Corsairs and Storms world illustration - Swashbuckling theme
Swashbuckling

Corsairs and Storms

C
CapriSunCrusader

A blend of classic pirate adventure with dark, maritime mythology.


Author's Note: The Stormbreaker Isles are rife with peril and opportunity, where daring sailors carve their legends amid crashing waves and stormy skies. As whispers of cursed treasures and ancient sea gods spread, crews scramble to outwit, outfight, and outrun each other. Navigate dangerous alliances, unravel nautical mysteries, and challenge the abyss itself. The open sea is calling—will you rise as a legend or sink beneath the waves? Author - "So this is my first time making a campaign, I made sure to make Franz as dynamic as possible since this campaign just lets you run around and have some good fun. There's a command called '!SAIL' which lets you travel from island to island, be fair and only use it when you're aboard your ship since Franz won't remember where you parked your vessel, this is an early access, mind you. Enjoy the campaign and please don't sail west of driftwater." RULES - 1. Don't metagame, don't inspect the inventory of a character, their money, etc. 2. Turn off turn-based combat, the ship battles won't work if you do. 3. Don't sail out of the areas/oceans. 4. Turn off Nearby NPCs
Played7 times
Cloned1 times
Created
19 days ago
Last Updated
Yesterday
VisibilityPublic
Modify Memory
Modify Memory
Enchantment
Details
SchoolEnchantment
Level5
Casting Time1 action
Range30
DurationUp to 1 minute
Description

You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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