You infect the mind of a creature that you touch, attempting to steal its memories and its intellect. The target takes 6d6 psychic damage and must make an Intelligence saving throw against your Spell Save DC. If they are unconscious, the creature automatically fails.
If the creature succeeds, they take 6d6 psychic damage and they are deafened for 1 minute. If the creature fails, their mind is ripped from them. The creature takes an additional 6d6 psychic damage and is stunned, deafened, and blinded for 1 minute. They lose all memories of who they are and were. They lose knowledge of any spells they knew, fighting techniques they had, and proficiencies with tools. The creatures intelligence is reduced to 6. A Greater Restoration spell can restore their intelligence but their memories are lost forever unless they steal the information back from the spellcaster.
On a failed save, the caster of the spell is flooded with the stolen knowledge from the target. The caster is blinded, deafened, and stunned for 1 minute. They also now possess the memories of the creature. The caster does not gain any of the creatures proficiencies or spells but knows what they were. As this flood of information occurs the caster takes 12d6 psychic damage. If this damage would reduce the caster to 0 Hitpoints they suffer the effects of the spell as well, their memories becoming lost forever.
The memories of the target are stored in the warded vial with their blood. The contents of the vial turn a milky blue. Any creature who sips from the vial may temporarily absorb the stolen memories. Any creature who does this must make a DC 15 Intelligence saving throw or take 6d6 psychic damage and enter a comatose state for 1d6 days. A creature who succeeds takes half damage and may learn any information the target knew. After 1 hour the memories leave the drinker and the vial is refilled.
* - ((two ounces of the targets blood contained in a warded crystal vial worth 2500gp) )
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