Level
5th
Casting Time
1 Minute Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect

You touch a willing creature and feed it a morsel of flesh from the corpse of a recently slain creature, causing that creature to absorb the memories of the slain being as the flesh is digested. Over the next 24 hours, the recipient gains 1d10 + 2 key memories from the slain creature’s mind.

You may choose to target specific information you seek (such as the location of a hidden object, the true identity of a person, the passphrase to a vault, or the formula for a spell). If you do so, the recipient suffers disadvantage on all saving throws and ability checks made to resist or process the memories related to that specific information.

The memories surface randomly in the recipient’s mind over the course of 24 hours. Each time a memory would manifest (DM determines the timing, roughly once per hour on average), the recipient must make both a Constitution saving throw and a Wisdom saving throw. The DC for both saves is equal to 10 + half the slain creature’s challenge rating (rounded up). If the recipient fails the Wisdom saving throw, it takes 5d10 psychic damage, and the memory acquisition fails for that instance (though other memories may still surface later). If the recipient fails the Constitution saving throw, it takes 5d10 poison damage, but the memory is still successfully acquired.

If the slain creature originated from another plane of existence (such as a fiend, celestial, elemental, or aberration), the damage from both failed saves is doubled.

If one of the memories is the formula for a spell on the wizard spell list, the recipient must succeed on an Intelligence (Arcana) check with a DC of 10 + the spell’s level to comprehend and retain it properly. If successful, the recipient may copy the spell into a spellbook (if it is a wizard), transcribe it onto a scroll, or—if the recipient is a sorcerer or warlock—replace one of its known spells with it during its next level up or when it would otherwise replace a spell (even if the spell is not on its class’s spell list).

All saving throws and checks made to process the memories are made at disadvantage if the recipient is engaged in strenuous activity (combat, heavy physical exertion, running, etc.) at the time the memory surfaces. Conversely, the saves and checks are made with advantage if the recipient is at rest, meditating, or otherwise in a calm and focused state when the memory manifests.

The caster is unaffected by the memories or any associated damage or effects; only the touched recipient experiences them. The recipient must be willing and conscious when the ritual is performed.

* - (a flawless ruby worth at least 500 gp, plus a fresh piece of flesh from a slain creature)

Available For: Wizard Sorcerer - Aberrant Sorcery Warlock - Great Old One Patron

Spartandragon54792410

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