Base Class: Wizard
A greying elvish wizard studies the memories of arrested thieves, determining who actually committed the crime.
A kind halfling eases the mind and removes traumatic memories from the mind of a vampire's victim.
A despicable tyrant manipulates his queen, convincing her to leave the throne to him rather than any of her children.
Wizards from the School of Memoria can be as ruthless or as compassionate as they can imagine. Manipulating memories is a dangerous task, and most will be shunned by any community they enter. A few rise from the ranks however, becoming heroes and healers in their own way.
Memory Savant
Beginning when you select this school at second level, the gold and time you must spend to copy illusion or enchantments spells into your spell book is 30 gold and 45 minutes per spell level.
Examine Memory
Beginning at second level, you can extract and examine one minute of physical memory from an individual. Upon a touch, the creature (if unwilling) rolls an intelligence saving throw. Upon a success, the memory is successfully retrieved. Upon a failure, it is retrieved with pieces of visual, auditory, or olfactory senses missing. After spending ten minutes meditating on the memory, you may expend a second level spell slot to enter into the memory with up to 4 companions. You may play the memory as many times as you’d like, though once you exit the memory, you cannot play it again unless you expend another second level spell slot.
Memory Removal
Starting at sixth level, you can use your action to remove the immediate memories of an individual who you attack. After taking psychic damage from you, you can use your reaction to force an individual to make an intelligence saving throw. Upon a failure, the individual forgets the past thirty minutes permanently. They also are confused for 1d4 rounds + your intelligence modifier. This increases to 1d6 + your intelligence modifier at eighth level. You can only use this ability once per long rest.
Implant Memory
Starting at tenth level, you can implant memories into an individual’s mind. They must be unconscious or willing. The process takes eight hours to complete. Once done, the individual permanently has 6d10 day section of their past replaced with your new memories. They feel entirely real and the individual can remember them clearly. Additionally, you can make the individual an ally, replacing their memories with good times spent together. Alternatively, you can replace their memories with harmful times, making them enemies of some other entity. Aside from their relationship to you or the named entities, their personality is entirely the same. After the effects of the ability, the affected has a permanently manipulated mind. They suffer -2 to their wisdom score permanently. Additionally, their reactions are heightened and their sense of loyalty is increased. They gain +2 to AC while within 30 feet of you for the next sixty days. After this process, you suffer two levels of exhaustion in addition to the one you would suffer from skipping a long rest if you indeed skipped a long rest.
Horrid Remembrance
Starting at fourteenth level, your spells that enchant and manipulate memories are strengthened. Creatures that make an intelligence saving throw from an enchantment spell or class ability have disadvantage on the roll. Additionally, the suffer an additional 2d10 psychic damage regardless of their roll as their most horrid memory is trust into their mind.
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