Alter Memories
Subclass Feature · Level 14 · Wizard · School of Enchantment
Subclass Feature
Rules
2
sections
Feature Details
At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being .
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent . The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.