Charms and Curses

Charms

Charms are described in the Supernatural Gifts section of Chapter 3 of the Dungeon Masters Guide (2024). They are simple magical blessings that vanish when used up.

Charm of the Rolling Fields

Charm

This Charm allows you to cast Goodberry (Players Handbook, 2024).  Once used three times, the Charm vanishes from you.

The charm appears as a small tattoo of a hawthorn leaf with a cluster of three berries, a berry fading with each use until only a faint outline of the hawthorn leaf remains as a permanent mark of the Riverfathers favour.

Curses

Curses are serious magical impediments that can come from a number of sources. Unless otherwise specified they can be removed by Remove Curse (Players Handbook 2024) or similar effects.

Curse of the Riverfather

Curse

You have disadvantage on Stealth and Nature checks.  If a stealth or nature check is failed, roll any die. Even. Two glowing orbs manifest in the shape of eyes peering down on you, shedding dim light to 10 feet.  Odd. the cawing of ravens fills the air around the player. These effects last for 1 minute.

Magic Item: Abjuration Circle

These circles are invaluable for arcane academies and conjuration apprentices, where precision summoning must be balanced with survival.

Abjuration Circle

Wondrous Item, rare (requires placement on a solid surface)

Often installed in stone floors or etched into the practice chambers of arcane colleges, an Abjuration Circle is a stationary magical device designed for safe summoning. Used primarily by apprentices studying conjuration magic, it provides a protective means of containing extra planar creatures without endangering the summoner.

This item is fixed in place once installed, and cannot be moved without disrupting its enchantment.

Anchored Magic

The Abjuration Circle has 3 charges. While within 10 feet of the circle, a creature can use a Magic action to expend 1 charge, causing the circle to cast magic circle centered on itself. The effect:

  • Always summons the inverted form of the spell, designed to trap creatures inside the circle.
  • Requires no material components and does not consume a spell slot.
  • Affects only one type of creature chosen at the time of activation (as normal with magic circle).
  • Lasts for 1 hour, unless disrupted or dispelled.

A creature trapped within the circle may attempt to escape by making a DC 17 Charisma saving throw at the end of each of its turns. On a success, it slips free of the containment effect.

Recharge

The Abjuration Circle regains all expended charges daily at dawn.

Magic Item: Draught of Final Remembrance

Inspired in part by the book A Cosmology of Monsters by Shaun Hamill, the draught of Final Remembrance is used to prepare new initiates by Nepenthe Priests.

Draught of Final Remembrance

Adventuring Gear (potion), uncommon

Brewed from the dusk-petals of the Nepenthe flower and steeped in ritual incense, this luminous tea smells sweet but tastes bitter. It is commonly used by the secretive Nepenthe Priests to prepare victims for indoctrination as Empty Vessels—willing, pliant souls freed of pain, purpose, and memory.

When You Drink This Draught:

  • You fall into a deep, trance-like sleep for 1d4 + 4 hours. You cannot be awakened by normal means. Only a lesser restoration spell or stronger magic ends the effect prematurely.
  • Upon awakening:
    • You permanently forget a single painful memory—chosen by the DM or agreed upon with the player.
    • You have advantage on Charisma (Persuasion) and Charisma (Performance) checks for the next 24 hours.
    • You gain the benefits of a long rest, even if you have already taken one within the last 24 hours.
    • If you are suffering from any form of Madness, it is cured.
  • After 24 hours, you gain one level of exhaustion.
  • Upon your next sleep, you experience a vivid dream or hallucination of an impossible city, with twisting non-Euclidean geometry and a towering cyclopean spire that watches you.

Cumulative Effect

Each time you consume a Draught of Final Remembrance and gain exhaustion from it, mark one level of corruption (tracked by exhaustion levels caused specifically by this draught). After accruing 7 levels of exhaustion in this way, even if they are later removed, You lose all memories, personality, and independent will. You become an Empty Vessel, a docile creature incapable of acting on your own. You will follow the last person who administered the draught and carry out their commands without question.

Only a wish spell or divine intervention can restore your identity and autonomy.

Shelf Life

The draught can be bottled, but loses its potency 24 hours after brewing.