Mythic Modify Memory Mythic
Enchantment
Available to
- Casting Time
- 1 round; see textMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- close (25 ft. + 5 ft./2 levels)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one living creatureHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- permanentHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negatesIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
- Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
- Allow the subject to recall with perfect clarity an event it actually experienced.
- Change the details of an event the subject actually experienced.
- Implant a memory of an event the subject never experienced.
A modified memory does not necessarily affect the subject's actions, particularly if it contradicts the creature's natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream, too much wine, or another similar excuse.
Mythic variant: You can modify an additional 5 minutes of the subject’s memory per tier. You may affect multiple memories with one casting of the spell, as long as the total number of minutes doesn’t exceed this limit. Each affected memory counts as a minimum of 5 minutes. For example, you could implant a memory of having a brief meeting with the mayor before lunch and another brief meeting just after dinner, even though the two events would have been hours apart.
Augmented (8th): If you expend four uses of mythic power, instead of altering the target’s memories, you alter all other creatures’ memories of the target (only the target gets a saving throw against the spell). All creatures on the same plane as the target forget his name, their relationship to him, and everything he has done; he is essentially a stranger to them. Any important acts by the target are attributed to someone else. Everyone’s memories of history are rewritten to incorporate this change. The target’s memories are unaffected. You can exclude a number of other creatures up to your tier from the effects of this spell (so they remember the truth), including yourself if you wish. Written records are unchanged unless you expend an additional six uses of mythic power when you cast the spell, and written records on other planes remain unchanged regardless.
Variants
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Modify Memory
- False Alibi
- Mythic Modify Memory