Steal Memories

4th-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 24 hours

You attempt to steal another creature’s memories. One creature that you can see within range must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. If the target succeeds on the saving throw by 5 or more, it knows that you tried to access its memories, and it can’t be affected by this spell again for 24 hours. On a failed save, you steal one of the target’s memories for 24 hours.

You must specify the type of memory you are trying to steal, and it must be a single event lasting no more than 1 minute, such as “the assassination of the arch duke” or “the password of the day for entrance to the thieves’ guild hideout.” If the memory doesn’t exist in the mind of the target, the spell fails. If the memory exists, you gain the full memory as if you experienced it yourself, including any sensations the target experienced.

Until the spell ends, the target can’t recall the memory.

When the spell ends, the memory returns to the target, and you can no longer recall it.

Section 15: Copyright Notice

Deep Magic Volume 2 ©2023 Open Design Llc; Authors: Celeste Conowitch and Jon Sawatsky.

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