Steal Memories

4th-level enchantment

Classes: Bard, Sorcerer, Warlock, Wizard

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You attempt to steal another creature’s memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, you steal their memories. (If the target succeeds their save by 5 or more, they realize that someone tried to access their memories. If they succeed by 10 or more, they have a mental picture of the caster and are immune to further attempts for 24 hours.)

You state the type of memory you are looking to steal, such as “the murder of the arch-duke” or “the password of the day for entrance to the thieves’ guild hideout.” If the memory does not exist in the mind of the target, the spell fails. If the memory is there, the GM describes exactly what memory is transferred. Any memories include sensations for all senses. The memory returns to the target in 24 hours without them being any wiser.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature or one additional memory for each slot level above 4th.

Section 15: Copyright Notice

Zobeck: Clockwork City © 2022 Open Design Llc; Author: Wolfgang Baur, Mike Franke, James J. Haeck, Ben Mcfarland, Richard Pett, Christina Stiles, Matthew Stinson.

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