Charges:
7
(regains at dawn)
This exquisitely thin teaspoon is forged from silver veined with pale blue electrum. Its bowl is engraved with concentric ripples, while the handle curls into the shape of a question mark crowned by a tiny garnet. Flecks of amber drift beneath the silver like trapped drops of tea. When held, the spoon is always faintly warm, and its engraved ripples rearrange themselves into miniature scenes whenever someone nearby recalls something important.
Stirred Remembrance
As an action, you can stir a cup, bowl, or other vessel containing liquid while holding the spoon. The liquid need not be drinkable. You then name a memory belonging to yourself or to one creature you can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or vividly relive that memory for 1 minute. While reliving it, the target is incapacitated, its speed is 0, and it has disadvantage on Wisdom saving throws. The effect ends early if the target takes damage. On a successful save, the target is immune to this property for 24 hours.
Taste of the Past
By stirring for 1 minute and expending 1 charge, you can cause the liquid to reveal an emotional impression from a memory associated with a creature, object, or location within 10 feet. For the next 10 minutes, the liquid displays brief images, scents, and sounds from the strongest relevant memory that occurred within the last 100 years. The spoon cannot reveal exact words, identify an unknown creature, or expose memories protected by a spell or magical effect of 6th level or higher.
Borrowed Memory
By stirring for 10 minutes and expending 2 charges, you can extract one specific memory from a willing creature touching the vessel. The memory appears in the liquid as a silent, sensory illusion lasting up to 10 minutes and can be witnessed by any creature looking into the vessel. The donor retains the memory but cannot recall its details for 24 hours. A creature can refuse this effect, and an unwilling creature is unaffected.
The Spoon Has Standards
The spoon is sentient and has an Intelligence of 12, a Wisdom of 16, and a Charisma of 14. It can speak, read, and understand Common, Elvish, and one other language chosen by the DM. It communicates by tapping against nearby surfaces, vibrating in its wielder's hand, and delivering unsolicited commentary directly into the wielder's thoughts. It strongly prefers clean vessels, deliberate stirring, emotionally significant memories, and being addressed as 'Master Spoon.' It dislikes being used to stir ordinary beverages, stir counterclockwise, or reveal memories merely for petty gossip. When displeased, it imposes disadvantage on the next ability check made to use one of its charge-based properties. When pleased, it grants advantage on that check instead. The spoon can be persuaded with a successful DC 17 Charisma (Persuasion) check, but it never changes its mind more than once per day.
Memory's Aftertaste
After using a charge-based property, you must succeed on a DC 15 Wisdom saving throw or experience a harmless but distracting echo of the revealed memory for 1 hour. During this time, you have disadvantage on the first initiative roll and the first Wisdom (Perception) check you make.
Resistant to Revision
While attuned to the spoon, you have advantage on saving throws against effects that alter, erase, or magically disguise your memories.
Lore
The spoon is said to have been crafted by Vellum-of-the-Last-Sip, an archmage who believed that memories were best understood when allowed to steep. Vellum gathered recollections from queens, murderers, saints, and children, serving them in porcelain cups to an audience of scholars. The spoon eventually developed opinions of its own, declaring most of the scholars 'insufferable steepers' and refusing to reveal any memory that lacked emotional substance.
History
After Vellum vanished, the spoon passed through a succession of memory cults, royal interrogators, grieving families, and one notoriously sentimental vampire. It was recovered from the ruins of the House of Second Thoughts, where every room replayed a different occupant's happiest day. The adventurers who found it discovered that the spoon had escaped its locked reliquary by stirring a nearby puddle until the stone floor remembered being a doorway.