Level
9th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
Charmed (...)

You attempt to reshape 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, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced during any time in its life and that lasted no more than 1 day. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a modified memory too nonsensical to affect a creature in a significant manner.

Available For: Bard (Legacy) Cleric (Legacy) - Trickery Domain (Legacy) Wizard (Legacy) - School of Enchantment (Legacy)

Heslahow

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