Wipe
Destroy what a place remembers, then tell it something else
Wipe erases the spell memory of a place: the images, sounds and emotions held by the red mana people shed as they pass. The caster speaks over a 30 ft radius, and the particles inside stop recording what happened there.
Resolve a caster level check against the magic whose trace is being destroyed, as for Dispel Magic:
1d20 + CL against 1d20 + CL, or 10 + CL, whichever the trace's caster prefers.
The DC is 25% harder. A trace left by ordinary presence uses the caster level of the creature that left it. Traces make no Save.
Spell Scaling
| Spell Level | Effect |
|---|---|
| 7 | Erase the spell memory inside the area. Divination of the past finds nothing there. |
| 9 | Erase it, then write another memory in its place: a face, a conversation, or an empty room. |
| 10 | Destroy the particles themselves. Nothing remains to restore or rewrite. |
At levels 7 and 9, Dispel Magic restores the original memory. A room with no memory also reveals that someone wiped it; a false memory does not, but may contradict a witness, a season or a body.
At level 10, the mana is gone. No divination or dispel can recover its memory. This also prevents Resurrection, which needs the trace left by a creature's death to rebuild its body.
House Stoneheart created Wipe. The house that binds promises with magic also learned to make a death final.
Blue mana records only the shape, direction and intent of a Psychic act. Wipe destroys those traces on the same terms; a false blue trace must also invent a convincing motive.