Mentem Spells
Mentem spells, as described in the text, affect intelligent minds. This implies not only ghosts, but intelligent magical animals, familiars, faeries, and even demons. That much range makes Mentem quite a powerful Art. To counter that fact, the SG should probably make good use of natural resistance rolls and the bonuses to those rolls mentioned in the text.
The guidelines below assume the following:
Affecting non-human minds adds 1-2 Magnitudes
Affecting immortal minds adds 2 or more Magnitudes, and the SG may decide some spells are useless against immortal minds
Affecting a unified group of people adds 1-2 Magnitudes
Affecting ghosts may add 1-2 Magnitudes to some spells (such as those that affect memory or goals)
Many Mentem spells can be extended with the use of an Arcane Connection, perhaps even beyond Sight range, though an additional 1-2 Magnitudes is appropriate.
Resistance rolls can be modified by -3 to +3 depending on how poorly or how well the desired effect matches the intentions and personality of the target. The SG has final say in deciding whether a resistance roll is necessary. (Eg, someone with a drinking compulsion is less likely to resist a spell commanding him to drink, and may not get a resistance roll even if the spell normally calls for one.)
One of my personal Mentem biases is that magic cannot affect True Love or True Friendship. Such emotions cannot be created, altered, or destroyed by Hermetic Magic.
Mentem spells are somewhat unique in terms of duration, for even after the spell wears off, the target still remembers its effects (just as someone who eats a CrHe loaf of bread doesn't forget he ate it when it wears off). Thoughts and emotions tend to be transient things in any event, and so most CrMe spells are Instant. Add a Magnitude to the effect to achieve a longer lasting version (Sun/Moon). Durations longer than that should require a Ritual.
Most CrMe spells are of Eye range. Most CrMe spells allow a resistance roll using either Intelligence or an appropriate Personality Trait.
1st Magnitude Effects
-- create a feeling of deja vu
-- send a word or two directly to the mind of the target (in specific langauge)
-- conjur simple picture of a generic object in target's mind
2nd Magnitude Effects
-- send a sentence or two directly to mind of target
-- create a simple idea or emotion that might reasonably occur anyway
-- send a complete mental picture
-- create a vague memory or false feeling of recognition
3rd Magnitude Effects
-- create an emotion that is not obviously unreasonable to the circumstances
-- create a complete idea (the Eureka! phenomena)
-- create a series of images (such as a scene the magus has observed)
4th Magnitude Effects
-- insert a complete memory of a false incident into target's mind
-- create an immediate desire for something
-- create a new personality trait (sun/moon, strength up to SG)
5th Magnitude Effects
-- create an emotion that is unreasonable given the circumstances
-- create a long-term goal (Sun/Moon, but the target may even continue when the spell has worn off)
6th Magnitude Effects
-- create an intense, searing emotion that demands action (though what action is up to target)
10th Magnitude Effects
-- create an independent mind (usually to be placed in an object of some kind)
One of the more popular forms of Intellego spells, InMe spells detect thoughts, memories and emotions. Most InMe spells are of Instant Duration, and are of Near or Sight range.
1st Magnitude Effects
-- sense state of consciousness (drugged, asleep, dead, etc)
-- sense general level of intelligence (childlike, average, advanced, immeasurable)
2nd Magnitude Effects
-- sense most powerful emotion/motive currently being felt by target
-- sense the presence of intelligent minds nearby
-- detect strongest personality trait or passion
3rd Magnitude Effects
-- sense nearby ghosts
-- read strong, recent memory of target
-- read target's personality
-- detect current and complete emotional state
-- detect the target's Heart's Desire (one thing they want most of all)
-- understand what is spoken by a single person, regardless of language
4th Magnitude Effects
-- carry on a conversation with any one person, regardless of language
-- read surface thoughts of target
-- detect hidden emotions or desires
-- sense emotions and motives of a crowd or mob
5th Magnitude Effects
-- read a target's memory of the last day
-- understand all spoken speech, regardless of language
-- detect reason for a ghost's unrest (if it knows itself)
-- sense the answers to a direct spoken question, even if the target refuses to answer verbally (target must know the answer)
-- see someone as they see themselves
6th Magnitude Effects
-- completely probe a single human mind
8th Magnitude Effects
-- completely probe a single mortal mind
Most Muto Mentem spells are generally Instant, but spells that have a more serious effect tend to be Sun/Moon. Almost all are Eye/Near range.
