Lust ... Cr Me - 15
... Portée : Near(Eye) ... Durée : Sun./Year ...
Causes the target to feel an overwhelming desire for the caster. The
target's actions will depend on circumstances, but will definitely be
aimed towards bedding the caster. When first cast, the target get one
chance to resist the spell by making an Int roll of 12 + caster's Pre,
with appropriate personality rolls modifying. If the caster is a
person the target would not ordinarily consider sexually compatible --
if the caster was male and the target lesbian -- the ease factor is
halved. The spell will last until Sunrise (not Sunset) or until
satisfied. If cast with vis, the spell lasts for a full year without
ever abating, though it may be temporarily sated.
It is said that this spell has no power against True
Love, though this has never been proven. Furthermore, it has been
said that several love-struck magi have attempted to create a love
spell, to win the target of their affections, but such attempts have
been universal failures. A few trace the problem to 1-Corinthians
13:13 ``In the end, there are three things that endure: faith, hope,
and love, and the greatest of these is love.'' The possible
philosophical implications regarding the essential nature of man are
quite interesting, to say the least...
Obedience of the Loyal Hound ... Cr Me - 15
... Portée : Near ... Durée : Sun./Perm. ...
The target of the spell gains +4 Loyalty towards a specific goal or
person for the duration of the spell. The target gets a natural
resistance roll of Int - Loyal, with appropriate personality rolls
adding or subtracting.
Picture of the Mind's Eye ... Cr Me - 15
... Portée : Self ... Durée : Conc.(Once) ... Im
The caster imprints a scene into her mind, complete with all senses,
which can be recalled with exquisite detail with a memory roll of 3+,
or spontaneous ReMe of Level 5 if memory fails. Only one such scene
may be kept at any time, and subsequent castings of this spell will
erase previously held images.
Sharing the Truth ... Cr Me - 15
... Portée : Near ... Durée : Conc.(Once) ...
Convinces the target of the validity of one thing which the caster
believes to be true. If the target has a vested interest in believing
otherwise or a strong belief to the contrary she may resist the spell
with an Int roll of 9+, with appropriate personality traits thrown in.
If the the caster does not believe that the thing to be validated is
true -- even if she does not know whether it is true or false -- the
spell will fail
Spirit of the Family ... Cr Me - 15
... Portée : Near ... Durée : Sun. ...
Imbues all members of a group within range with a sense of co-operation,
dedication, courage and unity. All those affected will
gain +3 on appropriate personality rolls.
Beloved Lost Brother ... Cr Me - 15
... Portée : Near ... Durée : Sun./Perm. ...
The target believes that the caster is a distant but legitimate
relative, and will treat the caster appropriately. The target gets one
roll to resist: an Int roll of 9+ cancelling the spell. Most
effective with nobles, but is usually useful for requesting aid from
most anyone.
Words of the Waking Dream ... Cr Me - 15
... Portée : Near(Ear) ... Durée : Moon ...
Caster speaks softly into the target's ear while the target is asleep,
implanting a suggestion of a particular behavior or action. The target
may resist with an Int roll of 12+, including modifiers for personality
traits. Upon waking, the target will perform the
specified behavior or action without thinking about it, almost as if
asleep. If the target's actions are brought to the target's attention,
the target gets another chance to resist, with an Int roll of 6+.
Confidence of the Undaunted Child ... Cr Me - 20
... Portée : Near ... Durée : Spec. ...
The target of this spell will gain extreme confidence with regards to
one action or task, giving +4 to all rolls applicable to the task at
hand, but making the target rash and overconfident (-3 Reliable).
The target gains no extra inclination to perform the task, so those
that balk for nearly any reason but fear or uncertainty will still not
desire to perform the action. The spell will end when the task is no
longer imminent (a battle ends) or when the target fails in any action
related to the given task. The target suffers from 4 extra botch rolls
in any action related to the task at hand.
Memory of Morning's Past ... Cr Me - 20
... Portée : Touch ... Durée : Conc.(Once) ...
The target will remember any single day chosen by the caster, back to
the last new moon, in vivid detail. No particular part of the day will
be remembered better than any other, and the memories will immediately
begin to fade as normal.
Speaking Through the Unbroken Silence ... Cr Me - 20
... Portée : Near ... Durée : Conc. ...
Where Words of the Unbroken Silence (CrMe 5) speaks two words
into the mind of the target, this spell allows the maga to speak for as long
as the range and concentration are maintained.
Rewards of Good Faith ... Cr Me - 20
... Portée : Near ... Durée : Sun./Perm. ... Im
The target is rewarded by feelings of satisfaction and pleasure when
performing a specific type of action or exhibiting a certain behavior,
as chosen by the caster. This spell has a subtle effect, usually
causing a gradual preference by the target for the specified action or
behavior. The target gets no initial resistance roll, but any time the
spell encourages an action that the target is averse to, the target
may attempt an Int roll of 13+, plus modifiers, for personality traits
to throw off the spell. A botch in such a roll means the target
whole-heartedly embraces the behavior, which may permanently affect
personality traits.
Pain of the Perpetual Worry ... Cr Me - 20
... Portée : Near(Eye) ... Durée : Moon/Perm. ...
