This spell binds two creatures to an agreement spoken as the part of the casting of the spell in a language that both parties understand.
The agreement must include a promise by both parties to do or refrain from doing something specific. The promises do not need to be the same or equal but mustn’t be obviously harmful to either creature. For example, an archfey may promise to restore the freedom of a loved one in exchange for a mortal becoming their emissary.
Your touch draws out a creature’s exhaustion.
All the target creature’s levels of
You harden a creature’s mind with an unbending willpower.
Your touch implants a vile plague in a creature’s mind.
The target’s skin becomes reflective and faceted like a finely cut gemstone. Until the spell ends, the target can use their action to fire a beam of reflected light in a 30-foot line.
You imbue the target with a preternatural understanding of stone. The target gains tremorsense out to a distance of 60 feet.
A Medium or smaller object becomes
You impart sentience to a door, window, gate, lid, or other object that can be opened, closed, and locked. You grant it an Intelligence, Wisdom, and Charisma of 10. The door retains its hit points, AC, and other characteristics, and is considered an object. If the door is reduced to 0 hit points, it is killed and the spell ends.
When casting this spell, touch a map. If you cast the spell in territory not depicted on the map, the spell fails. If you are in territory depicted on the map, your position is marked by a small glowing spot on the map. The spot continues to move with your position on it, updating once per minute. If you enter territory not marked on the map, the spell ends.