Corrupted Memory
Once per long rest as an action, you can attempt to unravel the magical knowledge of a spellcaster:
- Choose a creature within 60 feet that you can see. The target must make a Wisdom saving throw (DC = your spell save DC).
- On a failed save: The target forgets one of their prepared or known spells for 1 hour.
- You choose the spell, but it must be one you have seen the target cast during this encounter or a recent one.
- While forgotten, the spell cannot be cast, recalled, or replaced, as Scorpius’ corrosive influence erodes their memory of it.
- On a successful save: The target retains their spells but takes 4d10 psychic damage, reflecting the strain of resisting the sword’s manipulative power.
Manipulative Strings
As an action, you can expend 4 Bardic Inspirations to cast [spell[Dominate Person[/spell] or Dominate Monster (targeting creatures of CR 10 or lower) without requiring concentration.
- Duration: The domination lasts for up to 1 minute, or until Scorpius leaves your hand.
- Telepathic Control: While the target is dominated, you can communicate telepathically with it, planting subtle lies and suggestions to manipulate its behavior.
The target must succeed on a Wisdom saving throw (DC = your spell save DC) or fall under your control for the duration. On a successful save, the creature is immune to this effect for 24 hours, and you regain 2 Bardic Inspirations as Scorpius absorbs their resistance.
Reality’s Betrayal
As an action, you can expend 6 Bardic Inspirations to twist a creature’s perception of reality with a powerful illusion. Target one creature within 120 feet that you can see. The target must make a Wisdom saving throw (DC = your spell save DC).
On a Failed Save: The Target taked 8d10 psychic damage. As the wielder, you may choose to forgo dealing damage, focusing solely on the illusory effects below.
Choose one of the following effects:
- Entrapment: The target perceives themselves as physically restrained (e.g., trapped in chains or quicksand). The creature is restrained until the illusion ends or until it uses its action to make an Intelligence (Investigation) check (DC 20), ending the effect on a success.
- Betrayal: The target perceives an ally of your choice as a mortal enemy. The target is charmed by you and hostile toward the chosen ally.
- Memory Shroud: The target forgets events of the past hour and cannot form new memories during this time. While under this effect, the target is stunned, overwhelmed by the illusory void in their mind.
The illusion requires no concentration and lasts for 1 hour, or until you dismiss it as a bonus action. On a successful save the target disbelives the illusion and takes 4d10 Psychic Damage.
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