Luggy's Tome of Memory Magic

by PosTavern

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Luggy's Tome of Memory Magic

Mementomancy: The Magic of Memory

Luggy, the mistress of memory, was a dopey enchantress as well as the personification of forgetfulness and repression. Bards, wizards, and warlocks who study her mostly illegal work on Mementomancy may seek to manipulate the minds of their enemies or to heal the traumatic pasts of their friends. Their spellbooks may consist of the spells listed here along with others such as the comical Gift of Gab or the legendary Modify Memory.

Mementomancy Spells

Luggy's Gullible Gaslight

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: Concentration, up to 1 hour

You attempt to subtly reshape the memories of one creature you can see that isn’t hostile toward you. The target makes a Wisdom saving throw. On a failed save, you can affect the target’s memory of an event that it experienced within the past hour that lasted no more than 10 minutes. You can change its memory of the details of the event, so long as the new details are logical.

If you concentrate on this spell for its full duration, the target's memory remains altered indefinitely. If the spell ends early, the creature realizes that you used magic to alter its memory and becomes hostile toward you.

A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.

Deja Vu

1st level Enchantment


  • Casting Time: 1 reaction, which you take when a target ends its turn within range
  • Range: 30 feet
  • Components: V S
  • Duration: Instantaneous

You reach into the the mind of a creature you can see and put its thought processes into a temporary loop. The target must make a Wisdom saving throw. On a failed save, it must use its reaction to repeat the actions and movement it took on its turn in the same order and directions. If the target cannot safely continue to take the same actions or movement again (if a foe the target attacked is out of range, the target is out of spell slots, or a cliff is in the target's path, and so on), the target remains at its current location and does nothing further.

Memory Transfer

1st level Divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You transfer your memory of an event that lasted no more than 10 minutes to a willing creature that you touch. Alternatively, the creature can transfer its memory of an event to you. The receiver of the memory can recall it as accurately as the sender.

Luggy's Familiar Face

2nd level Enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (a small amount of makeup or a cosmetic applied to the face as this spell is cast)
  • Duration: 1 hour

You subtly disguise your appearance to look different yet oddly recognizable. For the duration, you have advantage on all Charisma checks directed at creatures of your choice that aren’t hostile toward you. In this disguise, an affected creature believes it remembers you from somewhere, but it can't seem to remember where. If you give the creature a reason for it to recognize you, it is inclined to believe you so long as the reason is logical. It maintains this belief after the spell ends unless it sees you transition in or out of your disguise, at which point the creature realizes that you used magic to alter its memory and becomes hostile toward you.

To discern your true identity or determine that any reasons you gave were false, a creature can use its action to recall from its memory and must succeed a successful Intelligence (History) check against your spell save DC.

Memory Recall

2nd level Divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 hour

You recall the memory of an event within the last 24 hours that lasted no more than 10 minutes within your mind. Your body remains in a meditative state while you experience all the senses you felt in the memory in perfect recollection and vivid detail. You can also use an action to fast forward, rewind, or pause the memory at any point.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can recall a memory from an additional 24 hours prior for each slot level above 2nd. When you cast this spell using a spell slot of 9th level, you can recall a memory from any point in time.

Luggy's Mind Probe

3rd level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V S
  • Duration: Instantaneous

One target you can see within range must make a Wisdom saving throw. On a failed save, it takes 4d8 psychic damage and you gain insight into its reasoning (if any), its emotional state, and something large that looms in its mind (such as something it worries over, loves, or hates). On a successful save, the target takes half as much damage and none of the spell’s other effects occur. If the creature you target has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Remy's Nostalgic Feast

4th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a rat's tail)
  • Duration: 1 minute

You imbue the food or liquid in a single container with an overwhelming taste of nostalgia. When a creature ingests the imbued food or liquid, it must make a Charisma saving throw or become charmed for the duration. While charmed by this spell, the creature's speed is 0 and it is blinded and deafened as it relives a happy memory in its mind.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Memory Devour

6th level Enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S
  • Duration: 1 hour

You reach into the mind of a creature you can see and attempt to drain it of its memories. The target must make a Wisdom saving throw. On a failed save, the target suffers from amnesia for the duration. It knows who it is and retains racial traits and class features, but it doesn’t recognize other people or remember anything that happened before the spell was cast. The target also loses its ability to understand any languages and all of its proficiencies, except saving throw proficiencies. You learn all the languages the target knew and gain all of its lost proficiencies for the duration, as well as any memories it would freely share with a casual acquaintance.

You can end the spell early by using an action to dismiss it. A Remove Curse or Greater Restoration spell also ends it.

