# Dormant
>[!Mythic] Mythic Item: Trick Question — Dormant
>>[!quote] [[Stevanas Hareth, The Mad Apostle of Knowledge, Creator of the Hierophants and Original Bearer of Vaka's Revelation†]]
>>*"They say the pen is mightier than the sword, what's say we find out?"*
># Trick Question — Dormant
>>[!item-yellow]- Description and History
>>*Created an eon ago by the Mad Apostle in a fit of delirium. Lost to the ages, until you came along.*
>>
>>*This weapon appears to be an obsidian octagonal fountain pen carved with impossibly tiny and intricate Runes on every square inch. The cap, with small silver embossing, reads "Pen > Sword" just below a small yellow gemstone on the tip.*
>#### Cursed Item
>>[!spell-effect-red] Curse: Unhealthy Obsession
>>This weapon is **Cursed**. When you pick it up, it forcefully attunes itself to you, taking up one attunement slot.
>>
>>When you are healed while attuned, you _must_ spend Hit Dice equal to one die per 5 HP healed. If you do not have enough Hit Dice to cover the amount of healing you receive, you instantly drop to zero Hit Points and begin making Death Saving Throws.
>>
>>You are unable to speak of this **Curse**, and the item does not appear to be **Cursed** to anyone who views the item. As part of this **Curse**, you are averse to allowing anyone else to touch this item, to the point of violence (if pushed too far).
>>
>>The **Curse** can only be dispelled with either a *Wish* spell, or by convincing [[Stevanas Hareth, The Mad Apostle of Knowledge, Creator of the Hierophants and Original Bearer of Vaka's Revelation†|The Mad Apostle]] that you are worthy to wield this item.
># Mythic Abilities
>*While attuned to this item, you gain the following benefits:*
>>[!spell-effect-gold]+ Trick Question: Period
>>When you uncap *The Pen*, it transforms into *The Sword*: a weapon of your choice manifests in a flash of brilliant yellow light. Each weapon is made of *[[The Five Sisters - The Mountains of Valakadyn#Material Properties Eldhressine|Eldhressine]]* etched with the *Runes of the Universe*, worn yellow wrappings circling the grip of each form.
>>
>>The hilt of each weapon has a small yellow gemstone embedded in the tip. When pressed, the cap of *The Pen* materializes in your open hand. When the cap is placed on the tip of the weapon, it shifts back into *The Pen* instantaneously.
>>
>>If dropped, this weapon magically reappears as *The Pen* wherever you usually store it with a faint popping noise.
>
>>[!spell-effect-silver]+ Trick Question: The Pen and The Sword +1
>>As a Free Action, uncap *The Pen* and state the name of one of the below weapons. *The Pen* transforms into the chosen weapon in a flash of yellow light.
>>
>>You may switch weapon forms as a Bonus Action by placing the cap on the end of your weapon and repeating the summoning action. Additionally, each weapon has an extra effect that can be activated by expending a charge.
>>
>>This weapon gains a +2 to all weapon attack and damage rolls.
>>>[!item-red]+ Trick Question Form: Longsword
>>>**Deals 1d8 Physical (Slashing) damage**
>>>***
>>>***Charge Ability:*** As an Action, you may expend a charge, causing your sword to flash. All creatures within a 10ft radius must make a DC15 **Constitution** Saving Throw or be **Blinded** until the beginning of your next turn.
>>
>>>[!item-orange]+ Trick Question Form: Longbow
>>>**Deals 1d8 Physical (Piercing) damage. This weapon generates its own ammunition in the form of giant illusory versions of *The Pen* when the string is drawn back.**
>>>***
>>>***Charge Ability:*** When you attack with this form, you may expend a charge to fire an additional arrow that deals an additional **3d8 Mind damage** on a successful hit.
>>
>>>[!item-yellow]+ Trick Question Form: Lance
>>>**Deals 1d12 Physical (Piercing) damage**
>>>***
>>>***Charge Ability:*** As an Action, pierce the ground with your lance and expend a charge, creating a *Well of Warding* in a 5ft radius sphere. Any creature attempting to enter the sphere for the first time must make a DC15 **Constitution** Saving Throw. On a failed save, they are pushed out of the well into the nearest open space and take **2d8 Mind damage** as they are shunted. On a successful save, they are unaffected.
>>
>>>[!item-green]+ Trick Question Form: Shield
>>>**Grants a +1 Bonus to AC. Switching between this form and another can be done as a Reaction, rather than as a Bonus Action. When switching in this manner, you gain Advantage on the first attack you make with this weapon on your next turn.**
>>>***
>>>***Charge Ability:*** As a Reaction when you would take damage from an attack or spell, you may expend a charge and roll 2d8. You reduce the damage of the triggering attack or spell and regain a number of Hit Points equal to the amount rolled.
