Uncouple MemoryRitual 6
Cast 1 day
Cost surgical supplies worth 400 gp
Secondary Casters 0
Primary Check Arcana (master), Nature (master), Occultism (master), or Religion (master)
Duration unlimited
Some knowledge cannot persist in the world and haunts those who possess it. Unfortunately, some of that knowledge belongs to you. With the assistance of your secondary casters, you split your mind into uneven sections. Your primary mind contains your personality, goals, general knowledge, and abilities. Your uncoupled mind exists to hold the knowledge that you have decided to hide within your own consciousness, plus a personality that oversees it. You can select the personality that appears, such as making it a copy of your own or a version of yourself tailored to protect that knowledge. While your primary mind is active, your uncoupled mind is not accessible. Accessing it requires subduing your primary mind, such as by falling asleep or entering a trance.
This does not remove all traces of the knowledge you've sequestered from the world. If you shared it with others (or if someone else also discovered that knowledge), they can still spread it. However, if you hear, see, or otherwise encounter the uncoupled knowledge while your primary mind is active, you become Stunned 3 and your uncoupled mind becomes active instead. Your uncoupled mind can Dismiss themself based on a set condition when performing this ritual or based on their own judgment, reactivating your primary mind.
Critical Success The ritual succeeds. When your uncoupled mind would become active, you can attempt a DC 5 flat. On a success, your primary mind stays active.
Success As critical success, by the flat check is DC 10.
Failure You fail to uncouple your memory from your mind, leaving your memory and personality unaltered.
Critical Failure You uncouple the wrong memories, creating an uncoupled mind with unintended knowledge that your primary mind cannot access (as determined by the GM).
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.