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Tuesday Magic Item – Mind Robbing Blade

7 September, 2021

A stab to the . . . mind?Voddick adjusted his grip on the throwing axe.  “What is this person seeking, randomly stabbing people and then fleeing.”

“It is not random,” said Gollaon while running their fingertips along the hilts of the throwing daggers hanging from their belt.

“How do you mean?”

“They are following a chain from what to what, I am not sure,” said Gollaon.  “But each of the victims knows each other, sometimes in a tangential fashion.  But the knife-person is seeking something . . . or someone.”

“Perhaps we can ask them . . .”

Mind Robbing Blade

This dagger is made of fine steel, the blacked hilt is decorated with twisting faces that change from time to time.  Even just holding the dagger, one hears distant whispers, but nothing that can be clearly distinguished.

It is a +1 merciful stiletto that gains an additional +2 to attack against someone that their wielder knows.  The dagger steals memories, and skills, from those it strikes.

If an intelligent being is struck by the blade, the victim must make a Will save (DC 13 + the higher of the wielder’s Wisdom or Charisma modifier).  If they fail:

  • The wielder of the dagger gain one memory from the victim.
  • If they fail by 5 or more, it is an important memory and a skill or spell, giving the wielder the use of the victim’s skill bonus for 1d6 minutes or a random spell of 3rd level or less (which is lost to the victim) which must be cast within the next 1d6 minutes or the spell is lost.

A being may only be effected by the memory stealing once in any twenty-four hour period.

As the wielder become more attuned to the blade, they are able to gain memories about a specific subject if the victim knows it.

Aura moderate divination and transmutation; CL 11th
Slot
none; Price 75,301; Weight 1 lb
Construction Requirements
Craft Wondrous Item, modify memory, telepathy; Cost 37,500 + 301 for the dagger

For D&D 5E:

Weapon (dagger), rare (requires attunement)

First paragraph as above.

It is a stiletto that gives a +1 bonus to attack and damage rolls made with it, it gains an additional +1 to attack rolls against someone that their wielder knows.  The dagger steals memories, and skills, from those it strikes.

If an intelligent being is struck by the blade, the victim must make a Will save (DC 12 + the higher of the wielder’s Wisdom or Charisma modifier).  If they fail:

  • The wielder of the dagger gain one memory from the victim.
  • If they fail by 5 or more, it is an important memory and a skill or spell, giving the wielder the use of the victim’s skill proficiency (or expertise) for 1d6 minutes or a random spell of 3rd level or less (which is lost to the victim) which must be cast within the next 1d6 minutes or the spell is lost.

A being may only be effected by the memory stealing once in any twenty-four hour period.

As the wielder become more attuned to the blade, they are able to gain memories about a specific subject if the victim knows it.

Notes: A useful tool for a spy or someone seeking justice (or vengeance).

Image “Stiletto” is marked with CC0 1.0

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