Some spells in fifth edition Dungeons & Dragons lean heavily into the roleplaying aspect of the game. Others draw from horror film tropes, with effects like raising the dead or summoning tentacles from other realms. And then there’s modify memory: the powerful 5th-level spell that lives at the crossroads of the two.
While the outward visuals of the spell may not be frightening, modify memory deals with the existential dread that comes with realizing that your very mind could be used as a weapon against you. When used in a clutch moment, modify memory can change the course of a campaign- just ask fans of Critical Role. When used for evil, the spell can be devastating for player characters. Let's take a close look at modify memory and how it works:
- What does modify memory do?
- What are the limits of modify memory?
- Using this spell as a Dungeon Master
- Who can cast modify memory?
- Why we love this spell
- Modify memory FAQs
What Does Modify Memory Do?
Modify memory allows the caster to—you guessed it—modify the memory of another creature. This enchantment spell causes a creature to be charmed by you for 1 minute. During this time, the target is incapacitated and unaware of its surroundings, though it can hear you. Think of it like a trance you might see in a movie or when a stage hypnotist has someone "under" during a show. While the target is in this trance, you can alter its memories.
Modify memory has an expansive set of applications for you to choose from:
- You can fully erase or create a memory
- You can alter a memory to be slightly different
- You can make someone recall a memory clearly
However, the spell is not without its limitations.
What Are the Limits of Modify Memory?
The most significant limitation on the spell is the 10 minutes of memory that can be modified. This timeframe remains the same regardless of the level someone casts it at. This means modify memory doesn’t allow someone to wantonly rewrite a creature's life. As a 5th-level spell, the caster can only make changes to events that have occurred in the past 24 hours, but that time frame increases to seven days when cast at 6th level, and all the way up to the target’s entire life at 9th level.
There are also some limitations on the targeting of the spell. The targeted creature can attempt to resist the spell with a Wisdom saving throw, and they even have advantage on the roll if you’re currently fighting them. The creature must also be able to hear you and understand your language, so you might not be able to convince an aboleth that it really enjoyed your company when you gave it chin scritches, unless you also happen to be fluent in Deep Speech.
If you’re in an adventuring party and someone is being targeted by the spell, there are a few ways to prevent it. A silence spell cast around the target would prevent them from being able to hear how its memories are changing. As a concentration spell, breaking the caster’s focus to end the spell before it is completed is also an option.
Modify memory is a spell that explicitly gives limiting power to the DM. The spell doesn’t change a target’s behavior, simply their memory, so if something pushes the envelope too far, or is something that the creature would find utterly unbelievable, the DM can rule that they dismiss the new memory as a passing dream or whimsy of the imagination.
Using This Spell as a Dungeon Master
As a DM, modify memory can be a particularly powerful spell to hand creatures in your game. As such, there’s a great responsibility to not abuse that power. Strategic use of a modify memory as a knife into the player character’s backstory can be very effective.
It's important to remember that a declaration that the spell has been used on a PC during downtime when they didn’t have a chance to roll to resist it might feel a like railroading at best- and violate a player’s agency at worst. Still, in the right moment and in the hands of a particularly clever Big Bad, a modify memory spell could be utterly devastating.
You don't need to target the player characters either. Imagine learning that a beloved NPC has been betraying the party on a regular basis and doesn’t even know it themselves because they’ve had each instance of it erased from their own mind. Perhaps the eyewitness who will swear on a stack of insight checks and zones of truth that they saw a crime has actually had their memory of the event implanted.
Who Can Cast Modify Memory?
In fifth edition D&D, modify memory is largely a spell for the wizard and bard classes, but it’s also available to Trickery Domain clerics and Aberrant Mind sorcerers. One of the nice perks of the spell is that it has no material components, only vocal and somatic, so higher-level characters might find the 5th-level spell slot a pretty reasonable price to pay for a spell this powerful.
Why We Love This Spell
We stan a spell that has such strong roleplaying possibilities. It can open up some pretty great pathways to players who fanagle the best uses. Need to get past a particularly stubborn guard? Modify their memory so that they remember you flashing a pretty important badge. Need to procure some pretty expensive merchandise for the journey? Why, you already paid the shopkeep and they already placed your gold into their fancy safe! There’s also such great potential for absolutely gut-wrenching uses of it. A character whose partner tragically died might be made to remember they survived and be doomed to search for them forever. And imagine how devastating the loss of a single “I love you” could be if done at the right moment in someone’s life.
But what makes modify memory so sublimely wicked is this line from the spell description: “Its mind fills in any gaps in the details of your description.” Imagine the horrifying understanding that not only did someone cast a spell on you that altered your memory, but that your own brain, seeing gaps in what was being created, actually worked to help the spell get there. There are a lot of fun horror tropes in D&D, but that particular line sends a primal chill up the spine.
FAQ: Modify Memory
Can you use modify memory on yourself?
With RAW you cannot use modify memory on yourself. The subject of the spell becomes incapacitated while the spell is in effect, which means you would not be able to maintain the one minute of concentration required to keep focusing on the spell.
Can you use modify memory on unconscious creatures?
Yes, you can. The requirements for the spell are that the creature must be able to hear you and understand your language, it does not specify that they must be awake. While the unconscious condition makes one incapacitated and unaware of their surroundings, this is also an effect of the spell itself.
Is modify memory permanent?
The spell effects of modify memory are permanent without magical intervention.
Can you reverse modify memory?
The only way to remove modify memory from a creature is with the remove curse or greater restoration spells. You could technically cast modify memory on them again but rewriting the memory back to the true events would be more like a magical reenactment than an actual restoration of the original memory.
