5e SRD >Spells >

Devil’s Pact

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (1,000 gp payment)

Duration: concentration, up to 1 hour

Classes: sorcerer, warlock, wizard

By casting this spell, you call upon a devil of up to Challenge Rating 6 or lower. If you know an individual devil’s name, you may request that individual by speaking the name during the spell (though you might get a different devil anyway). The devil appears in an unoccupied space that you can see within range. The devil arrives in a black coach led by black steeds. The devil called requires a payment for its services. The form of this payment varies, but is always worth 1,000 gp. This payment must be made before the devil agrees to perform any services. The bargaining takes at least 1 round, so any actions by the devil begin in the round after it arrives. After making the appropriate payment, on each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check succeeds, the devil carries out your command until it completes the activity, at which point it returns to you to report having done so. It can offer the following services:

  • Attack your enemies, tracking it for the duration until the target is dead.
  • Offer a vial that permanently changes the species of whoever drinks it into a deep one, dhampir, jekyll, lycan, or unseen. The recipient must be willing and the process is painful, killing and reincarnating the target. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. The devil disappears when it drops to 0 hit points or when the spell ends. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Section 15: Copyright Notice
5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.