Memory Hole
HAZARD 9 +20 (expert)
Anyone looking into the hole has memories sucked from their head.
DC 29 Deception (master) to feed the pit false thoughts that plug it, or DC 28 Occultism (expert) or Dispel Magic (4th rank; counteract DC 27) to drain the pit's magic
Drink Thoughts
A creature looks into the pit
Ephemeral energies pour from the creature's head, and the creature must attempt a DC 30 Will save.
Critical Success The creature is unaffected.
Success The creature is Stupefied 1 for 1 minute.
Failure The creature is Stupefied 2 for 1 hour and loses 1 minute of recent memories (a memory of the GM's choosing within the last 24 hours).
Critical Failure As failure, but Stupefied 3.
The trap resets after 1 hour if it's not disabled.
Pathfinder #183: Field of MaidensOGL