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Rego Mentem

Effect of Concentration ... Re Me - Gen
... Portée : Effect Only ... Durée : Effect Only ...
This is not a spell one casts, it is an effect one installs in a magic item. It must be used as a continuous effect. Its purpose is to boost the maga's concentration -- it adds +1 to all Concentration rolls for each 2 ranks of the effect. The maga must be touching the item to gain the bonus, and only one such effect can affect a given maga at a time. The effect still needs a triggering ritual of some sort -- the person performing the ritual is the one to gain the bonus, although if many magi are performing the ritual only one may have it.

Enchantment of the Rapt Attention ... Re Me - 15
... Portée : Near ... Durée : Conc. ...
The target of this spell must make an Int roll of 9+ or continue to look into the caster's eyes so long as the caster concentrates. Even if the target resists, she will feel compelled, and must make an additional resistance roll each time she changes actions, and whenever the caster addresses her by name. The spell will be broken when the caster breaks concentration or when the target successfully resists three times, not necessarily in a row. The target is not completely spellbound -- she may perform other actions while enchanted, but will take appropriate penalties for not looking at the subject of the actions. Neither the target nor the caster will blink while this spell is in effect.

Meal of the Tasty Foot ... Re Me - 15
... Portée : Near ... Durée : Conc.(Once) ...
Places a few words in the target's mouth, so to speak. The victim may resist with a Qik + Int roll of 15+. There is known to be an Imagonem version of this spell, but it is more limited, as the words come out in the caster's voice.

The Open Vessel ... Re Me - 15
... Portée : Self ... Durée : [1]Sun. ... Co
The caster enables a willing spirit to possess the caster's body. If the possessing spirit had any magical powers in life, it may use them while it is in control of the caster's body, but the caster has no control over how her or her body is used. Usually, the caster enters some agreement with the spirit beforehand, determining when the spirit will leave, but if the spirit is not willing to leave at the appointed time, the caster will have to fight for control of her body. Treat this struggle as a Certamen, with the caster's Rego and Mentem scores vs. the spirit's Spirit Might. Victory for the caster means that the spirit is thrown out. Victory for the spirit means the caster's spirit is suppressed for a number of days equal to the hours the caster would have spent unconscious -- one day per fatigue level beyond incapacitated the caster goes.

Aura of Insincerity ... Re Me - 20
... Portée : Near ... Durée : Sun./Perm. ...
The target is shrouded by an aura that makes her seem insincere about everything the target says for the duration of the spell. No matter what the target says or what proof is provided, others will remain suspicious of the target and what she says, even if what is said is true.

Hold on the Slumbering Mind ... Re Me - 20
S ... Portée : Spec. ... Durée : Spec. ... Cr Im
This spell allows dream control. This caster must have something important to the target, something touched in the last month. When cast, the target must be sleeping -- not unconscious or incapacitated. The target may resist by making an Int roll of 12+. If failed, the caster slips into a trance and the target starts to dream -- a dream controlled by the caster. In this dream, anything can happen, though strong fear, anger, pain, etc. will wake the target. The target does not necessarily realize that she is in a dream, either then or when she wakes, but the caster must be extra-careful to have any chance of having the dream believed on awakening. The dream can have time-leaps, missing details, etc., without the target necessarily noticing. (The exact chances of the target knowing what's going on should be determined by the GM.) The caster can control everything in the dream, including the target's sleep-self, but to access knowledge of the dreamer's mind, the caster must relinquish control of that part of the dream.
The spell lasts for an hour, or until the target wakes, whichever comes first. The spell cannot hold a person in sleep longer than she otherwise would be, but the caster can make dream events happen at up to ten times the rate of normal life without the target noticing.

The Many Legged Beast ... Re Me - 20
... Portée : Zone Sight ... Durée : [-1]Sun. ...
You may influence the actions of a mob of people, encouraging and discouraging certain actions and types of actions, but by no means being in control. You state how you wish to influence the mob, and the storyguide will modify any die rolls relating to the influence by 3 to 5 points in your favor. The mob must have already formed when you cast this spell, and though you must not be in the mob when you cast this spell, you must join the mob, and participate in mob actions for the spell to remain in effect. This spell lasts as long as you remain in the mob - it ends when you leave the mob, or the mob begins to disperse. You may only influence one action or type of action at a time.

