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    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.