Dark Promise
- SchoolEnchantment/Charm
- SphereCharm, Necromantic
- ComponentsV, S
- RangeTouch
- AreaOne creature
- Casting time1 round
- DurationPermanent
- SaveNeg.
This spell sets in motion a set of circumstances that an affected creature must follow to the letter (a promise, of sorts). The dark promise must serve the interests of the caster's patron Power, but cannot be suicidal for the creature. Dark promises such as “Never eat,” “Never breathe,” and “Never wear armor” fail. Functional dark promises include: “Do not return to (name of place)” or “Never again attack a priest of Bane.” A target creature that makes a successful saving throw vs. spell is not affected.
If the promise is violated, affected spell targets lose 1 hit point per violation of the dark promise until they are dead. Curing and other means of recovering hit points do not restore damage done by a dark promise spell, and these hit points are permanently gone (short of a wish spell). The dark promise can be lifted by the original caster of the spell, a wish spell, or a remove curse cast by a good priest of higher level than the caster of the dark promise. If an (unwilling) target of a dark promise spell makes a successful saving throw vs. spell when the spell is cast, it has no effect.
Only one dark promise may be in effect on a being at one time. Any successive dark promise spells cast automatically fail.
The main components of a dark promise spell are the name of the person the spell is to be cast upon and a carefully worded promise statement.
The dark promise spell was used exclusively by priests of Bane centuries ago to make sure their hidden cults, temples, and covert members were protected from the bias of the general populace. As Bane's power grew to a point where Banites were no longer hunted, the spell was no longer needed, and its use has since dwindled away.
Notes: Granted by death gods such as Bane and Cyric of the Forgotten Realms setting.
Sources: Faiths & Avatars · Priest's Spell Compendium