As your action, you can focus your mind on any one creature within 25 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
When you cast the cantrip, you automatically learn a surface thought of the creature—what is most on its mind in that moment. You also know its location if it is within the cantrip's range.
To find a deeper memory, you must make a charisma saving throw. The threshold for this saving throw is at the discretion of the DM and depends on how deep the memory is buried. If you succeed, you gain access to one memory. This memory is automatically brought to the forefront of the target's mind, but the target does not know you have used this cantrip.
On a failed saving throw, the cantrip ends.
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