Memories
A memory is defined as the unique experience of a specific moment. Memories are divided into a number of types based on the nature of the experience, as described here. Because each memory pertains only to one specific event, it is assumed that every creature always has at least one memory of each type.
Memories are also divided into categories based on their strength and vividness. Memories of different strengths have different effects, as described here. Faint memories are the simplest and weakest of memories and typically pertain to events from childhood and early life. They can also be memories of a single facet of an experience. Vivid memories are clear and powerful, usually relating to major events from adolescence or adulthood. Overpowering memories are the most powerful of all, usually pertaining to traumatic events or major life turning points.
Unless otherwise noted, the effects of a memory last for a number of rounds equal to the Receiver of Memory’s class level. The DC for any saves associated with a memory is equal to 15 + half the Receiver of Memory’s class level + the Receiver’s Wisdom modifier. All level-dependent variables are determined using the Receiver of Memory’s class level. While Giving and Receiving memories are considered supernatural abilities, the memories themselves are not. A creature under the effects of a memory continues to experience them in an anti-magic field or other location where magical and supernatural abilities are suppressed.
Memory of Calm
A memory of extreme relaxation flows into the target’s mind. Perhaps it’s a lazy summer afternoon in a hammock or the feeling of floating in a still pond. Whatever it is, the target feels profoundly calm.
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Faint: The target must succeed on a Will save or be affected as if by the Calm Emotions spell for the duration of the memory.
Vivid: The target must succeed on a Will save or fall asleep for the duration of the memory. This memory even affects targets normally immune to sleep effects, introducing the experience of sleep to creatures otherwise unfamiliar with relaxation of that intensity.
Memory of Cold
A memory of frigid temperatures fills the target’s mind; from the bite of the winter wind, to the creeping, wet cold of snow-soaked clothing, to desperate attempts to survive an arctic night.
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Faint: The target’s joints stiffen and movement becomes slow and lethargic. The target takes a -2 penalty to Strength and Dexterity for the duration of the effect.
Vivid: The cold seeps into the target’s body, causing physical pain. The target takes 3d6 points of cold damage every round for the duration of the effect. A successful Fortitude save each round halves the damage for that round.
Overpowering: The target behaves as if encased in ice. It is paralyzed for the duration of the effect.
Memory of Confusion
Some events defy our ability to comprehend them, even years after the fact. Fragmented images, chaotic moments, and incomplete recollections fill the target’s mind, making it difficult to separate the real from the unreal.
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Faint: The target takes a -2 penalty on all Intelligence, Wisdom, and Charisma-based checks for the duration of the effect.
Vivid: The target is confused for the duration of the effect.
Overpowering: The target’s mind cannot cope with the confusion of the memory. The target takes 2d6 points of Intelligence and Wisdom damage.
Memory of Courage
A feeling of power and invulnerability fills the target. A memory of a courageous last stand or a great victory flashes through the target’s mind.
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Faint: The target gains a +4 bonus on saves against fear as well as on saves to resist effects that impose morale penalties. Any fear effects currently influencing the target are suppressed for the duration of the memory.
Vivid: The target is immune to charm, compulsion, fear, and negative morale effects for the duration of the memory.
Memory of Endurance
The target remembers the satisfying feeling after long exercise or productive work. Her muscles and her mind feel the ache of exertion.
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Faint: The target gains a +2 bonus to her Constitution score. When the Receiver reaches 8th level, the target gains a bonus to her Constitution score equal to the Receiver’s Wisdom modifier for the duration of the effect.
Vivid: The target is immune to fatigue and exhaustion for the duration of the effect. Any non-lethal damage from hustling or forced marching is eliminated and she, if she is already fatigued or exhausted, she is so no longer.
Overpowering: The target gains DR/- equal to half the Receiver’s class level for the duration of the effect.
Memory of Exertion
The target’s limbs ache and head throbs, as if from prolonged work or strenuous activity. She struggles to keep her eyes open and her head held up.
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Faint: The target is fatigued for the duration of the memory. In addition, she takes a penalty equal to the Receiver’s Wisdom modifier on saves against sleep effects, effects that cause fatigue or exhaustion, and effects that deal damage to her physical ability scores.
