Magic Items for Every Adventurer
Mooring Knot
Charm
- Type
- Charm
- Bonus
- +2 Charisma (max 18) and +2 Mind saves against being charmed
- Uses
- 1d3 charges
Tarred rope tied palm-sized in a pattern nobody can follow, which does not come apart even when cut through.
Effect
Each charge binds one spoken agreement between the wearer and one willing creature: for a day and a night each knows the instant the other breaks it, at any distance and through any barrier.