1st Magnitude Effects
-- make ghosts visible briefly
-- make someone slightly misinterpret something
-- make a target feel that something, somewhere, is different or wrong (nagging feeling)
2nd Magnitude Effects
-- change one emotion currently felt into a related one (eg, irritation to anger)
-- make a single personality trait more or less prominent
-- make a target believe an argument to be more plausible than it is, or less plausible
3rd Magnitude Effects
-- change intensity of current emotion (make it greater or less)
-- modify someone's impression of a recent experience (useful for first dates)
-- cause a listener to completely misinterpret a statement (must be plausible)
4th Magnitude Effects
-- change a currently felt emotion into its reverse (love to hate, fear to courage)
-- modify the details of a target's specific memory
-- change the intensity of a target's motive (making it an obsession)
5th Magnitude Effects
-- make someone believe they are a different kind of person (calling, class, age)
6th Magnitude Effects
-- turn an intelligent mind into a beast's mind (personality stays similar)
8th Magnitude Effects
-- change someone's basic beliefs about themselves and the world
-- modify complete memories of a target's life
These spells destroy or surpress thoughts or emotions. They are probably the most subtle kind of Perdo spells. Like other Mentem spells, they tend to be of Instant or Sun/Moon duration. Almost all are of Eye range.
1st Magnitude Effects
-- cause target to forget one word or single thought
-- give someone a mild headache
2nd Magnitude Effects
-- eliminate a specific personality trait
-- cause target to forget anything briefly glimpsed
-- eliminate strong personality traits (reduce all extreme traits)
3rd Magnitude Effects
-- remove one normal emotion
-- remove understanding of one spoken statement (statement sounds like gibberish)
4th Magnitude Effects
-- remove the memory of a single incident
-- remove all normal emotions
-- remove one desire or passion
-- remove on Knowledge or mental Ability
5th Magnitude Effects
-- remove ability to care about anything, resulting in apathy
-- reduce mind to child's level
-- remove significant portions of memory
6th Magnitude Effects
-- destroy target's sanity
-- completely remove target's memory (complete amnesia)
8th Magnitude Effects
-- destroy target's mind utterly
These spells literally dominate another's mind. They include some of the more powerful Mentem spells, but they're fairly straightforward, and they do have limits. They cannot cause emotions or thoughts that aren't already there, and so they cannot actually change what someone is thinking. ReMe spells tend to be the least subtle of all the Mentem spells; they often require a direct command, and the target can usually tell they are being controlled. Commands that are complex or require extended activity are 1-2 Magnitudes higher than listed.
ReMe spells tend to be either Eye or Near range, and are most often of Instant duration.
1st Magnitude Effects
-- awaken someone magically
-- send a brief, sudden impulse that makes sense in the circumstances (eg, 'look behind you' in a dark alley)
2nd Magnitude Effects
-- make someone obey an innocuous command
-- enhance someone's tendency to obey commands in general
-- send a sudden impulse unrelated to circumstances
3rd Magnitude Effects
-- control how someone will express an emotion they are feeling
-- make someone obey a questionable command
-- force someone to act on a natural desire
4th Magnitude Effects
-- make someone react inappropriately to their emotions (eg, scream when they're happy)
-- force someone to obey a dangerous command
-- enhance the tendency of a crowd to obey commands in general
5th Magnitude Effects
-- call up someone's ghost
-- force someone to obey a completely unreasonable command
6th Magnitude Effects
-- control someone's conscious actions
10th Magnitude Effects
-- completely dominate another's mind
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