This spell allows the caster to imbue a chosen object within arms reach with sentience. The object may remember events, creatures and events that happened within its proximity up to one week ago. It has no knowledge of anything before it's creation but may recall alterations. It acts as if under the effect of the Charmed spell for the duration. For example: a vial full of liquid could remember the nature of the liquid inside of it, when it was filled or who it filled it (possibly even people who have used it as a healing potion) but would not remember anything prior to being formed. Casting this spell at higher levels allows the object to remember 1d4 days more for every levels cast. Magical items have a natural resistance to being imbued with sentience and failure results in the item losing all magical properties while simultaneously releasing a wave of unfocused magical energy focused on the caster. DC = 12+the item's Max Bonus. For example: for a Rare magical item the DC is 12+2 for a total of 14. This energy acts as a Wild Magic effect corresponding to the Wild Magic table and scaling with the level cast upon the item. Example: on a failure that rolls a 07-08 on the Wild Magic table and cast at fifth level, the resulting fireball is fifth level as well.
* - (3 drops of blood of demonic or draconic origin.)
Level
3rd
Casting Time
1 Hour
Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Divination
Attack/Save
None
Damage/Effect
Charmed
Comments