Lysander
2009-06-21, 10:30 PM
This is a continuation of my project to think up new types of charged magical items, as alternatives to wands and staves. So far I've written up the Sigil Card (http://www.giantitp.com/forums/showthread.php?t=115602) that is sight activiated, a Stylus (http://www.giantitp.com/forums/showthread.php?t=115217) that allows recasting a spell from any distance, and a Grail (http://www.giantitp.com/forums/showthread.php?p=6336548#post6336548) that basically acts like a rechargeable potion. This one is the contract, a document that casts a spell on the signer but creates risk for those who use it.
Contract
A Contract is a piece of parchment that contains fifty charges of a single spell. There are two rows of twenty-five lines each and one charge is used whenever someone signs their true name on a line. Signing a false name spends a charge but doesn't cast a spell.
The spell must be one that targets a single person (the signer), and you must sign in ink or blood. Whatever substance is used becomes permanent and unerasable by any means that doesn't destroy the parchment itself, including magic. Once all fifty lines are signed a Contract becomes an ordinary piece of parchment.
Destruction of a Contract
If a Contract is destroyed before every charge is used each person who signed it is dealt 1d6 damage for each time they signed. If this damage would reduce them below 0 hp there is a DC15 fortitude check to just be left at 0 hp. Otherwise it could prove fatal.
A Contract is considered destroyed if one of the signatures or blank signing lines is ripped, cut, or burned beyond the point of recognition. Minor damage doesn't destroy parchment. Water will not destroy it immediately, but it may rot to the point of destruction if not dried for many days.
Once all fifty lines are signed a parchment is unmagical, and can be destroyed without harming the signers.
Contract
A Contract is a piece of parchment that contains fifty charges of a single spell. There are two rows of twenty-five lines each and one charge is used whenever someone signs their true name on a line. Signing a false name spends a charge but doesn't cast a spell.
The spell must be one that targets a single person (the signer), and you must sign in ink or blood. Whatever substance is used becomes permanent and unerasable by any means that doesn't destroy the parchment itself, including magic. Once all fifty lines are signed a Contract becomes an ordinary piece of parchment.
Destruction of a Contract
If a Contract is destroyed before every charge is used each person who signed it is dealt 1d6 damage for each time they signed. If this damage would reduce them below 0 hp there is a DC15 fortitude check to just be left at 0 hp. Otherwise it could prove fatal.
A Contract is considered destroyed if one of the signatures or blank signing lines is ripped, cut, or burned beyond the point of recognition. Minor damage doesn't destroy parchment. Water will not destroy it immediately, but it may rot to the point of destruction if not dried for many days.
Once all fifty lines are signed a parchment is unmagical, and can be destroyed without harming the signers.