Vivid: The target is exhausted for the duration of the effect.
Memory of Family
The target’s mind is filled with the happy memories of family, safety, and belonging.
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Faint: Whenever one or more allies are within10 feet, the target gains a +2 bonus to AC and saves. If two or more allies are affected by this memory at the same time, the bonus is equal to the Receiver’s Wisdom modifier. However, all creatures affected by this memory take a -2 penalty on AC and saves if an ally within 10 feet dies or falls unconscious from hit point loss or ability damage. This penalty remains the same even if multiple allies are killed or rendered unconscious.
Overpowering: The target gains spell resistance for the duration of the memory equal to 10 + 2 * the number of allies within 10 feet when the target is affected by the memory. If two or more allies are affected by this memory at the same time, the spell resistance increases further by an amount equal to the Receiver’s Wisdom modifier.
Memory of Fear
Images of a horrific murder, a creepy abandoned house, a ghostly apparition, or the terrifying feeling of losing one’s sanity fill the mind of the target.
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Faint: The target is shaken and takes a penalty equal to the Receiver’s Wisdom modifier on saves against fear effects for the duration of the memory.
Vivid: The target cowers for the duration of the memory.
Overpowering: The memory the Receiver impart is so terrifying, it momentarily stops the target’s heart. The target falls unconscious for the duration of the memory and remains unconscious thereafter until awoken. Waking the target requires a full-round action by an adjacent ally or the passage of 8 hours, whichever occurs first.
Memory of Friendship
The target remembers the joy of meeting a new friend, the trust that develops through companionship, and the contentment that only comes in the presence of true friends.
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Vivid: The target must succeed on a Will save or be affected as if by the Charm Monster spell for the duration of the memory. However, the target does not gain a +5 bonus on its save if it is being threatened or attacked by the Receiver and her allies. The target also takes a -4 penalty on opposed Charisma checks while under the influence of this memory.
Memory of Grief
The target remembers the death of a parent, separation from a friend or lover, or the loss of a treasured possession.
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Vivid: The target is affected as if by the Crushing Despair spell for the duration of the memory. In addition, the target takes a further -2 penalty on saves to resist effects that impose morale penalties or effects that are described as caused by grief or sadness. Finally, the duration of all such effects is doubled for the target of this memory, even if that duration lasts beyond the other effects of the memory.
Memory of Hate
The target fills with loathing, remembering an experience of being wronged or of being filled with deep-seated prejudice.
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Faint: The target enters a rage, as the barbarian class ability. The target is subject to all the bonuses, penalties, and limitations normally associated with the rage ability.
Memory of Healing
The target recalls the pleasant orange-like flavor of a healing potion, the rush of positive energy knitting damaged sinews back together, or the joy of running after a long convalescence.
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Faint: The target gains fast healing 1 for the duration of the memory. At 4th level and every 4 levels thereafter, the amount of fast healing granted by this memory increases by 1, to a maximum of fast healing 6 at 20th level.
Vivid: The target is affected as if by a Restoration spell.
Overpowering: The target is affected as if by a Heal spell or by a Greater Restoration spell.
Note: This memory, while powerful, relies on the mind’s ability to fool the body into recovery. As such, it can only work a number of times per day equal to the Receiver’s Wisdom modifier on any given target.
Memory of Heat
The target’s skin feels uncomfortably warm as memories of scorching desert days, house fires, and prolonged exposure to intense sunlight.
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Faint: The target experiences the sensation of severe sunburn or a similar condition, taking 1d6 points of non-lethal damage per class level (max 5d6). Additionally, the target takes a penalty on saves against fire damage and the negative effects of heat equal to the Receiver’s Wisdom modifier for the duration of the memory.
Vivid: The target experiences the sensation of intense, harmful burns, taking 1d6 points of fire damage per class level. The target may make a Fortitude save to halve this damage.
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Memory of Joy
The target is filled with feelings of happiness, contentment, and joy. Memories of holidays, first kisses, and other joyful events push all other thoughts from her mind.
