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Modify MemorySpell 4


UncommonDivinationMental
Source Pathfinder Core Rulebook
Traditions Occult
Cast Two Actions (somatic, verbal)
Range 30 feet
Target 1 creature
Duration unlimited
Saving Throw Will

You alter the target's memories, either erasing a memory, enhancing a memory's clarity, altering a memory, or adding a false memory. The target can attempt a Will save to resist the spell.


Critical Success The target is unaffected and realizes you tried to alter its memory.

Success The target is unaffected but thinks your spell was something harmless instead of modify memory, unless it identifies the spell.

Failure During the first 5 minutes of the spell's duration, you can Sustain the Spell to modify a memory once each round. When you do, you imagine up to 6 seconds of memory to modify, to a maximum of 5 continuous minutes of memory.

Any memories you've altered remain changed as long as the spell is active. If the target moves out of range before the 5 minutes is up, you can't alter any further memories.


Heightened (6th) You can cast the spell on a willing target to suppress all memory of a particular topic, detailed in 50 words or fewer. The effect is permanent, and it patches these omissions with an indistinct haze.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Divination

The divination school of magic typically involves obtaining or transferring information, or predicting events.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.