Banish the Possessing Spirit ... Pe Me - Gen
... Portée : Near ... Durée : Sun./Perm. ...
Forces a spirit possessing any body other than its own to end its
possession, and prevents the being from possessing the same body for
the duration of the spell. The possessing spirit may resist this spell
if its magic resistance roll exceeds a roll of Level + die + possessed
body's Int, if any. Req Vim if the spirit is magical, not that of
a living human.
Hidden Mind ... Pe Me - Gen
... Portée : Touch ... Durée : Sun. ... Vi
This spell cloaks the mind of the target. The target has no ill
effects, but spells such as Peering into the Mortal Mind
(InMe 30) or Detection of Other Minds (InMe Gen) will not work on
the subject if Hidden Mind was cast at higher Level. Spells that
affect the target's mind, like Passion's Lost Feeling
(PeMe 20), still work, but any natural resistance roll is made at +2 if the
spell is of lower Level than the Hidden Mind.
Aversion of the Mind's Subtle Poison ... Pe Me - 15
... Portée : Near ... Durée : Sun. ...
Breaks the target's concentration completely, requiring that the
target think through the interrupted thought from the beginning again.
The target may resist with a Concentration or Meditation roll, as
appropriate, of 15+.
Gentle Bash of Utter Confusion ... Pe Me - 15
... Portée : Near ... Durée : Nap ...
This spell is a basic confusion spell. By means of a large
mind-jarring shock, the intended victim's mind ceases to function
normally, and in extreme circumstances, like a double botch, may cause
death. The usual effect is that the world makes no sense whatsoever
to the victim. Any actions are taken at -5 or worse, depending on
what is going on. Someone in combat may, for instance, wonder what
she is doing here, holding a sword in her hand, attacking this elderly
gentleman. A Stm roll of 13+ means that the spell has no effect, while
those affected remain so for 10 minutes or until they make the same
13+ roll, one roll being approximately every minute.
Light Tap into Unconsciousness ... Pe Me - 15
... Portée : Touch ... Durée : Nap ...
Upon touching the victim, a Stm roll of 12+ is needed to prevent
falling unconscious. She will then re-awaken after the number of
minutes that she missed the roll by. The main shortfalling of this
spell is the range -- touch. Fatigue levels are not lost; however,
they may be regained by the target while unconscious.
Stealing the Threads of Thought ... Pe Me - 20
... Portée : Touch ... Durée : Inst. ... Cr
The caster steals thoughts from the target, which are permanently
removed from the target's mind, and learned by the caster. The
thoughts taken will be random, but recent thoughts are more likely to
be stolen than old ones, and important thoughts are more likely to be
taken than less important ones. The target will know she has lost the
train of thought, but will never actually
remember the original thoughts, although the same thoughts and
conclusions can be arrived at again normally.
Aura of Total Insignificance ... Pe Me - 25
... Portée : Self ... Durée : Sun./Perm. ...
While under the effects of this spell, the caster is viewed by
everyone met as unimportant, indeed scarcely there... Apart from
going to the trouble of not walking into your path, they will continue
with their own affairs as if the caster was not there at all.
Effectively, the caster is invisible but can go about her business
much more easily, although it needs to penetrate magic resistance.
Should the caster act in such a way as to directly affect the people
surrounding her, they get a Int + Per roll vs. an appropriate target
number to realize the caster's presence -- Hitting them: 3+, Stealing an
important item in full view: 6+, Opening a door: 15+.
Curse of the Dottering Fool ... Pe Me - 25
... Portée : Near(Eye) ... Durée : Sun./Perm. ...
Lowers the target's Intelligence by 2 points.
Incantation of the Wearisome Mind ... Pe Me - 30
... Portée : Sight ... Durée : Sun. ...
Destroys target's ability to resist Mentem spells ;
gives -5 on all Mentem resistance rolls.
Stealing the Pages of Memory ... Pe Me - 30
... Portée : Touch ... Durée : Inst. ... Cr
The caster steals memories from the target, which are permanently
removed from the target's mind. The memories taken will be random, but
recent memories are more likely to be stolen than old ones, and strong
memories, like important events, are more likely to be taken than less
important ones. The target will know she has gaps in memory, but will
never actually remember the
original memories, although new ideas of what took place might replace
the old ones if the target is informed of what happened. The caster
gains these memories as current information, not as memories, though a
botch might cause the memories stolen to ``overwrite'' the caster's
memory, causing some personality shock. Note that this is different
from the spell Stealing the Threads of Thoughts (PeMe 20)
in that this spell takes memories (past thoughts) and Stealing
the Threads of Thoughts takes current thoughts.
March of the Inevitable Wheel ... Pe Me - 30
... Portée : Near(Eye) ... Durée : Inst. ...
Breaks the target's will to continue. It will only work on someone
who would eventually give up what they are attempting. Examples are:
an unrequited lover, a victim of torture, a diseased person carrying
on by force of will, a warrior struggling in battle, or a mage
concentrating on a spell.
Natural resistance is a Persevering or similar roll of 9+; targets
with flaws such as Lost Love or Sense of
Doom resist at -3. The broken target will recover just as if she
had been ``broken'' naturally -- the warrior will surrender, the mage
stop concentrating, the diseased person will die and so on. They may
lose confidence, alter personality traits, gain appropriate mental
flaws, or even commit suicide, but most often will react as a
character with the Sense of Doom flaw who has been
defeated.
Night of the Mind ... Pe Me - 40
... Portée : Near ... Durée : Inst. ...
Destroys a person's mind. The target can make an Int roll of 15+ to
resist. If the target does not, her mind is gone; her body is still
alive, but inert -- it will still breathe, but nothing else.
Mentem spells cast upon such a person will fail as if they had been cast on a
corpse.
It is sais that this spell might be undone by a Creo Mentem spell of about 60th Level,
with vis to make it permanent and an Intellego requisite, to
actually recreate the person's mind.
Next: Rego Mentem Up: Mentem Previous: Muto Mentem