>
>>[!spell-effect-bronze]+ Trick Question: Mightier
>>This weapon has 3 charges.
>>- When you complete a Short or Long Rest, you may expend one or more Hit Dice to regain 1 charge on this weapon per Hit Die expended.
>>- If you expend all charges, roll a d20. On a 1, you may not regain any more charges until the next dawn. On a 2-10, regain 1 charge. On a 11-19, regain 2 charges. On a 20, you overcharge the weapon, fully refilling your charges, plus one. Once you regain charges in this way, you may not do so again until you have completed a Long Rest.
>>- This weapon regains all expended charges at Dawn.
# Awakened
>[!mythic] Mythic Item: Trick Question — Awakened
>>[!quote] [[Aeralis, Gale of the Creators or Rīyaḥ, Skyweaver or Ægir, The Whispering Storm]]
>>*"So **Stevanas** saw **Gjallarhorn** and made a bet with [[Astorion, Oathkeeper or Kawkabir, Guide of Heaven or Heimdall, Sentinel of the Stars|Heimdall]] that he could create the same thing. **Heimdall** balked, saying that intelligence alone doesn't make up for raw power, and so **Stevanas** returned to Biggin and built **Trick Question** in less than a day. Heimdall lost the bet, and was forced to trot about the city nude, getting jeers from mortals the whole way. Heimdall later paid back Stevanas in kind, by stealing **Trick Question** and creating a hogtie, leaving Stevanas on [[The Five Sisters - The Mountains of Valakadyn#Norður, The First Sister|Norður]] while **Vaka and Vyra** almost died of laughter."*
># Trick Question — Awakened
>>[!container-yellow]+ Description and History
>>*Created an eon ago by the Mad Apostle in a fit of delirium. Lost to the ages, until you came along.*
>>
>>*This weapon appears to be an obsidian octagonal fountain pen carved with impossibly tiny and intricate Runes on every square inch. The cap, with small silver embossing, reads "Pen > Sword" just below a small yellow gemstone on the tip.*
>>
>>*As the weapon **Awakens**, **The Pen's Eldhressine** casing cracks slightly, emanating golden light from within. A second inscription now manifests along the body of **The Pen**:*
>>>***"War's Last Note Echoes In Stone. Resolve The Broken Chord."***
># Mythic Abilities
>*While attuned to this item, you gain the following benefits:*
>>[!spell-effect-gold]+ Trick Question: Period
>>When you uncap *The Pen*, it transforms into *The Sword*: a weapon of your choice manifests in a flash of brilliant yellow light. Each weapon is made of *[[The Five Sisters - The Mountains of Valakadyn#Material Properties Eldhressine|Eldhressine]]* etched with the *Runes of the Universe*, worn yellow wrappings circling the grip of each form.
>>
>>The hilt of each weapon has a small yellow gemstone embedded in the tip. When pressed, the cap of *The Pen* materializes in your open hand. When the cap is placed on the tip of the weapon, it shifts back into *The Pen* instantaneously.
>>
>>If dropped, this weapon magically reappears as *The Pen* wherever you usually store it with a faint popping noise.
>
>>[!spell-effect-silver]+ Trick Question: The Pen and The Sword +2
>>As a Free Action, uncap *The Pen* and state the name of one of the below weapons. *The Pen* transforms into the chosen weapon in a flash of yellow light.
>>
>>You may switch weapon forms as a Bonus Action by placing the cap on the end of your weapon and repeating the summoning action. Additionally, each weapon has an extra effect that can be activated by expending a charge.
>>
>>This weapon gains a +2 to all weapon attack and damage rolls.
>>>[!item-red]+ Trick Question Form: Longsword
>>>**Deals 2d8 Physical (Slashing) damage.**
>>>***
>>>***Charge Ability:*** As an Action, you may expend a charge, causing your sword to flash. All creatures within a 10ft radius must make a DC17 **Constitution** Saving Throw or be **Blinded** until the beginning of your next turn.
>>
>>>[!item-orange]+ Trick Question Form: Longbow
>>>**Deals 2d8 Physical (Piercing) damage. This weapon generates its own ammunition in the form of giant illusory versions of *The Pen* when the string is drawn back.**
>>>***
>>>***Charge Ability:*** When you attack with this form, you may expend a charge to fire an additional arrow that deals **3d8 Mind damage** on a successful hit.
>>
>>>[!item-yellow]+ Trick Question Form: Lance
>>>**Deals 2d12 Physical (Piercing) damage.**
>>>***
>>>***Charge Ability:*** As an Action, pierce the ground with your lance and expend a charge, creating a *Well of Warding* in a 5ft radius sphere. Any creature attempting to enter the sphere for the first time must make a DC17 **Constitution** Saving Throw. On a failed save, they are pushed out of the well into the nearest open space and take **3d8 Mind damage** as they are shunted. On a successful save, they are unaffected.
