Target one creature within range that you can see. The creature must succeed a Charisma saving throw or have an abstract part of that creature taken away. You hold it in physical form as a Tiny or Small object in your hand (or other limb that can be used in the same way) or in a container on your person that can hold it, such as a pocket or backpack. The object can take the appearance of your liking, with an Armor Class of 10, 1 hit point if it is Tiny or 10 hit points if it is Small, and immunity to psychic and poison damage. The object’s appearance is an illusion, and any creature which can see through illusions knows the object’s true nature. It weights 5 pounds if it is Tiny and 25 pounds if it is Small. The object cannot be used, only held. If the object is destroyed, regained by the creature, or lesser restoration or similar magic is cast on the creature, the object breaks and returns to nothing, ending the spell. You must Concentrate to keep the object from breaking. Choose one of the following abstractions to steal:
- Health. The creature’s current and maximum hit points are reduced by 3d8 (to a minimum of 1 each). When the spell ends, the lost current and maximum hit points are regained unless the creature is dead, for which it is not regained until the creature returns to life.
- Protection. The creature’s armor class is reduced by 1d4. When the spell ends, the armor class is restored.
- Skill. The creature’s proficiency bonus is reduced by 1. When the spell ends, the proficiency bonus is restored.
- Memory. The creature loses a memory they made within the past hour. The memory must be no longer than 1 minute long. If the memory was important to the creature, they might realize it is gone, otherwise their mind fills in the blanks. When the spell ends, the memory is restored, and the creature knows when the memory was lost and that it was lost magically. Despite this, the creature does not necessarily know that it was you.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can steal an additional abstract part for every two slot levels above 2, which can be the same option. Every part you steal provokes an addition Charisma saving throw. Alternatively, if you cast this spell using a spell slot of 7 level or higher, you can steal only one abstract part and not concentrate on it. The abstract part cannot be returned to the creature through magic by means other than a wish spell or divine intervention. It can still be returned by breaking with the object or retrieving it.
* - (One of your limbs or a container on your person)Previous Versions
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Posted Dec 3, 2022Made a few typos but nothing serious enough for me to make a new version. One thing to note is at higher levels its every two slots above 1st rather than 2nd
A few things I might need to change: