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Enchantment

Transmit Knowledge

A white room where memories become lessons

Available Levels
9

Transmit Knowledge opens a white room between two minds. Inside it, memories become scenes, ideas become diagrams and practiced movements can be repeated from every angle. A few seconds outside may contain months of explanation and demonstration.

An unwilling target makes a Will Save when the channel opens. On a success, nothing enters its mind. While channeling, the caster and target remain aware only of the white room and cannot act through their bodies. Breaking the caster's concentration ends the transmission.

The caster may transmit three kinds of material.

Personal memories. The target experiences selected memories from the caster's perspective. The memories are copied, not removed. They contain exactly what the caster perceived and believed; the spell does not correct mistakes, reveal unnoticed details or transform an opinion into truth.

Knowledge. The caster can transmit facts and understanding from subjects such as mathematics, geography, languages, chemistry, alchemy and sorcery. Discrete facts can be understood immediately. Broader fields require longer channeling, and the target's Intelligence determines how much can be absorbed at once.

Practiced techniques. The target can experience a combat technique, alchemical procedure, spell formula or other complex method as the caster understands it. They see every movement, decision and visualization involved.

Knowledge Is Not Mastery

Transmit Knowledge accelerates learning; it does not complete it.

The spell cannot increase Intelligence, Wisdom, Charisma, caster level, HP, Saves, physical attributes or any other statistic. It grants no feat, spell, alchemical formula or fighting technique automatically.

A recipient may know every movement of a sword technique and still need to adapt it to their own body. They may understand a spell formula perfectly but still need to rebuild its visualizations around their own mind and mana. Physical conditioning, personal experimentation, practice and prerequisites remain necessary.

The GM should treat the transmission as complete instruction and exceptional access to a teacher. It can remove years spent searching for information and greatly shorten development, but the recipient must still make the knowledge their own.

Fading Knowledge

Transmitted material remains unusually clear for 2 days per caster level. After that time, anything the recipient has not recalled, studied, discussed or practiced begins to fade.

Regularly used knowledge becomes part of the recipient's own memory and can remain permanently. Unused lessons disappear gradually: details go first, then procedures, and finally the confidence that the recipient ever understood them.

A creature with perfect memory, such as an Aboleth, is exempt from this fading. Material received through the spell remains as clear as any of its other memories, even when it is never used.

Amount Transmitted

A simple fact or one short memory can be transmitted in a single tick. A language, academic field, fighting style or spell formula requires sustained channeling. The GM determines the required time from the breadth of the material and the target's Intelligence, up to the spell's maximum duration.

Referenced by