Dark Manacles of Truth Item in Under the Twilight of Forgotten Sins | World Anvil
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Dark Manacles of Truth

This artifact has great potential for evil use.   They look like typical leg manacles with an eighteen-inch chain beneath them. Once put on their victim (they will fit any being size Large to Tiny), they can only be removed by the person who put them on (or by the use of the command word which has been lost). A single strength check of DC 25 can be used to break the clasp of the manacle. The lock may also be attempted to be picked (DC 30). Failure causes the victim 25% of their total hit points and 5d6 electrical damage to the lock picker.   When on, the victim is reduced one-quarter normal speed (walking only), cannot fly, and cannot use any exceptional or supernatural abilities (including spellcasting and regeneration.)   The victim is under a suggestion to tell the truth (will DC25 to resist) to any question asked by the captor. Even if they make the save, they must make a second save (DC 25 again) in order to lie. This is about its only decidedly non-evil ability.   The captor can also cause the manacles to perform the following feats, using the wearer as a type of battery. This is the aforementioned evil aspects of these items. The only save the victim gets is when the first listed power below is attempted for the first time. If they succeed a will save (DC30) then the manacles fall off and will never work on them again.  
  • Caster can use these to randomly change the features (and sometimes gender) of the victim. This causes a permanent -2 loss to the charisma the victim. Legend has it that this has been used on its victims so that when they were let go it would be difficult for them to reclaim their old life.
  • Caster can cast comprehend languages on himself at the expense of -1 intelligence to the victim. This drain is permeant.
  • Caster can also cast the following spells. Cure Blindness, Cure Poison, Cure Deafness, and Cure Insanity. The downside is the affliction in question is simply transferred to the victim. The victim also suffers 5 points of damage and permanently loses 1 point of strength.
  • Cast darkness 30’ radius centered on the victim. Each round in effect, the victim takes 2 points of damage. For an additional 10 hit points of damage and a permanent loss of 1 point of dexterity, the darkness can be centered anywhere within 200 feet with 3 points of damage suffered for each additional round in effect.
  • Cast Silence 30’ radius centered on the victim. Each round in effect, the victim takes 2 points of damage. For an additional 10 hit points of damage and a permanent loss of 1 point of wisdom, the darkness can be centered anywhere within 200 feet with 3 points of damage suffered for each additional round in effect.
  • Victim can be teleported from any location in the same plane to within 10’feet of the captor. Victim suffers a 50% loss of total (not current) hit points and permanently loses 2 points of constitution.
  • Victim suffers 1d6 points of highly painful damage per round anytime the captor wills it. Captor heals 1 point of damage for each round this is used.
  • Captor and victim can teleport per the spell (cast at 20th level) to somewhere of the captors choosing. The victim suffers 50% of their total hit points and permanently loses 3 points to both constitution and strength.
  • Captor can cast dominate person on the victim. Victim suffers a permanent -2 loss to wisdom. The manacles can then be removed and as long as the duration of the spell has not expired, the victim will willingly allow them to be put back on.
  • Captor can cast charm person and forget on the victim. Victim suffers a permanent loss of 1 to wisdom and forgets about having ever worn the manacles in the first place should the captor take them off within 10 minutes of using this ability.
  • Captor can cause a conflagration centered on the victim. This manifests as a fireball cast by a 10th level caster. Victim takes 1 point of damage per d6 of the fireball (10 hit points), permanently loses 2 points of dexterity, but takes no further damage from the fireball itself.
  • Captor can cast resist energy on themselves (or victim) for a single energy type. A resistance of 15 is gained for 1 hour. Victim suffers a permanent loss of 1 charisma per casting and suffers 5 points of damage.
  • Captor can cause the victim to be immobilized at will. Victim suffers 1 point of damage.
  • Captor can use the victim to commune with a higher (evil) power. For each question asked, the victim will channel answer and suffer 5 points of damage while permanently losing a point of intelligence and charisma. This may bring the caster to the higher powers' attention, however, depending on the situation, it may just be the victim who is noticed and blamed.
  Hit point loss cannot be regained short of using 5th level magic, otherwise, it heals at a rate of 1 hit point every 2 days with rest and 1 ability point every week with rest. The spell restoration will work as long as the caster is able to cast 5th level spells.   Any victim killed with the manacles will rise in 3 days as a wight under the captor’s full control. The wight lasts for one month then ceases to exist.

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