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Illusion

Memory Vault

Seal memories—and eventually possessions—inside a watchful object

Available Levels
359

Memory Vault copies the caster's memories into an object. It never removes or alters the original memories. When the vault recognizes its trigger, it recreates the stored memory as an immersive illusion for the creatures authorized by that trigger.

A memory contains one event or connected scene as the caster remembers it. It includes their perceptions and interpretation, but cannot reveal an unnoticed detail, correct a mistake, or establish that their beliefs were true.

Triggers

At Level 3, the caster chooses a password or proximity trigger. A proximity trigger opens the memory when any creature—or one visibly described creature—comes within 10 ft of the vault. No password is required.

Beginning at Level 5, the vault can evaluate complex combinations of observable conditions. It may recognize particular creatures, events, red mana, a family bloodline, or similar traits available to its magical senses. It can authorize different creatures to receive different stored memories.

The vault judges what its senses perceive. An illusion can satisfy a trigger only if it reproduces everything that trigger examines. An ordinary visual illusion can imitate a face but cannot create red mana or a bloodline. A spell capable of imitating the required magical signature, such as Magic Aura, can deceive that part of the trigger.

Spell Scaling

Spell Level Memories Duration Additional Capabilities
3 1 1 day/CL Password or proximity trigger. Casting takes 1 minute.
5 1 per point of Intelligence, minimum 1 1 week/CL; permanent with gold Complex triggers and separate authorization for stored memories.
9 1 per point of Intelligence, minimum 1 1 week/CL; permanent with gold, or one free permanent vault Dimensional storage and autonomous defenses. Casting is Standard (2 ticks).

The caster chooses the memories and conditions when casting. Casting Memory Vault again on the same object may replace any of them. Making a Level 5 or Level 9 vault permanent with gold follows the normal enchantment rules and uses a cost set by the GM.

Level 9: Dimensional Vault

A Level 9 vault contains a small dimensional space that can hold up to one object per caster level. An object must pass through the vault's physical opening or fit inside the container when inserted; the spell cannot swallow terrain, buildings, or an object too large to place within it. An authorized creature can insert or retrieve objects by touching the vault.

Each caster may have one Level 9 Memory Vault permanent without paying gold. Designating a new free vault ends the previous one's permanence. Its memories disappear and its stored objects emerge safely into the nearest open spaces. Additional permanent vaults require gold.

The vault surrounds itself with a Level 9 Barrier using the caster level recorded when Memory Vault was cast. If the Barrier is destroyed or dispelled, it reforms at the next dawn. The vault can fly autonomously at 30 ft per tick and follow escape instructions chosen during casting.

Once per day when it is attacked, the vault may teleport to one destination designated during casting. The destination must still be valid under the normal teleportation rules. If it cannot teleport, it follows its flight instructions instead.

Dispel Magic

Dispel Magic can remove the vault's Barrier until the next dawn without opening the vault. Ending Memory Vault destroys its copied memories rather than revealing them. Stored physical objects are not destroyed; they emerge safely around the container.

A temporary vault is dispelled as an ordinary spell effect. A permanent vault is an enchanted object and follows the normal rules for disrupting or permanently destroying a magic item's enchantments. Dispel Magic is therefore useful for destroying the archive or forcing out Level 9 possessions, but it cannot steal a memory in readable form.

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