The manifester inserts a memory of his or her own choosing in the
target's mind. The manifester can insert a memory of up to 1 round
duration per four manifester levels. The manifester chooses when the fake event occurred any time within the last week. The manifester can't read the
target's memory with this power.
Tailoring a memory is tricky, because if it is not done right the
target's mind recognizes it as false. Dissonance occurs if a manifester inserts a memory that is out of context with the
target's past experience. The
target gains a bonus of +1 to +4 on his or her
saving throw, depending on the magnitude of dissonance create by an out-of-context memory, as determined by the GM. Likewise, inserting a memory of the
target taking an action against his or her nature grants a +1 to +4 bonus, depending on the type of memory inserted. Inserting a memory that couldn't possibly be true causes the power to fail automatically.