>>
>>>[!item-green]+ Trick Question Form: Shield
>>>**Grants a +2 Bonus to AC. Switching between this form and another can be done as a Reaction, rather than as a Bonus Action. When switching in this manner, you gain Advantage on the first attack you make with this weapon on your next turn.**
>>>***
>>>***Charge Ability:*** As a Reaction when you would take damage from an attack or spell, you may expend a charge and roll 3d8. You reduce the damage of the triggering attack or spell and regain a number of Hit Points equal to the amount rolled.
>>
>>>[!item-blue]+ Trick Question Form: Morningstar
>>>**Deals 2d8 Physical (Piercing) damage.**
>>>***
>>>***Charge Ability:*** When you strike a creature with this form, you may expend a charge to attempt to **Stun** the target and force them to make a DC16 **Constitution** Saving Throw. On a failed save, they take an additional **4d8 Mind damage** and are **Stunned** until the end of their next turn.
>>
>>>[!item-purp]+ Trick Question Form: Trident
>>>**Deals 2d6 Physical (Piercing) damage. This form has the *Reach* Weapon Property (10 ft).**
>>>***
>>>***Charge Ability:*** As an Action, you may expend a charge to perform a charged spin attack, dealing **4d8 Physical (Slashing) damage** in a 10ft radius on a successful hit.
>>
>>>[!item-grey]+ Trick Question Form: Whip
>>>**Deals 2d4 Physical (Slashing) damage. This form has the *Reach* Weapon Property (10 ft).**
>>>***
>>>***Charge Ability:*** As an Action, you may expend a charge to attempt to ensnare an enemy within 10ft of you, forcing them to make a DC17 **Strength** Saving Throw. On a failed save, the target is **Restrained** for one minute. On a successful save, the target is unaffected. At the start of each of the target's subsequent turns, they may attempt to break out of your snare by repeating the **Strength** Saving Throw, ending the effect on a success.
>>
>>>[!item-divine]+ *Enhanced* Trick Question Form: Eldhressine Hammer of Eruptions
>>>**Deals 2d8 (2d10) Physical (Bludgeoning) damage.**
>>>***
>>>***Charge Ability:*** The first time that the Hammer hits a target in combat, it starts to release a steady stream of embers and smoke. While the Hammer is smoldering in this way, you may expend a charge, causing the Hammer to deal an extra **1d6 Flame damage** to any target it hits as it begins charging up. At the end of each of your turns while the Hammer is smoldering, its Fire becomes increasingly unstable. At the end of the third turn, the Hammer *erupts*, spraying lava and releasing a volcanic storm in a 30-foot cone (no Action required). Each creature in the area must succeed on a DC 17 **Dexterity** Saving Throw, taking **3d6 Flame damage and 3d6 Lightning damage** on a failed save or half as much damage on a successful one. The lava then vanishes. The Hammer cools and doesn’t erupt if combat ends or if you drop, stow, or switch forms before it erupts.
>
>>[!spell-effect-bronze]+ Trick Question: Mightier
>>This weapon has 6 charges.
>>- When you complete a Short or Long Rest, you may expend one or more Hit Dice to regain 1 charge on this weapon per Hit Die expended.
>>- If you expend all charges, roll a d20. On a 1, you may not regain any more charges until the next dawn. On a 2-7, regain 1 charge. On a 7-13, regain 2 charges. On a 14-19, regain 3 charges. On a 20, you overcharge the weapon, fully refilling your charges, plus one. Once you regain charges in this way, you may not do so again until you have completed a Long Rest.
>>- This weapon regains all expended charges at Dawn.
# Exalted
## Anaklusmos
This weapon appears to be an obsidian octagonal fountain pen carved with impossibly tiny and intricate Runes on every square inch. The cap, with small silver embossing, reads "Pen > Sword" just below a small yellow gemstone on the tip. If dropped, this weapon magically reappears in pen form wherever you usually store it with a faint popping noise.
## Mightier
This weapon has 10 charges.
- At a short-rest, you may expend hit dice to regain 1 charge on this weapon per die.
- If you expend all charges, roll a d20. On a 1, you may not regain any more charges until the next dawn. On a 20, you overcharge the weapon, fully refilling your charges, plus one. On a 2-5, regain 2 charges. On a 6-10, regain 3 charges. On an 11-14, regain 4 charges. On a 15-19, regain 5 charges. Once you regain charges in this way, you may not do so again until you have completed a *Long Rest*.
- This weapon regains all expended charges at dawn.
## Wild Magic Infusion
When you summon this weapon, you may expend all charges to deal double damage with this weapon for one minute.
## Period
The hilt of each weapon has a small yellow gemstone embedded in the tip. When pressed, the cap of the pen materializes in your open hand. When the cap is placed on the tip of the weapon, it shifts back into the pen form instantaneously.