Wondrous Item, unknown rarity

A floating spectral heart beats the psychic mind of a wizard of great prowess that once lived centuries ago, Ivarr Malphas (Īv•ar Măl•făs). If a creature ever comes into direct contact with the heart, they immediately feel a psychic presence from Ivarr trying to forcefully subjugate them with a demanding telepathic wail ringing in their head to obey his order not to resist and serve as an obedient vessel until you hastily complete his will or suffer agony every waking moment.

  • Upon direct contact with the heart, that creature must make a DC 5 Wisdom Saving Throw. On a successful save the creature immediately lets go of the heart (Players should not be aware of the save value). On a failed save the creature is charmed and compelled to hold onto the heart for one minute, attacking anyone they believe to be attempting to take the heart from them. If a creature remains in constant possession of the heart for a full minute and is unwilling to merge with it, and that creature has a minimum Intelligence score of 13, they must make a DC 19 Intelligence Saving Throw. On a failed save the creature takes 14d8 psychic damage and the heart sinks into their chest cavity where it will reside indefinitely. On a successful save the creature only takes half damage from the rush of arcane knowledge attempting to flood their mind, doesn't merge with the heart, but is knocked prone and paralyzed until the end of their next turn.
  • Whenever the heart is subject to a divination spell, the caster must make a DC 16 Intelligence Saving Throw. On a failed save the creature takes 4d8 psychic and no information about the heart is revealed from this spell's casting. On a successful save the creature takes 1d8 psychic damage and the spell divination spell functions functions as intended.

When merged with the heart the following applies:

  • A Wish, Divine Intervention, or death of the host can remove the heart to the nearest unoccupied space from its host with no harmful effects; if removed in this manner the heart will go dormant for one month. If extracted by a Remove Curse roll a d100, if the result is equal to or greater than 100 minus four times the spell's caster level, the heart is harmlessly extracted to the nearest unoccupied space from its host with no harmful effects; if removed in this manner the heart will go dormant for one week. If the result is less than 100 minus four times the spell's caster level, the heart disappears in an explosion of psychic energy. Each creature within a 120-foot-radius sphere centered on the heart vanished must make a DC 19 Intelligence Saving Throw against the explosion. Each creature that failed their save takes 14d8 psychic damage and is knocked prone and paralyzed until the end of their next turn. On a successful save the creature only takes half damage from the rush of arcane knowledge attempting to flood their mind and aren't knocked prone or paralyzed.
    • A random creature who has a minimum Intelligence score of 13 and was not in the blast radius of the explosion but within 10 miles of it must must make a DC 19 Intelligence Saving Throw. On a failed save the creature takes 14d8 psychic damage and the heart sinks into their chest cavity where it will attempt to reside. On a successful save the creature only takes half damage from the rush of arcane knowledge, doesn't merge with the heart, but is knocked prone and paralyzed until the end of their next turn. This effect repeats within the 10 mile radius until a creature survives merging with the heart or until it fails to merge with each creature it can target in the radius. If the heart fails to merge with someone in this blast it seeks out the nearest settlement of at least a 4,000 human population and erupts in a massive explosion in its last effort. Everything in a 10-mile-radius sphere erupts in an explosion of psychic energy centered on the population; everyone with the radius of this blast must make a DC 19 Intelligence Saving Throw. Each creature that fails their save takes 14d8 psychic damage and is knocked prone and paralyzed until the end of their next turn. Each creature that succeeds their save only takes half damage from the rush of arcane knowledge and aren't knocked prone or paralyzed. If their is at least one creature who failed their save with at least one hit point remaining, the heart merges with the creature with the highest intelligence score among them. If the heart fails to merge with a creature in this final explosion it falls to the ground dormant for two years. While dormant it cannot attempt to merge with an unwilling creature.
  • You know the precise location of the last person to be merged with the heart if they are alive and on the same plane of existence as you. Once every 24 hours after you take a long rest, if the person last merged with the heart is alive and on the same plane of existence as you, you must make a DC 19 Intelligence Saving Throw. On a failed save you take you down psychic damage equal to one 3rd your level, and after you receive this damage you immediately knocked prone and paralyzed until the end of your next turn for not obeying the heart, being plagued with nightmares and the heart's incessant demand for you to slay the being of its ire. On a successful save you take no damage and are neither knocked prone or paralyzed as your mind pushes back the psychic attempt to pierce it. If you are 5 miles closer to your target than from the end of your last long rest then the heart does not impose this damage in light of your obedience.
  • Whenever you are subject to a targeted Dispel Magic you must make a DC 16 Intelligence Saving Throw, you take 1d4 piercing damage per spellcaster level of the Dispel Magic on a failed save or half as much on a success as you fell the heart being pulled from your chest. Also on a successful save you have Advantage on attack rolls for 1 minute against the spellcaster and for one round saving throws the spellcaster makes against spells you learned from the Arcane Heart feature are rolled with Disadvantage as the heart seeks retribution. If your health should be reduced to 0 from this damage and you fail your death saves the heart is plucked from your chest and floats above your corpse.
  • You gain proficiency & expertise in Arcana Checks.
  • You can speak, read and comprehend Common Language if you don't already.
  • If you are a creature that cannot perform the somatic requirement of a spell due to your species you can ignore the somatic requirement of a spell.
  • A creature merged with the heart gains the Arcane Heart feature:
    • You learn three wizard cantrips of your choice. You also acquire a wizard book holding two 1st-level wizard spells of your choice. One of the 1st-level spells you choose, must have the Ritual Tag and must be cast as a ritual when cast. The second spell you choose can't be at a level higher than half your current level rounded down, and at 4th level and every two levels past 4th you can swap this spell for another wizard spell no higher than half your level rounded down. You are more attuned to this spell allowing you to forgo casting this spell as a ritual if it has the Ritual Tag, but only once, casting it with its standard casting time instead and regaining this casting feature after you finish a Long Rest. Your Intelligence determines your spellcasting ability for these spells.
    • If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your wizard book. The spell must be on the wizard spell list, the spell's level can be no higher than half your level (rounded up), and it must be a Cantrip or have the Ritual Tag. The process of copying the spell into your wizard book takes 2 hours per level of the spell (1 hour for cantrips), and costs 50 gp per level (30 gp for cantrips). The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Notes: Proficiency: Arcana, Expertise: Arcana, Language: Common, Feat: Arcane Heart, Cursed Item

miqabrannon

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