Unrecall

Effect

You completely wipe away the memory that one creature has of you. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated while in the process of erasing you from their memories. While this charm lasts, you must leave the target’s sight line before the spell ends, or the spell will automatically fail and their memories of you will return. If it takes any damage or is targeted by another spell, the spell ends and none of the target’s memories are erased.
With a successful cast, the creature will substitute you in their memories for something that makes sense to them. If you saved that creature from a crossbow bolt, they will remember the situation as them jumping out of the bolt’s trajectory just in time, or someone else having saved them.
If the creature sees you after the spell has ended, they get a chance to do another Wisdom saving throw to see if they can recall you. They have an additional chance each minute they can see you. Altered memories are fickle, and if other creatures manage to convince them the altered memories they have created are nonsensical, the spell will end. Otherwise, the spell can only be lifted with a greater restoration spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can attempt to erase the memory the creature has of an additional creature. They must make one saving throw for any additional creatures you want erased from their memory, and all those creatures must leave their sightline before the spell ends.
Gestures & Ritual
V
Related Discipline
Bard, Sorcerer, Wizard
Related School
enchantment
Effect Duration
Concentration, up to 1 minute
Effect Casting Time
1 minute
Range
Touch
Level
5th-level

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