This particular spell was the last and most powerful spell developed by the
archmentalist Rheizom. It allows the wizard to selectively destroy, alter, or
implant memories in the subject creature as he sees fit. He can completely
reprogram a character, inventing a new persona, a new alignment, and assigning a new
class as he sees fit. Only sentient beings can be affected; if the subject is
not human, humanoid, or demihuman, he gains a +4 bonus on his saving throw.
As described above, programmed amnesia can be used to achieve several different effects. The wizard may choose to
make use of any or all of the effects listed below:
A. Memory erasure. Any or all memories possessed by the subject can be erased at the caster’s
will, including knowledge of specific events, people, or places.
B. Memory implant. The caster can create false memories in the subject’s mind as he sees fit.
Imaginary friends, events that didn’t really take place, betrayals by people the
subject regards as his friends, or the friendship of an enemy could all be
implanted in the subject’s mind.
C. Skill erasure. The subject can be made to forget any or all class-based skills or
proficiencies, including all or part of his THAC0 (it resets to 20), thief abilities,
spellcasting, turning undead, or any other ability that stems from knowledge. About
the only characteristics that can’t be affected by this usage of Rheizom’s programmed amnesia are hit points, saving throws, and ability scores. A character’s native
language cannot be erased, either.
D. Persona erasure. Combining the effects of a skill erasure and a memory erasure, this leaves the
subject as a clean slate. Only his ability scores, hit points, saving throws,
and native language remain. The character may assume any class or alignment
available, beginning as a 1st-level character just as if he had decided to
dual-class. (Even demihumans can dual-class in this fashion, since they forget all
skills of their previous class.)
E. Persona implant. By erasing the existing personality and implanting a false set of memories,
the wizard can build a new persona for the mind-wiped character. In effect, he
can decide what class, alignment, and personality the subject will assume after
his persona erasure. If the new persona is an adventurer, the character
dual-classes, as described above.
F. Programmed erasure. The subject can be programmed to suffer a memory, skill, or persona erasure
when a certain event takes place. For example, the wizard could set the subject
to be wiped clean as a slate when the subject receives a coded message or
arrives at some destination. Optionally, the wizard can decide to have an erasure
partially or totally lifted when the programmed condition comes to pass.
The casting time of this spell varies according to what effects the wizard
wishes to impose on the subject. To cast just one of the listed effects, the
wizard must spend two days secluded away from any distractions—a personal laboratory
is a good example of a secluded place. In between the intense eight-hour
casting sessions, the wizard can sleep and eat in the area he chose to seclude
himself in. If the wizard breaks his seclusion for any reason, the spell is lost.
Also, for every effect over the first, another day (with its eight-hour intense
casting period) must be spent in seclusion.
The wizard must be able to see the spell’s subject. At the end of each day of
casting, the subject makes a saving throw vs. spell to negate the effect.
Programmed amnesia is normally permanent, unless the wizard cares to specify a set of conditions
or parameters that will end the effect (see F, above). Its effects can only be
undone by a restoration or wish spell, or by successful use of the psionic science psychic surgery. A
character who picks up new skills or class abilities while amnesiac must make a saving
throw vs. spell when his own real memories return; if he fails, the skills he
learned as an amnesiac are gone forever, replaced by his former abilities, but
if he succeeds he retains any new skills, and may even choose to continue in his
new class as a dual-classed character. Dungeon Masters should keep in mind
that an amnesiac character should still meet the new class’s full prerequisites
before he can become that class.
Obviously, this is a very powerful spell, and the DM should very carefully
examine a PC’s use of this magic. Dungeon Masters, take note—there are dozens of
excellent plot vehicles hiding here if an NPC wizard uses this on a player
character! Also, be aware that destroying a creature’s personality and replacing it
with one more amenable to the wizard’s designs is never a good act.
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