Tier Level: 
6
Spell Type: 
🌀 Confusion, Control
Stat Cost: 
12 Soul
Spell Cast Speed: 
12
Range & Area: 
1 target
Duration: 
1d8 rounds
Cast Roll: 
Impossible Arcana
Effects: 

This spell is a part of the Currents of Time spell chain and is found in the Currents of Time rune stone.

Memory does not lie. This is perhaps the most fundamental truth about the symbol that the praeteriamancer has built their entire craft around - that Memory holds what was, faithfully, completely, without revision or agenda. Every other spell in this chain has worked within that truth. Currents of Time drew from what genuinely flowed. Legacy Released lifted burdens that genuinely existed. Breaking the Chain severed connections that were genuinely there. Absolution released what had genuinely been held.

Memory's Illusion asks Memory to do something it was never meant to do. The praeteriamancer reaches through Memory and requests not preservation but fabrication. They ask for a memory shaped not by what happened but by what would cause the most profound and complete disorientation in the target. Memory complies, but not without cost. The praeteriamancer feels it immediately, 2d10 Vitality draining away as the price of asking the symbol of truth to produce something that isn't entirely true. Memory gives what was asked. It simply makes certain the one who asked understands what that asking cost.

What the target receives is a memory so convincing that reality becomes suspect. Every ally around them is suddenly, certainly, an enemy - their faces wrong, their intentions clear and threatening. Every enemy is suddenly an ally, familiar and trusted. The target acts on this with complete conviction because Memory does not do things halfway, even its fabrications carry the full weight of its authority. Furthermore the target finds their own capabilities suddenly uncertain, the skills and spells they have spent their life developing feeling like borrowed memories of someone else's training. A 1d6 is rolled; any spell or skill of the tier rolled and above feels unreliable, inaccessible, as if Memory has quietly withdrawn its confirmation that they ever truly knew those things.

Each round the target may make a Hard Mental Balance check to pierce the illusion. Memory's fabrication is thorough but the mind can fight back if it is strong enough. Should they succeed the spell ends. Should they fail the false memory holds for another round, the target continuing to act on a reality that was never real. The spell lasts for 1d8 rounds at maximum. When it finally ends, whether through a successful check or simply running its course, the target must make one final Hard Mental Balance check. Failure means Confusion takes hold for 1d4 rounds, the boundary between the false memory and reality not yet fully resolved, the target uncertain enough about what they are seeing that their actions become unreliable. The praeteriamancer watches from a safe distance, somewhat diminished in Vitality, knowing they have just done something that Memory will not easily forgive them for asking.

Rune Stone Effect: 

N/A

Requirements: 
Spirit Returned