrous item that I could craft would do well for this but I can’t find anything.

I am after something that:

-‘Remove Curse’ or 'Dispel Magic' won’t remove in six seconds straight.
-Multiple targets can sign. EG: An entire knightly order signs a magical contract to slay a tyrant or die trying.
-Requires the target of the spell contract to consent to the magical contract, not have to make a save vs contract conditions. Geas isn’t a contract, it’s a curse.
-Something that refuses the signature of a Charmed or Dominated subject.
Is there anything out there? :/

Asmodeus himself will smile upon anyone who can help me out.

There are no rules for such things, and they are generally plot devices used by the GM.

The closest things are the lesser geas, and geas/quest spells.


There was a 3.5 item in one of the complete books that worked similiar to what you looking for.


Theres a bit in this one about infernal contracts
Link


Pact Parchment

For ease of use, (just scroll down two items)

Grand Lodge

Ohhhhh Pact Parchment is perfect! Thanks so much for this.
I knew there had to be something suitable floating around.

Grand Lodge

KestlerGunner wrote:

Hi all,

I am in need of in-game rules for magical contracts. These are such huge storyline devices in high fantasy backgrounds and yet I can’t find much in the Pathfinder rules to actually implement one.

There ain't any. Closest thing are the Geas/Quest spells. And they aren't needed. You're the DM.. make up whatever you like.

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