Creo Mentem

Stern Reminder of the Bargain Made (Faerie)

CrMe 15
R: Eye, D: Bargain-Momentary, T: Individual
You cast this spell when you strike a bargain with someone. The spell has no effect unless the target breaks any condition of the bargain within a year of it being made. If this happens, then as soon as the condition is broken, the target hears your voice in their mind, saying 1 to 3 words (chosen at casting) with force and righteous anger. Some favoured phrases include “Remember our bargain”, “Now Death approaches”, and “You foolish mortal.” This will hopefully scare the target into rectifying their transgression, although they are in no way compelled to do so and the spell has no further effects.
Note that as you normally need to speak and gesture to cast spells, you may have to tell the target you are enforcing the bargain magically - but this may actually have the positive effect of increasing the fear of breaking it.
(B: 3, Eye +1, Bargain +3)
Contributor: Dave Neale

Come to Me

CrMe 15
R: Voice, D: Diameter, T: Individual
Creates the thought in the target’s mind that he should come stand before the caster. They may detect the thought as foreign on an Intelligence 3+ check, and may will himself to ignore it on a Stamina 12+ check.
(Base 4, +2 Voice, +1 Diameter)
Contributer: Yair
Notes: I'm not sure if I interpert it right, but the CrMe emotion creating spells maintain the emotion throughout the duration, so I figure the thought-creating spells should do the same, but gave a saving throw just to be safe. From the message board level 10 - 15 spells project.

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

Uninterrupted Lecture

CrMe 15
R: Eye, D: Concentration, T: Individual
The caster creates a full memory in the mind of the target.
This spell was invented by Malicus of Bonisagus, a magus who had poor social skills and could never seem to get a word in edgewise when speaking to his wife and children. He typically inserted the memory of him giving a long lecture into their minds and then maintained concentration on the spell while reminding them of “what he had told them”. He later discovered this spell to be an excellent way to communicate information quickly to his grog
(base 5, +1 range, +1 duration)
Contributor: Tyrrell
Notes: From the message board level 10-15 spells project.

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)
Contributor: Badger101, transcribed by Yair

Curse of Aletheia.

CrMe 25
[Uses Houses of Hermes: Societates]
R: Eye, D: Moon, T: Target
The target is filled with an overpowering sense of honesty, becoming for the duration of the spell a scrupulously honest person in all aspects of their life. The urge to behave honestly can be resisted with a stress roll of 9+ on an appropriate personality trait, but will be felt strongly nonetheless.

The spell was invented by Verus of Guernicus as a punishment for the dishonest.
(Base 5 (as emotion is generally directed - see HoH:S), +1 eye, +2 sun)
Contributer: IdiotSavant

Call to Inspire Mice into Men

CrMe30
R: Voice, D: Sun, T: Group
Your words inspire courage in the members of the target group, granting them a temporary +3 bonus to appropriate Personality traits.
(B: 4, R: Voice +2, D: Sun +2, T: Group +2)
Contributor: Mark Faulkner

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)
Contributor: Badger101, transcribed by Yair
Note: This shouldn't work. InMe base 15 "Hear a person's surface thoughts" can't be bypassed by just adding a +1 requisite to base 3, and should be used instead, making the spell In(Cr)Me base 15, +3 sight, +1 Concentration, +1 Requisite, final level 40

Oath Breaker’s Remorse

CrMe 35 Faerie
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)
Contributor: Tyrrell.

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

Quiet the Insane Mind

CrMe 35 Ritual
R: Touch, D: Momentary, T: Individual
Target is cured of any madness. This Ritual oddly has no effect on magi of House Criamon.
(Base 30, R: Touch +1, D: Momentary, T: Individual)
Contributor: Andrew Mitchell
Notes: Base is adapted from Creo Corpus curing an Incapacitating Wound.

Mene Mene Tekel Upharsin

CrMe 35 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 four words upon the wall of the target room.
(Base 4, R: Arcane +4, D: Momentary, T: Room +2, +1 Mentem)
Contributor: Andrew Mitchell
Note: added another 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 constant 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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