Memory Magic
Memories form after you sit down and finally have time to digest what has happened that day. They are formed fragile, fuzzy. Those who would want to steal a memory from another must share a meal with the victim. Memories are at their most vulnerable when sitting down for a nice meal. All the smells and tastes bring memories swelling like the tides. As long as the meal is shared the memory will go from one to the other. Sharing a meal is not enough. The food must be prepared with something that relates to the memory being stolen.
This magic can be used in the reverse to plant fake memories as well. Stolen memories can never be returned and planted memories can never be taken away. When faced with information that would contradict the memory the victim must Save vs Death with the amount of memories modified subtracted from the save result. Success means the memory is found to be fraudulent or missing, failure results in their mind being open to all the orphaned memories hanging about, overwhelming them to a permanent madness.
An underhanded sort wanted to get the location of a key for a valuable chest he might dine with the baron, offering him foods and delights that have splints of the locked chest hidden inside. The baron doesn't notice and scarfs them down. The thief sneaks a bite and understands the key is hidden in the latrine! A king wants to know if his favorite knight schemes against him. A spread is prepared with the king's own blood. The knight scarfs it down and the king is relieved to know the knight is loyal.
A wizard planted the memory of being a long trusted advisor to a merchant prince (Death throw 12). When his journals are returned to him and finds no mention of the wizard he must save against Death. The wizard has modified 3 memories so the result is modified by -3. The princes rolls a 13-3, failing the save which causes the merchant prince to become gibbering maniac accusing everyone around him of being a conspirator.
A king wants to know if his favorite knight schemes against him. A spread is prepared with the king's own blood. The knight scarfs it down and the king is relieved to know the knight is loyal. The knight though has forgotten if he is loyal to the king or not.
A fugitive wants a village to forget he passed through. So at night he sneaks into the storehouse and bleeds into the ale. A night of drinking and in the morning the village forgets his face and name.