Gives someone a recurrent sense of anxiety, a fear of something one does not
know. of everything, of nothing, a nagging, taunting, painful emotion. Wears
down the most settled mind.
Calling for the Family's Help ... Cr Me - 25
... Portée : Local ... Durée : Conc.(Once) ...
Shouts a cry for help much like a scream into the minds of all members
of the family within range, making them immediately aware of the fact
of your distress and your general direction. No other coherent
information is sent.
Consumption of the Sage's Bread ... Cr Me - 25
R ... Portée : Touch ... Durée : Inst. ... Pe
The caster ``consumes'' the information contained in a text or other
record, gaining all the information contained therein. The record is
completely destroyed, leaving no trace of material. The information
gained in this fashion may not be more than 2 Levels of increase in
any knowledge or 1 Level of increase in any skill or magical art.
Regardless of how much information is retained, the entire record is
destroyed.
Painting the Picture of the Dream ... Cr Me - 25
... Portée : Near ... Durée : Conc. ... In Im
The caster can control the target's dream world completely, but not
how the target will react to the dream. The caster will become
embroiled in the dream as well, perceiving the dream as it occurs.
The target of the spell must be sleeping when the spell is cast, and
if the target wakes up for any reason during the course of the spell,
the spell will end. Death in dreams should be traumatic, but not
fatal. In extreme circumstances -- especially with injured or otherwise
weak individuals -- the storyguide may require the dreamer to make a
Stm roll of 3+ to avoid a heart attack.
Usury of the Mind ... Cr Me - 25
... Portée : Touch ... Durée : Sun./Perm. ... Pe
The caster ``borrows'' any one talent, knowledge, or skill from a
willing target. The target loses the borrowed ability for the duration
of the spell, and the caster performs as though she had the ability at
the target's original Level. The caster chooses which ability is
taken, but the target must be willing to lend that ability, or the
spell will fail. The caster may still be limited by physical requirement.
The Headsman's Mask ... Cr Me - 25
... Portée : Near ... Durée : Sun./Perm. ...
The target of the spell is made to believe that if she takes or fails
to take any one action, something very bad will happen. Exactly what
will happen is up to the caster to specify, and it will affect the
target's natural resistance roll. An Int roll of 12+, modified by the
believability and fear of the supposed danger, will end the spell.
The maga may choose not to specify anything, in which case the target
gets a +3 to resist, and will only feel a vague sense of foreboding
and doom about the action. The target may still act in any way
desired, but will usually require a Brave roll of some kind, also
modified by the reality and fear of the supposed danger, to act in the
face of the supposed danger.
Aura of Awesome Terror ... Cr Me - 30
... Portée : Self ... Durée : Sun./Perm. ...
This causes all who view you to become terrified of your presence until
you go out of sight. Bravery rolls 12+ to melee, 9+ to use attacks from a
distance.
Elephant's Memory ... Cr Me - 30
... Portée : Near(Eye) ... Durée : Sun. ...
Gives the target perfect recall. She will not recall anything that
she had forgotten before the spell started, but during the duration,
the target will forget nothing. While under the influence of
this spell, the target need not make memory rolls at all for things
learned while under this spell, and +5 for other things. Furthermore,
if studying knowledges while under this spell, every month that the
spell is active, the target gains 1 additional experience point.
However, this has a tendency to be quite dangerous, for if overused,
this spell can erode the target's natural memory.
The Well Placed Word ... Cr Me - 30
... Portée : Near ... Durée : Conc.(Once) ...
The caster places one thought of up to one full sentence into the
target's mind. The target will consider the thought to be a
conclusion if the target was considering something pertaining to the
thought at the time, otherwise she will take it as a flash of
inspiration.
Lost in the Depths ... Cr Me - 35
... Portée : Spec. ... Durée : Spec. ...
Puts the target within a specific dream-world state in which the
target perceives only the dream-world, which is created by the caster.
The caster must be able to touch the target, unless something intimate
to the target (hair, clothing, etc.) is possessed, in which case the
caster need only see the target to cast the spell. There must always
be some ``out'' to the dream world, which the target will be able to
find with an Int + Per roll of 15+, rolled each time she wakes up
within the dream-world (once per day). The target will suffer no
physical effects from any actions she believes to be taking place,
unless she is killed -- see Painting the Picture of the Dream
(CrMe 25); but will take long-term fatigue instead. Once the target is
free of the trap, she will remember the actions in the dream-world as
if they really happened, and experience gained to all but knowledges
while within the dream-world remains.
Perius' Mind ... Cr Me - 50
... Portée : Touch ... Durée : Conc./Moon ... Mu
This spell increases the target Int by 2 points. The target gains all
applicable bonuses, being able to reason more clearly and make
intuitive leaps more readily. Only one such spell can be cast on a
target at a time. For a target to gain the applicable bonuses, the
spell must be in effect for the duration of the action; thus, using
this spell to increase lab totals takes 3 castings and 30 pawns of
vis. Some, especially magi, find this spell rather addictive. The
name refers to the inventor of the spell, Perius, a less than modest
magus
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