How can you tell if someone had modify memory cast on them?
The identify spell when cast on a creature will tell the caster that the modify memory spell was used, but it will not give them the details of what memories were changed or what they originally were. Detect magic will not reveal modify memory because the effects take hold and become permanent after the spell ends, so there wouldn’t be a permanent Enchantment effect on the creature.
Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.
Riley, I love that you're doing these spell spotlights. Modify Memory definitely deserved some love!
Great article, like to see spell spotlights
Great article. Modify Memory is one of the most terrifying spells if used right.
Great article! Thanks for the FAQ clarifying how other spells interact with it.
You left out my favorite class... Aberrant Mind Sorcerer. You pick it up via the Psionic Spells ability, and then can cast it without any verbal or somatic components via Psionic Sorcery. Plus, your telepathic speech lets you implant the memory without speaking aloud. This generally means you can modify memories without anyone realizing what took place, even if your in a crowded room.
So, in a game a few years ago, I (wizard) and my party accidentally stole a Ring of Wishes. Yes, I'm aware of how that sounds. We meant to steal a different ring (as we never believed the DM would allow us to have that ring)... but thanks to invisibility, 2 players each stole a ring. This was around level 5 or 6. I had told the party (in and out of character) that I already knew what the last use would be... if I could manage it. One of the party members' parents were angry with them because they were not interested in marrying who said parent wanted. The final Wish from that Ring was an 8th level Modify Memory on that parent to realize the party member was their only daughter and they just wanted them to be happy.
Thanks to being a Divination Wizard, it wasn't hard to get past the save. Everyone in the party (and the DM) just stared at me with open jaws as if they couldn't believe I did that. After the session was over, I just said, "Neither I, nor my character, has ever lied to any of you. I said the final Wish would be exactly what I did. I meant it."
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Technically 100% accurate. The character never lied... but didn't always tell every detail either. So everything spoken was the truth.. just not always the whole truth. ;)
I love modify memory; I only wish it had an affected memory longer than only 10 minutes.
Did you use mtg art, that looks a ton like Memory Drain.
I agree... wish it were 30 minutes at 5th level, 8 hours at 6th level, 1 day at 7th level, 1 week at 8th level, and either 1 month or 6 months at 9th level.
For some reason I keep imagining the affected character having a flashback as the new memory is impressed, in a way that oddly resembles Family Guy sketches.
Oh my god. You've opened the door for a great idea for an NPC...
Maybe its just me, but I always felt like modify memory and similar spells, really anything that inflicts the charmed condition, kind of crossed a line. I get that spells similar to this have been a part D&D for a long time and that they aren't always used with that intent, but if you think about it, forcefully modifying someone's memory or charming them into doing or thinking things they wouldn't normally do kind of seem like a magical roofie to put it bluntly. Not that this is exactly always enjoyable either, but coercion to get a character to do something at least leaves the character with a choice, even if the consequences may be dire. As far as modify memory and other charms go, I'm not even talking specifically when they're used on PCs either. Despite being called non-player characters, the DM is just as much a player of D&D as the adventurers are (in addition to everything else they do to run a campaign). This can apply for magic items that alter character alignments and personalities too. I mean, if everyone in the group is okay with all of it, go ahead I guess. More power to you, but that seems a little violating, especially if you're someone who likes to make really detailed characters. The same goes for characters or their real life players with very specific and strong moral values that the spell would have them act in opposition to. I mean, its a bit off topic, but for example, the same principal would apply to the jedi mind trick. In the Star Wars movies it seems pretty innocent and even funny at times, but anyone who's played Knights of the Old Republic especially would know exactly how having that kind of power could be abused to an extreme. Again, off topic, but just an example. Yes, I know. Its just a game and if you don't like it, you don't have to use it or even play D&D at all, but knowing what an awesome game it can be, having to stop because you'd prefer it if you were the one who gets the final say of how your character thinks and acts, instead of someone who casts those kinds of spells or uses those kinds of effects, is a real shame. Before anyone says it, no. I'm not trying to go after the author or anything like that. Sometimes tone can get lost in written communication, so I'd like to clarify that this is not my intention. Anyways that's just my 2 cents. Feel free to agree and/or disagree with me. In fact, I'd welcome the discussion as long as it remains civil. Maybe there's a perspective on this someone sees that I haven't thought of and I'm the one misunderstanding the idea. I'll go ahead and get off my soapbox now.
Oh good, I’m not stupid and actually memorised my Niv Mizzet deck.
If you prepared enough, you can cast modify memory on yourself: set a glyph of warding that will be triggered on yourself and cast modify memory; and before it - a magic mouth that will speak suggestions with your own voice while you are incapacitated
yep just how I feel
It really is a neato spell, but I've always believed it should be an Intelligence save since I feel that's more appropriate for magic that targets memory instead of instincts. Like the item misplacing mechanic of a Morkoth's regional effects for example.
The only think I would add is that if something totally conflicts with the altered memory then they get a chance to save against it again.
It is a classic trope of you alter memory of person one. Person two who doesn't has the original memories talks to person one.
The conflict gives the person a chance to save again.
Ex:
Guard 2 comes into room "Hey where are the prisoners?"
Guard 1 "we got orders to let them go. The Lord came in and told me"
Guard 2 "No he didn't. I was with him. He never came in"
Guard 1 keeps coming up with ways to fill in the difference but Guard 2 refutes every point and even the Lord does. Guard 1 should be able to make a save.