At Higher Levels: When you cast this spell using a spell slot of 7th level, the the duration is 1 day. When cast using a spell slot of 8th level, the duration is 1 week. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Luggy's Universal Erasure

8th level Transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V S M (water from a river in the Nine Hells contained in an ornamental goblet worth at least 1000 gp)
  • Duration: Instantaneous

You erase up to 10 creatures (alive or dead), a historic event (such as an epic battle between an adventuring party and an aboleth), or both from the memory of every other creature on the plane of existence that you cast this spell on. All records of the their existence, such as writing and art, disappear and are possibly replaced with something else.

Relevant stories of the creatures or event are artistically displayed on the goblet used to cast this spell. A creature who drinks from the goblet gains the lost memories. If the goblet is destroyed or emptied completely, the effects of the spell are reversed.

Optional Modify Memory Variant

At the DM's discretion, the Modify Memory spell can be cast at lower levels. If cast at 3rd level or higher, you can alter the target's memories of an event that took place up to 1 hour ago (3rd level) or 8 hours ago (4th level).

Art: Gilderoy Lockhart by Nathaniel Santoso

Mementomancy Items

Amulet of Memory-Proofing

Wondrous item, very rare (requires attunement)

While you wear this amulet, creatures that see you will instantly forget about you when they look away. Any creature that sees you again would remember its previous sightings.

Tome of Forced Forgetfulness

Wondrous item, legendary

This book contains instructions on how to magically remove at least one memory from a living creature. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you gain the ability to use an arcane focus or surgical tools to conduct a 1 hour memory removal procedure. The subject can either be yourself or a willing, restrained, or incapacitated creature within 5 feet of you.

After 1 minute, a tiny permanent hole is sliced into the subject’s head. The subject then begins to experience psychedelic dreams or hallucinations and is charmed for the rest of the procedure. While charmed in this way, the subject is incapacitated and has a speed of 0. If the subject is conscious at any point, it must succeed a DC 17 Constitution saving throw at the end of the procedure. It is afflicted with long-term madness on a failed save, or short-term madness on a successful one. The effect's duration is multiplied by the highest targeted memory level.

Memory Removal Table
Memory Level Approximate Age Memory Strand Length
1 1 day or less 2 feet
2 1 week or less 5 feet
3 1 month or less 10 feet
4 1 year or less 20 feet
5 10 years or less 50 feet
6 More than 10 years 100 feet

You cannot remove an implicit memory with this procedure, such as knowledge on how to use a tool or speak a language.

The subject is aware its memory is being removed and the approximate age of the highest targeted memory level, and it begins to relive those memories as they fade into oblivion. If the subject is not willing to have its memories removed, it must make a Wisdom (Insight) check contested by your Intelligence (Arcana) check every 20 minutes of the procedure. It gains a bonus to the checks equal to the highest targeted memory level. If the subject wins two contests, its memories are not removed and it cannot be affected by this procedure for 24 hours.

Memories removed from the permanent hole form into a tangible string of glowing energy called a memory strand. It has 2 hit points and can burst with a DC 17 Strength check. The length of this strand depends on the highest memory level contained in it, but it shrinks to fit its surroundings and can be stored in a tiny container such as a vial. It can also be inserted into a creature's mind via the permanent hole created during a memory removal procedure or another hole such as a mouth or nostril, whether it belongs to the original subject or another creature. This creature would then gain every memory attached to the strand as if it were their own.

Cult of The Plunge (DM's eyes only)

In the shifting world of Charybdis, a cult known as the Children of the Plunge spread the teachings of this tome like a virus. Donning a plunger-like wig to hide the scars on their heads, they seek to erase the memories of every living being and "plunge the world into oblivion," beginning a new era without trauma or pain. Some plungerheads use passive manipulation and only conduct the procedure on those who are willing, while others lead horrific crusades and use the memory strands of their victims to craft weapons, nooses, and oblex oozes.

Weapon of Memory Stealing

Weapon (any sword or whip), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is made of pure energy that is fueled by the lifetimes of memories from those it has slain. The blade sheds light in a 10-foot radius and can be extended or retracted from the hilt when you command it. A creature that sees the blade can hear instances of any emotion you choose, such as joy or despair, from the memories it stores.

Credits

Author and Designer

Cici (u/PosTavern)

Art Credits Note

As a commitment of respect and virtue, I have included each artist's name and artwork title in distinguishable bold text on their respective page. This is done to recognize the artists’ hard work and encourage all interested viewers to look into them further. Any art without this credit is public domain (CC0). If you are an artist and wish to have your piece removed from this product, please contact cici.imagineer@gmail.com.

Acknowledgements

My friends and significant other for their enthusiasm and support
The redditors who provided terrific feedback

Credits Art: I Am Your World by Victor Tan