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Amnesia



(Enchantment or Illusion), Curse, Mental, Permanent

Activation full (3 actions)
Target: 1 creature touched
Duration: See text
Resistance: Will negates (harmless)

You wipe the creature’s memory of up to the last 1 minute.
Failed Save: The target forgets everything that occurred within the current and last round and becomes staggered 1 and universally impaired 1 for 1 round due to being disoriented. This is a permanent curse, so removing the curse restores the memories but also requires the target to make a new save against this same initial effect or be staggered 1 and universally impaired 1 for 1 round again on a failure once the memories are restored. You may choose for the target to forget only certain things and not this entire duration, but this doesn't fill in the gaps of memory.
Critically Failed Save: As a failed save but they forget everything within the last 1 minute.


Rank 2: Critical failure duration increases to 10 minutes and failure duration increases to a number of rounds equal to the tier.
Tier 3: Critical failure duration increases to 2 hours.
Tier 4: Critical failure duration increases to 24 hours.
Tier 5: Critical failure duration increases to 1 week.
Tier 6: Critical failure duration increases to 1 month.
Tier 7: Critical failure duration increases to 1 year.
Tier 8: Critical failure duration increases to 10 years.
Tier 9: Critical failure duration increases to unlimited.
Alter Memories (+1): Rather than cause the target to forget the chosen time frames, you replace the lost time with false memories which you can customize. Every time the target encounters something that disproves their own memories that they haven’t already encountered since their brainwashing, they make an Intelligence or Wisdom resistance roll (Will save) against DC10 + double tier + your Charisma modifier or 10 + your Deception or Performance modifier (whichever is highest). If they pass, they become suspicious their memories have been tampered with, gaining advantage on all future rolls against this particular curse (but not future activations of it). If they critically succeed, they regain their original memories.
Stubborn Effect (+1): A successful resistance roll (but not critically successful) functions as a failure but only 1 round. This can only be applied if the effect is already tier 2 or greater.