Roundabout ... Re Me - 20
... Portée : Near ... Durée : Sun. ...
The target's direction sense and perceptions become warped, so that unless the target uses some infallible means of trail marking, the target will continue travelling in circles, and even if the target does have some infallible way of marking the trail, the target will feel as though she were going in circles instead of following the trail.

Speaking to the Spirits of the Ancestors ... Re Me - 20
R ... Portée : Touch ... Durée : Sun. ...
Temporarily summons the ghost of an ancestor in much the same way as Incantation of Summoning the Dead (ReMe 25). However, the ghost is automatically laid to rest once again when the spell finishes. This spell is often used to gain advice from the ancestors.

Mesmeric Wisdom ... Re Me - 20
... Portée : Self ... Durée : Spec. ... Im
This spell will only work for magi who have Criamon signs of unfolding wisdom on their faces. It causes the patterns to move, change color and glow, fascinating everyone who can see them.
The spell lasts until the caster moves rapidly or wills it away. Its effects on a target are dispelled if the target can no longer see the caster's face or is directly threatened. The caster must also maintain concentration, but may talk, sing or play instruments freely.
People who are fascinated will listen intently to what the caster has to say, allowing her to add her Enigmatic Wisdom score to rolls for such abilities as storytelling, charisma, diplomacy, and intimidation. If she wishes, she may pose a riddle to them so powerfully that they will be unable to act until they make an Int roll of 8+, rolled once per round, by making an Com + Enigmatic Wisdom roll of 12+.
A drawback of this spell is that while it could fascinate and persuade a large number of mundanes, it is a very showy use of magic and one which could cause problems if applied to large numbers of people within the Dominion.

The Hub of the Wheel ... Re Me - 20
... Portée : Self ... Durée : Nap ... In
Casting this spell, you momentarily put yourself at the ``Hub of the Wheel'' -- the still point about which all else turns. In a moment of icy calm, you perceive everything that is going on around you to the best of your ability, irrespective of distractions. While this spell does not enhance your perceptions, it does allow you to see out of the corners of your eyes as if they were the centers of your field of view, and so on.
This spell is useful in the heat of battle, when many things might be missed -- but only a few magi are willing to take the time to cast such magic in a battle! It would also be useful in a tribunal though, allowing you to register the expressions on every face you can see.

Aura of Seductiveness ... Re Me - 25
... Portée : Self ... Durée : Sun./Perm. ...
This causes all those who are sexually oriented towards your sex to subtly come to fall in love with you ; so long as you do not make any overtly hostile or dangerous actions and their lives are not in danger from another source.

The Impenetrable Skull ... Re Me - 25
... Portée : Near ... Durée : Sun./Perm. ...
The target becomes absolutely convinced of any one thing she already thought or believed in. No amount of reasoning, torture, or badgering will make the the target change her mind (though torture may prompt her to lie and say she believes otherwise.) With regard to this thought or belief only, no personality rolls are ever necessary for the target - the target automatically succeeds all appropriate personality rolls.

Gaze of the Piercing Eye ... Re Me - 25
... Portée : Near ... Durée : Conc. ... Cr
The target of this spell must make an Int roll of 10+ or continue to look into the caster's eyes, as Enchantment of Rapt Attention (ReMe 15), and will feel uncomfortable under the caster's gaze, especially when attempting to hide something from the caster (physically or mentally). The target will have a -1 penalty to all rolls due to distraction, and will suffer an additional penalty of -4 to any attempts to hide something from the caster (additional penalties may be levied due to lack of eye contact with the target of the action). Like Enchantment of the Rapt Attention, this spell will end when the caster breaks concentration or when the target resists the spell for the third time.

Rebel Tongue ... Re Me - 30
... Portée : Touch ... Durée : Conc. ...
The target will be forced to speak only the truth so long as the caster concentrates, but the target is not forced to speak. The target may attempt to lie about something, but what the target actually says is the truth about the situation. Once the target realizes she is under the influence of this spell -- after the first lie is unsuccessfully attempted -- she may choose either to say nothing at all, or may attempt to twist the meaning of the questions asked so as to answer truthfully to a twisted version of the question, which has a different meaning than the one intended by the asker. This ``twisting'' requires an Int + Guile roll of 12+ by the would-be liar for each lie attempted, modified by the directness of the question, at the storyguide's judgement. A roll of 20+ for any lie will break the spell, and a botch on any lie will prevent the target from lying for the rest of the spell.

