Infernal Pact of the Nine Lords of Hell
Infernal Pact of the Nine Lords of Hell
4th-level conjurationCasting Time: 1 minute
Range: Self
Components: V, S, M (a contract written in infernal script and a drop of the caster’s blood)
Duration: Concentration, up to 1 hour
"Infernal Pact of the Nine Hells" is a dark and dangerous spell that forges a temporary alliance with the infernal powers, granting the caster significant, but risky, benefits.
Spell Effects:
Fiendish Boon: Upon casting, you are imbued with infernal energy. For the duration of the spell, you gain resistance to fire and poison damage, and your attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Hellish Insight: You gain the ability to understand and speak Infernal for the spell’s duration. Additionally, you gain advantage on Intelligence (Arcana) and Charisma (Deception) checks related to fiends and infernal matters.
Infernal Summoning: As an action, you can summon a lesser devil from the Nine Hells to assist you. The devil serves you for the duration of the spell, obeying your commands to the best of its ability. You can’t summon another devil if one is already active from this spell.
Pact's Price: The use of this spell comes with a risk. At the end of the duration, you must succeed on a Charisma saving throw with the DC equal to your spell save DC or suffer a consequence as determined by the DM. This could range from a temporary curse, a loss of hit points, or attracting the attention of a powerful fiend. Roll a d6 at the end of the spell's duration to determine the consequence of your infernal bargain. The DM may choose to replace the rolled result with another of their choosing, for the Nine Lords of Hell are fickle and delight in unexpected torments.
d6 Roll Consequence
1 Devil's Due: A lesser devil appears, demanding immediate payment for services rendered. It pursues you relentlessly until its price is met, be it gold, souls, or favors. See below for a random Devil's Due chart.
2 Hellish Affliction: A random curse befalls you, such as vulnerability to radiant damage, a maddening cacophony of whispers in your mind, or a grotesque physical transformation.
3 Fiendish Debt: You owe a favor to a powerful devil, who will call upon you at a time of their choosing. Refusal is not an option.
4 Infernal Brand: A mark of the Nine Hells sears itself onto your flesh, visible to those who can perceive infernal magic. It grants you a minor benefit, but also brands you as a servant of the damned.
5 Soulburn: Your life force is partially consumed, reducing your maximum hit points by 2d10. This reduction lasts until you complete a long rest. If this would kill you, your soul is drawn to hell to serve one of the Nine Lords chosen randomly or obliterated permanently in the fires of the Hellforges; otherwise if you survive it and even if you complete a long rest your soul is still marked for this journey upon death unless you are treated with a greater restoration or higher level spell.
6 Dark Whispers: The voices of the Nine Hells haunt your dreams, tempting you with forbidden knowledge and insidious bargains. Resisting their influence requires a constant battle of will.
Devil's Due random charts:
1. Roll a d6 to determine the devil's demand:
d6 Roll Demand
1 Gold
2-3 Souls
4-6 Favors
2. Roll on the corresponding table to determine the specific due:
Gold Dues:
d6 Roll Due
1 500 gp worth of gems or art objects
2 A magic item of the devil's choosing
3 A deed to a valuable property
4 The caster's most prized possession
5 Half of the caster's current wealth
6 All of the caster's wealth
Souls Dues:
d6 Roll Due
1 The soul of a specific individual named by the devil
2 The souls of three innocent creatures
3 The soul of a creature of a specific type (e.g., a unicorn, a dragon)
4 The caster's own soul upon death
5 The souls of the caster's loved ones
6 The souls of an entire village or town
Favors Dues:
d6 Roll Due
6 The caster must commit a crime or other simple favor on the devil's behalf, chosen by the devil at the time of the devil's choosing. This act must occur immediately upon request or the caster's soul is forfeit and sold to Rakshasa soul collectors.
5 The caster must corrupt a virtuous individual within the next lunar cycle or gain the curse of either lycanthropy or vampirism or the darkling curse as determined by their alignment. Chaotic=lycanthropy, Neutral=darkling curse, Lawful=Vampirism.
4 The caster must sow discord and chaos in a specific location for a fortnight, committing at least one act per day during that time towards that aim.
3 The caster must betray a friend or ally, causing them harm in some way. It need not be physical, or in any way life threateningly dangerous, only that it causes great hurt. It doesn't even have to be known to them that you betrayed them.
2 The caster must perform a specific assigned task that furthers the devil's infernal agenda
1 The caster must serve as the devil's agent on the Material Plane for a year and a day
Remember: The DM has the final say in the nature of the devil's due, and may choose to create their own unique demands to suit the narrative of the campaign.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the potency of the Fiendish Boon increases. You gain an additional resistance from a list provided by the DM (such as cold, necrotic, etc.), the spells duration increases by 1 hour, the spell may allow an additional creature to add a drop of their blood to the contract and be targeted by the spell, and the DC of the Pact's Price saving throw increases by 1 for each slot level above 4th. Roll a d10 to determine the additional resistance you gain at higher levels.
Resistances: d10 Roll Resistance
1 Cold
2 Necrotic
3 Psychic
4 Radiant
5 Thunder
6 Lightning
7 Acid
8 Force
9 Choose one and reroll, if the reroll is one you are already resistant to you are immune to its damage type for the duration
10 DM's Choice and you choose one.
"Infernal Pact of the Nine Lords of Hell" is a spell that embodies the perilous balance of power and risk, offering formidable advantages in exchange for potential dire consequences, reflecting the treacherous nature of dealings with the infernal realms.
Classes: Warlock, Sorcerer, Wizard
Source: Custom Setting
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