False Memories
Required | Mind Sphere 5 |
Range | Sight, Sense Minds |
Area | 1 Target |
Duration | 24 Hours / Special |
Casting | Verbal, Somatic |
Action | Standard |
Cost | 4 Mana |
Effect | One of the most feared powers granted to masters of Mind magic, False Memories can implant a major element into a target’s memories. The target must fail a Mental Magic Resistance, and the caster may choose what element to implant. Examples include:
These changes may alter the target's Disposition towards the subject of the False Memory as the caster wishes. For example, a False Memory of the caster as a lifelong friend would make the target have a disposition of Ally. False Memories may not remove existing memories the target has, only inject new ones. Skilled uses of the spell will thread the injected memories into real ones to make it impossible to tell what is real and what is not. False Memories may be cast multiple times on a single target, however no more than Rank memories may be injected on a single target. If a False Memory conflicts directly with the target's real memories, or the implanted memory is so bizarre as to be nonsensical or impossible (e.g. a memory of turning into a unicorn) the target may get a new saving throw when forced to confront or remember these strange thoughts. If they fail this saving through they will become Shaken for the duration of the spell and confused (suffering an additional -2 penalty on Skill checks requiring Intelligence. The effects of this spell can be complex and far reaching. The Storyteller should determine specific interactions on a per target basis. The first time a specific False Memory is implanted it lasts for 24 Hours. If the identical memory is successfully implanted on the same target, it's duration doubles with each subsequent application to a maximum of 16 days.
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