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Vivid: All fear effects as well as all effects that impose penalties on attack rolls, damage rolls, ability checks, skill checks, and saving throws (but not ability damage, ability drain, negative levels, or any similar effects) are suppressed for the duration of the memory. Additionally, at the end of the memory’s duration, the target can make a Will save (DC 10 +2 for every effect that had been suppressed). If she is successful, all effects are ended instead of simply suppressed.
Memory of Love
The target’s heart swells with strong emotion as memories of love fill her mind. She remembers first kisses, joyful time spent with close friends and family, and quiet mornings with a spouse.
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Vivid: A memory of love lends strength to the target’s arms, speed to her feet, and vigor to her actions. The target gains a bonus equal to the Receiver’s Wisdom modifier on all attack rolls, damage rolls, saves, skill checks, and ability checks.
Overpowering: All enchantments, transmutations, and curses currently affecting the target are broken, as the Break Enchantment spell, except no level check is necessary to remove the effects.
Memory of Pain
The target’s skin starts to crawl and memories of pain fill her mind; broken limbs, severe burns, and other moments of extreme discomfort.
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Overpowering: The target is completely overcome with pain. She is knocked prone and can do nothing but writhe in agony, taking no other actions for the duration of the memory.
Memory of Strength
The target’s mind and body rush with the memories of power and might; of heroic battles, of adrenaline-powered feats of strength; of skills resulting from long hours of practice and training.
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Faint: The target gains a +2 bonus on attack and damage rolls with melee weapons for the duration of the memory. This bonus increases by an additional +1 when the Receiver of Memory reaches levels 5, 10, 15, and 20.
Vivid: The target gains a bonus to her Strength score equal to the Receiver of Memory’s Wisdom modifier. This bonus lasts for the duration of the memory.
Memory of Surprise
The target’s awareness slackens as her mind is overcome with the memory of falling for a cunning trap or a stealthy opponent.
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Vivid: The target is considered flat-footed for the duration of the memory.
Memory of Thirst
The target’s mind fills with a desperate struggle for survival in the desert or drinking the few drops of water from inside a cactus.
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Faint: The memory’s thirst slowly creeps up on the target. It immediately takes 1d6 points of non-lethal damage and is fatigued. Finally, every two rounds while the memory remains in effect, the target must make a Constitution check (DC 11 + 1 for every previous check) or take an additional 1d6 points of non-lethal damage.
Vivid: The memory’s intense thirst strikes the target all at once, as if days without water had already passed. The target takes 1d6 points of desiccation damage (Sandstorm, p. 15) per class level and is fatigued for the duration of the memory. The target may make a Fortitude save to halve this damage, but is still fatigued.
Memory of War
All of the target’s sense are overwhelmed by a single powerful memory of war; the smell of fire and death; the cries of pain, shouts of anger, and clash of steel on steel; the anguish of a fresh wound or the death of a friend; the terror of facing a powerful enemy.
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Overpowering: The target is disabled for the duration of the memory, even though her hit point total is not affected. She takes all the penalties associated with the disabled condition. If she performs a standard action or any other strenuous action, she loses one hit point and, if this brings her hit point total to -1 or lower, she falls unconscious. However, she continues to act as normal as long as her hit point total remains above -1, losing one hit point whenever she takes a standard action or any other strenuous action. Additionally, the target takes a penalty equal to the Receiver’s Wisdom modifier on attack rolls, damage rolls, ability checks, skill checks, saves, and armor class for the duration of the memory.
Memory of Warmth
The target’s mind fills with the feelings of a warm summer’s day, of a lazy morning under a warm quilt, or the soothing feeling of sun on its skin.
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Faint: The target gains the benefits of the Endure Elements spell for the duration of the memory. Additionally, the target can share this benefit with one other creature of its size or smaller. Doing so requires that the target succeed on a grapple check. Willing creatures can automatically fail this check. The grappled creature shares the benefits of this memory for as long as the memory’s target maintains the grapple.
Vivid: For the duration of the memory, the target gains energy resistance to cold and fire equal to the Receiver’s class level plus the Receiver’s Wisdom modifier. Additionally, the target can share this benefit with one other creature of its size or smaller. Doing so requires that the target succeed on a grapple check. Willing creatures can automatically fail this check. The grappled creature shares the benefits of this memory for as long as the memory’s target maintains the grapple.