Anima: You attempt to consume another creature's memories. The target must make a wisdom saving throw, which, on a failure, allows you to steal a memory from the target, seeing it as the target did. On a successful save, nothing happens
Animus: You attempt to plant and/or give a memory in a creature. The target must make a wisdom saving throw, which, on a failure, allows you to transfer one of your own, or another creature's, memory. Additionally, you can fabricate one, however, the DC of the throw becomes DC = 12 + target's WIS mod + target's proficiency mod. On a successful save, nothing happens
A willing creature can recieve/offer the memory without the need of any checks
Creatures that are charmed by the caster must make the wisdom saving throw with disadvantage.
The target must have an intelligence score of 4 or higher for this spell to succeed.
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