Level
6th
Casting Time
1 Action
Range/Area
60 ft.
Components
S, M *
Duration
Instantaneous
School
Enchantment
Attack/Save
CHA Save
Damage/Effect
Psychic
You attempt to steal and consume the memory of a creature within range, forcing it to make a Charisma saving throw. On a failed save, a creature takes 6d10 psychic damage. On a successful save, a creature takes half damage. Regardless if the target succeeds or fails, you then gain a number of temporary hit points equal to half the psychic damage dealt. Moreover, if the creature fails its saving throw, you steal a memory or piece of information of your choice from its mind. A creature loses the stolen memory until a greater restoration spell or similar magic restores it. The memory or information you steal can be one of the following:
- The target's knowledge of a location they’ve visited or seen. You gain advantage on all ability checks you make to navigate to that location, until you gain knowledge of another location in this way.
- The target's knowledge of a language they know. You learn to speak, read and write that language for one year, or until you gain knowledge of another language in this way.
- The target's knowledge with a skill, tool or weapon. You gain proficiency with the skill, tool or weapon for one year, or until you gain knowledge of another proficiency in this way.
- A secret the creature kept, or an important memory, determined by the DM.
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