Creo Mentem
The Silent Conspiracy
CrMe 15
R: Sight, D: Concentration, T: Individual
While the caster concentrates, they can form words directly into the mind of anyone within sight. The target recognises your voice and knows the message is of supernatural origin.
Judia of Tremere developed this spell so that she could coach or direct her consortis when he was speaking to mundanes on her behalf. Given her gift, this allowed her to remain back from the conversation, though still within earshot, whilst still having control over any terms of deals or bargains struck.
(Base: 3, R: Sight +3, D: Concentration +1, T: Individual)
Contributer: Badger101, transcribed by Yair
Subtle Word to the Distant Companion
CrMe 20
R: Arcane Connection, D: Diameter, T: Individual
Allows the caster to create words in the mind of a person to whom she has an Arcane connection.
Carissa often used this spell in conjunction with the spell “Ear for Distant Voices” to hold conversations with her companions and spies whilst they were aboard. To anyone observing, the target might seem to be merely talking to himself.
(B: 3, R: Arcane +4, D: Diameter +1, T: Individual)
Contributer: Badger101, transcribed by Yair
The Silent Conversation
CrMe (req: In) 30
R: Sight, D: Concentration, T: Individual
While the caster concentrates, they can form words directly into the mind of anyone within sight. The caster can also hear the responses (by virtue of the Intellego requisite) by listening to the surface thoughts of the target. The target recognises your voice and knows the message is of supernatural origin.
Judia of Tremere developed this spell so that she could coach or direct her consortis when he was speaking to mundanes on her behalf. Given her gift, this allowed her to remain back from the conversation whilst still having control over any terms of deals or bargains struck.
(B: 3, R: Sight +3, D: Concentration +1, T: Individual; Requisite +1, Elaborate effect +2)
Contributer: Badger101, transcribed by Yair
Oath Breaker’s Remorse
CrMe 35 Faerie Ritual
R: Eye, D: Bargain + Moon, T: Individual
The target will feel an overwhelming sense of guilt and regret over breaking their agreement. The target must pass a personality test with an ease factor of 9 every day to resist the temptation to go to the magus and explain and apologize for their actions.
(Base 4,+1 range, +6 duration)
Unleash the Anger of the Unruly Mob
CrMe (req: Re) 35
R: Voice, D: Concentration, T: Group
This enchantment creates the feeling of anger and frustration in a group (no more than a hundred strong). The Rego requisite allows the caster to focus this emotion upon a person, object or event. The crowd may only start by grumbling, then loudly protesting, but the longer the spell is maintained the more likely they are to become violent. At first only one or two members of the crowd (perhaps naturally inclined to disorder) may act aggressively, but this can quickly escalate to a full blown riot.
Orban notes a curious effect of this spell, which he believes is more due to human nature than any side-effect of the magic. He reports seeing even quite ordinarily rational or restrained individuals eventually getting caught up with a ‘mob mentality’ and eventually resorting to quite violent acts. He also notes that sometimes looting or violence may continue even after the duration of the spell has ended, and questions whether this is merely due to the veneer of civilised behaviour being swept away, or whether the sins of so many people attracts the attention of the infernal.
(B: 4, R: Voice +2, D: Concentration +1, T: Group +2, Size +1, Requisite +1)
Contributer: Badger101, transcribed by Yair
Mene Mene Tekel Upharsin
CrMe 40 Ritual
R: Arcane, D: Momentary, T: Room
Everyone in room is filled with fear and dread. Any negative personality traits are doubled. The caster can write a four words upon the wall of the target room.
(Base 4, R: Arcane +4, D: Momentary, T: Room +2, +1 Mentem)
Contributer: Andrew Mitchell
Note: added another two magnitude for the effect on one's personality.
Philosopher's Stone (effect)
CrMe 84 effect
R: Touch, D: Sun, T: Room
This is an enchantment effect to be placed in an invested device, an egg made out of gold (tiny gold item, 10 raw pawns of raw vis to prepare, and another 9 to instill). The item blesses the room it is in, increasing the Intelligence of everyone in it by +1 (to no more than +5).
A similar enchantment applies to Communication (Writer’s Muse) or Perception (Guardsman’s Assurance). Although some magi have used such means to increase their writing prowess or augment their lab work, the extreme high level of the enchantment and the incurred warping discourage its wide use.
(Base 55, +1 Touch, +2 Sun, +2 Room; +4 levels for permanent effect)
Contributer: Yair.
Notes: To lower warping, the magus is advised to design his own philosopher's stone.
City of the Philosopher Kings
CrMe 95 Ritual
R: Touch, D: Year, T: Structure
This spell is used to bless a covenant or similar structure. Whomever enters the area finds that his mental faculties are enhanced: he is more cunning, sharp, and more receptive to learning. He effectively gains a +1 to his Intelligence (up to +5) while on the covenant grounds.
(Base 55, +1 Touch, +4 Year, +3 Structure)
Contributer: Yair.
Notes: To lower warping, a magus needs to create his own version of this spell.
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