Memory Lapse


Rules Questions


I play an enchanter and find this spell to be interesting, but it has some issues. Could someone explain how this spell actually works?

It says: "You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present."

I see two major problems. First, this spell when used as described above would not occur during initiative, making "turns" pretty subjective.

Secondly, by the description it doesn't appear to work if "turns" are allocated equally.

Example - PC attempting to pick pocket of NPC.

PC's "turn" - flubs pick pocket roll.

NPC's "turn" - reacts to said flub however appropriate (calling guard, etc.)

PC - casts memory lapse, taking NPC's memory back to beginning of its last turn, yet still after the flubbed roll and therefore, reaction happens in the same way, all over again.

Is there an errata I don't know about or is this spell just hand waved that you get a do-over?

Should the spell read ...back to the *PC's* last turn prior to the casting?

Or was this spell never intended for use by the person making the action?

In other words, you have someone else completing the pickpocketing in question while having the spell readied, which would require two people for the successful use of the spell in each case.

EX: turns

PC #1 makes pickpocketing roll (flubs)
PC #2 casts memory lapse before NPC gets to react
NPC then acts as if nothing happened (if failed save)

But again, this all happens outside initiative so it requires a friendly GM to even work cooperatively.


Here's the author's take on it.

Not sure how helpful that is.


Yeah, I read that.

Barring an official ruling, however, those of us in PFS will likely avoid the use of the spell since it is going to cause table diversions.

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