You attempt to steal the knowledge of a creature that you are touching. As an action you may force that creature to make an Intelligence(Arcana), Wisdom(Insight), or Charisma(Deception) contest, (The Choice of the Caster) against your Spellcasting Ability Modifier + Half your Proficiency Bonus (rounded up). If the target wins on the initial check it takes 4d6 psychic damage as it is overwhelmed by the psychic energy. The creature may then not be targeted by this spell upon the same attribute for 24 hours.
Intelligence: Targets a creature's actual knowledge of events
You attempt to steal a creature's memories.
Wisdom: Targets a creature's interpretation of actual events
You attempt to steal a creature's thought processes.
Charisma: Targets a creature's emotional connection to actual events and interpretations
You attempt to steal a creature's emotional reaction
On a successful initial contest, you and the target make up to 3 further contests (these contests happen as a part of the same action and are all of the same type).
1 Success: You Steal knowledge specific to a certain event of your choice.
2 Successes: You Steal knowledge of the specific event and closely related events.
3 Successes: You Steal knowledge of the the specific event and all tangentially related events.
Fore each contest that either party loses, they take 2d6 psychic damage.
This knowledge is transferred into the vessel that you have used and you may use an action to probe into the thoughts as if by a detect thoughts spell.
If the target fails on all 3 contests they are rendered unconscious for 1d4 hours as their mind attempts to recover from the intrusion, and they lose the memories that were targeted. The unconsciousness ends early if the target takes any damage.
If the target succeeds on any of the contests they retain the memories, however these memories are "foggy" for 1d6+2 days.
Memories lost by this spell can only be regained by destroying the vessel in which they are held after casting a dispel magic spell upon it of at least 5th level, or by means such as wish or divine intervention.
If a creature without a brain is targeted by this spell it instantly fails, wasting the spell slot.
* - (A vessel in which to transfer knowledge such as a jar)Previous Versions
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5/25/2022 10:00:29 AM
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Coming Soon
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