Compulsion of the Single Task ... Re Me - 30
... Portée : Near ... Durée : Moon ...
Compels the target to perform a single task for the caster. The target must make an Int + Stm roll of 12+ to resist. Even if the target fails the resistance, she will still act in her own best interests so long as they do not conflict directly with the caster's. Actions which conflict with the target's motives and best interests are more easily resisted. If the task is not completed as the end of the month approaches, the target will get more intense, driven, and violent in pursuit of the goal. If the action is not completed by the end of the month, the spell ends with no penalties to the target.

Show of Proper Respect ... Re Me - 30
... Portée : Near(Eye) ... Durée : Conc. ...
The target becomes ridiculously fawning and subservient to the caster, filled with an overwhelming desire to abase herself for the caster. The target will literally crawl on her hands and knees to the caster, and lick her boots. If kicked away, she will return, though actual damage will break the spell. Useful for humiliating opponents.

The Collected Beast ... Re Me - 35
... Portée : Sight(Earshot) ... Durée : Nap ...
You draw a group of 30 or more emotionally charged (angry, afraid, ecstatic, etc.) people together into a mob, which will direct its emotions however the storyguide sees fit (though violence is the most common outlet for emotions). You must rile up the crowd by speaking to them, rallying them around their common emotions. The spell takes from 5 to 20 minutes to work, depending upon the size and mood of the crowd, and affects all those who can hear and understand you. You are automatically drawn into the mob, and once the mob is started, you have no control over it or over what outlet it finds for its emotions. Individuals others than yourself may resist joining the mob with a personality trait + Int roll of 6+, modified by the strength of the individual's emotions.

Control of the Unwilling Mind ... Re Me - 40
... Portée : Near ... Durée : Conc. ...
A Mentem variant of Strings of the Unwilling Marionette (ReCo 30). The target gets a Stm + Int roll of 15+ each round. If they fail, they lose control of their movements. The caster can then control them similar to the above spell. The target gets an easier resistance roll if they are made to do something against their nature or harmful to themselves.

Moment of Privacy ... Re Me - 40
... Portée : Zone Near ... Durée : Sun. ...
This spell subtly affects the minds of those in the general vicinity, so that they don't bother the caster. People who wish to speak to her will remember something else they wanted to, decide its not important, get distracted, etc. This allows the maga to, for instance, hold a private and secret conference with an ally without being obvious about it -- she and her ally meet, she casts the spell, and people just ``happen'' not to bother her.

This spell is Nap duration, but the longer the spell is held, the harder it becomes, for there is only so long people can be distracted or will find other things to do. In general, a person who has a urgent reason to see the maga must make a Int roll of 13+, modified by storyguide's whim and at +1 for each five minutes person has had an urgent reason to see the caster. People who think about it can make an Int + Per roll of 15+, with +1 to the roll for each five minutes the spell was up, to realize what was going on.

Trapping the Soul ... Re Me - 40
R ... Portée : Spec. ... Durée : Spec. ...
Traps the target's soul in a previously prepared container, see Crafting the Prison of the Soul (MuVi 30), leaving the body alive, but empty. The caster must have a piece of the target's hair or other bodily part: blood, sweat, flesh, etc., must know the location of the target at the time of casting, and must cast the spell on the night of the full moon. The spell will last until the seal on the prison object is broken, at which time the soul of the victim is freed to try to possess any one body within 5 paces, or the nearest body if none are within 5 paces. This spell is often associated with demons and diabolists.

Traversing the Mind's Eye ... Re Me - 40
S ... Portée : Self ... Durée : Spec. ... In Vi
The caster's mind leaves her body, to travel in the realm of magic, of the spirits and the dead, commonly known as the Astral plane. The spell lasts as long as the caster can sustain concentration, or until Sunrise/Sunset, whichever is shorter. Due to the nature of the spell (leaving worldly ties behind), you gain +3 to all Concentration rolls while travelling the Astral plane. Leaving your body behind strips you of all worldly senses, but enables you to perceive the world as spirits do, sensing minds, spirits and magic that affects minds and spirits rather than bodies. You may speak with spirits while out of your body, and you may travel away from your body, similar to Image from the Wizard Torn (ReIm 15). Also similar to Image from the Wizard Torn, you must make a Concentration roll of 9+ for each league your spirit travels, or your concentration will be broken, and the spell will end. You do not need to make a Concentration roll when you pass through walls or other obstacles, since they are physical, not mental, barriers. The complications of this spell are numerous: your astral ``body'', the silver cord, combat with spirits, etc., which will not be discussed here, but remember that this spell is very dangerous both in the actual casting and in the course of the spell, and if you ever roll a double or triple botch on the casting, your spirit will be forever cut off from your body, leaving your body a soulless, mindless husk, effectively killing you.

Call of the Siren ... Re Me - 45
R ... Portée : Local ... Durée : Conc. ...
The caster sings a magical song which summons all humans of the opposite sex within a 1 mile diameter to the caster, in a daze. They will come until they get to within 5 paces of the caster, at which point they will stop and stare at the caster until they are broken out of the stupor by an appropriate action or until the caster stops singing. This spell may be resisted if the target's Int + Stm roll exceeds the caster's Sing + Pre roll, but the target must make this roll every minute she remains in the area, or the target will succumb. The song extends for several miles outside of the radius, but those outside the radius will not feel obliged to appear (though they may investigate on their own). It is rumored that this spell was taught to an apprentice by a siren who fell in love with her, in exchange for a single night of her love.

Cleanse the Mortal Infestation ... Re Me - 50
... Portée : Zone Near ... Durée : Conc. ...
Causes all humans in the area to start mindlessly attacking each other. They will use melee weapons if close at hand and they know how to use them, but will not use ranged weapons or magic. Int + Personality rolls of 10+ will cause them to avoid certain targets, such as loved ones, Int + Personality rolls of 16+ to break the spell entirely. Roll when the spell begins and every time the person switches targets. People with the Berserk virtue don't get to roll.
Note that this spell does not cause extreme rage or other emotions; it is just an overwhelming command to kill. Affects one building.

Lucifer's Advisor ... Re Me - 50
R ... Portée : Touch ... Durée : Inst. ... Co
Turns the person's head separated from its body into a magical reservoir, allowing the caster to draw knowledge from it. The caster, when touching the head, may use the memories and knowledge of the head as though they were the caster's own, and if the head is that of a maga, the caster will be able to cast the head's formulaic spells! In addition, the head retains some magic power, so the caster may draw a fatigue level from the head for casting spells, but the head will then be incapacitated for 1 hour. The caster may use the head's knowledges directly, and may use half the scores the head has in skills, magic arts, and appropriate Virtues and Flaws, like magical affinities. The head will be completely incapacitated in even the weakest Dominion, and when in the Dominion, will be permanently disenchanted if a die roll + Dominion is a 10+, roll each hour. Finally, whenever a spell is cast at the head or the owner of the head, the spell must overcome the resistance of both to succeed, and it will then affect both the head and its owner. This spell will work on any corpse (not buried by the church), but the mind of a corpse deteriorates rapidly, losing half its knowledge each Sunrise/Sunset and lapsing towards insanity, which may very well infect the caster. The caster will begin to take on the personality traits of any being whose head she is in contact with for any length of time. A given maga may have any number of heads enchanted in this way, but may only use one at a time. As you may have guessed, neither the Church nor the Order of Hermes has any particular fondness for this spell.

Walk the paths of the Dead ... Re Me - 50
R ... Portée : Self ... Durée : Sun. ...
Allows the caster to project her mind onto the ``road'' that the dead travel to get to the next ``world''. Souls encountered can be questioned, and can interact with the caster's mind as though it were the caster's physical body as Traversing the Mind's Eye (ReMe 40). The likelihood of finding a particular person depends on how long ago they died. Generally, it will take about an hour of travel per day the person has been dead, and people dead more than two years will have reached the resting place of their soul, unless they are tied to the mundane world for some purpose as ghosts.

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