Memory (Wizard Spell)

This spell allows the wu jen to plant a ficti­tious memory in the mind of another. The spell can be cast on any intelligent creature able to understand the speech of the wu jen. The crea­ture is allowed a saving throw vs. spell to avoid the effect. However, if the subject is uncon­scious or asleep, the saving throw is made at a -2 penalty. Upon casting the spell (which takes only a few moments), the wu jen continues the casting by describing the memory implanted.
Memories of events up to 1 turn in length per level of the caster can be implanted. Thus, a 12th-level wu jen could construct the memo­ries of an event that lasted two hours. The exact casting time of the spell is the time required by the wu jen to describe the memory. The spell gives the wu jen limited knowledge of memo­ries already possessed by the subject, but only for the purpose of fitting the new memory into the flow of events so that it seems to fit logi­cally in the subject's mind. The new memory can be used to supplant a memory already in the mind of the subject (changing the outcome of an encounter or the orders the subject may have received) or can be wedged into “blank space” (describing an encounter during a jour­ney that was otherwise forgettable).
The memory has no magical properties (it is not a suggestion spell), but can be used to pro­mote friendliness, hostility, or change the sub­ject's mission. Obviously, the wu jen must take pains to create logical memories-occurrences must mesh with the personality of the subject or be logically explained. Telling an intelligent evil monster he likes a traditional foe of his race simply because the foe was nice is not suf­ficient. Telling him he likes the character because the character spared his life is much more acceptable. If the DM rules the implanted memory is out of character, the subject is allowed a second saving throw at the end of the spell, with a +4 bonus to the die roll.
The reverse of this spell, erasement, allows the wu jen to remove any memory from the mind of the subject. The limitations on the amount of memory removed are identical to that given above. The time of the erased mem­ory is a blank to the subject; he has no idea of what transpired. Dispel magic, remember, or a similar spell removes an implanted memory or restores a memory that has been erased.
The material components for this spell are a sheet of white paper, a brush, and a pot of ink.
Notes: Common in oriental settings; other­wise very rare.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells