Equanimity Restoration.
ReMe 3
R: Personal, D: Momentary T: Individual
The caster makes a momentary subtle change in his or her mental state. The caster’s new attitude will remain until situation change it.
Repeated castings of this spell can help a magus remain completely calm under many circumstances in which they might otherwise become frantic. Magi who's masters forced them to cast this spell frequently when they were surly adolecents during their apprenticeship, are often very reluctant to use it on themselves for any reason.
Contributor: Tyrrell.
Notes: From Tyrrell’s big list of level three spells.
Shake Free From the Spirit's Bind
ReMe 5
R: Personal, D: Momentary, T: Individual
Caster forces a spirit out of his body which had been controlling him. This spell is usually cast without voice or gestures since the spirit is in control of his body. The spell needs to penetrate the spirits magic resistance as normal.
(Base: 5, R: Personal, D: Momentary, T: Individual)
Contributor: Andrew Mitchell
The Attentive Student
ReMe 10
R: Eye, D: Sun, T: Individual
The target’s interest in the subjects which are discussed by the caster is greatly increased during the duration of this spell. This spell functions by increasing the amount of interest that a person has in a subject. In the rare case where target has absolutely no interest in something then the spell will fail to create any (it is uncommon for a human to have absolutely no curiosity what so ever regarding a subject but it is much more normal for supernatural creatures).
This spell was originally designed to aid in the teaching of apprentices. If used consistently the spell does help with the uptake of information, (providing +1 bonus to a laboratories teaching specialization, per the rules in Covenants) but it will also cause warping to the student.
(Base: 3, +1 R:eye, +2 D:Sun)
Contributor: Tyrrell
Notes: From the message board level 0-15 spells project.
Allay the Warrior’s Fears
ReMe 15
R: Touch, D: Diameter, T: Invidividual
By touching the target, the Magus can largely reduce any feelings of fear for the duration of the spell. The target can still feel a little fear, enough to respond defensively when threatened, but will not panic or freeze because of fear.
Leonardus of Tremere was often exploring haunted places at night in search of ghosts to question, however he was frustrated when his fearful guide was unwilling to accompany him. He used this spell to ensure that when he went into places of potential danger, his companions would not lack the courage to go with him.
(Base: 5, R: Touch +1, D: Diameter +1, T: Individual)
Contributer: Badger101, transcribed by Yair
The Mind's Mayfly
ReMe(Mu) 15
R: Eye, D: Concentration, T: Individual
Causes the target to consistently transpose one word or idea of the caster's choice for another word or idea of the caster's choice. Thus a Lord who wanted his horse brought to him might order a sheep to be saddled. Or a Turb Sergent might order a grog to be rewarded instead of flogged. The target has no idea he is misspeaking, probally bringing some ire if he is consistently "misunderstood".
(Base 5, +1 Eye, +1 Conc)
Contributer: angafea
Notes: From the message board level 10-15 spells project.
Quid Nunc
ReMe 15
R: Eye, D: Diameter, T: Individual
Target is inclined to say whatever is on his or her mind. This spell was invented by Menotti ex Miscellanea whose curious apprentice would often have questions but was afraid to ask them.
(Base: 5, R: Touch +1, D: Diameter +1, T: Individual)
Contributor: Andrew Mitchell
Compelling the Thoughtless Deed
ReMe 15
R: Voice D: Momentary T: Individual
Instills in the target a powerful but brief desire to immediately perform a single, simple action mentally specified by the caster (e.g. drink from this cup, look over your shoulder, step forward, etc). Unless the target believes that such an action is dangerous or very undesirable, they will perform it. Targets with Personality traits like "Stubborn" may make a stress roll against an Ease Factor of 9+ to avoid obeying the desire.
(Base 5, +2 Voice, +0 Momentary, +0 Individual)
Contributer: Hargifex
The Wrong Turn
ReMe 15
R: Touch, D: Diameter, T: Individual
This spell causes the target to make a wrong turn in a direction of your choice, whether using a map, Area Knowledge, Navigation or road signs to set his course.
(Base 5, +1 Touch, +1 Diam)
Contributer: angafea
Notes: This spell would be much more useful with Sight Range, and Sun Duration, making it a level 30 spell which causes someone you see to be hopelessly lost for the duration. From the message board level 10-15 spells project.
Mind Trick of the Tremere
ReMe 20
R: Eye, D: Sun, T: Individual
Inclines a person to agree with your statements as if they were already established fact and not open to question. If the statement is clearly at odds with something the target can observe to be false (e.g. “This rock is actually gold”), then they can overcome the effects of this spell with an Intelligence stress roll of 9+. When the spell ends, the target will realise their error.
“These are not the soldiers you are looking for. We can go about our business. Move along …” Orbus describes many applications of this spell in encounters with town watch or soldiers, when more forceful approaches might only attract further ‘unwelcome attention’. He notes that whilst this spell only affects one person, it can occasionally influence more. If there is an established leader of the group, then generally he is the individual the Magus makes eye-contact with. Subordinates are often unlikely to question their leader’s judgement in front of others.
(B: 5, R: Eye +1, D: Sun +2, T: Individual)
Contributer: Badger101, transcribed by Yair
Notes: The influences of this spell are probably pretty clear, but it’s what I always want to be able to do as a Mentem master.
Opening Negotiations.
ReMe 20
R: Voice, D: Concentration, T: Individual
The target spirit is compelled to reveal two facts about itself (the spell will not work on a living being) the two facts that the spirit is forced to reveal are: what the spirit believes that it holds most dear and what the spirit believes that it fears the most.
(Base 5, +2 range, +1 duration)
Contributor: Tyrrell.
Demand of the Wizard’s Inquisition
ReMe 25
R: Eye, D: Concentration, T: Individual
This spell forces the target to answer any questions put to him as fully and honestly as he possibly canThey may attempt to shade the truth if they succeed in rolling a 9+ on a stress die (modified by an appropriate personality trait). As this spell does not control the target in any other way, their actions can easily disrupt the caster’s concentration if they are not restrained. This spell was invented by Comstantius of Jerbiton when it was feared that his covenant had been infiltrated by spies.
(B:15 :, R: Eye +1, D: Concentration +1, T: Individual)
Contributor: Mark Faulkner
Discourage the Inquisitive Stranger
ReMe 25 Faerie
R: Road, D: Sun, T: Individual
This enchantment disinclines a person to travel any further along the road. Only individuals with particularly strong motivations will continue their journey.
“Turn back, stranger, for this path is not for you.”
(B: 5, R: Road +2, D: Sun +2, T: Individual)
Contributer: Badger101, transcribed by Yair
The Horn of War
ReMe 65, Ritual
R: Voice, D: Moon, T: Boundary
You inspire everyone within the defined boundary to go to war for whatever goal you are concentrating on. All those who are able to do so will pick up their weapons and armor and march into battle. Women and children will stay behind but cultivate food and fix weapons and armor for those who are figthing. Each person will continue doing their partincluding fighting to the death if need beuntil the end of the spell unless they succeed at a Perception check of +9. When casting the spell, you blow a horn of war.
(Base 20, +1 range, +3 duration, +4 target)
Contributer: Tiamat.
The Phantom Messenger
ReMe 30
R: Voice, D: Moon, T: Individual
This spell forces a ghost to deliver a message to another person. The message must be verbal and no longer than a few sentences. The ghost repeats the message verbally to the target and makes it clear that it is commanded to return a similarly long message. The ghost moves at the fastest speed possible to it, going straight through intervening obstacles. The ghost to be compelled must be present at the casting of the spell. The ghost doesn’t necessarily need to know where the target of the spell is but is compelled to use any knowledge it has to find them. For instance, a ghost (and native to England) told to deliver a message to William the baker in the city of York, will be able to find its way to York through its knowledge of geography and will then search the bakeries of York until it finds a baker that it hears addressed as William. It is hence best to use the ghost of someone with a good grasp of geography.
(Base 5, +2 voice, +3 moon)
Contributer: Gribble_the_Munchkin.
Bind the Restless Spirit
ReMe 25
R: Voice, D: Ring, T: Individual
With this spell the magus forces the targeted spirit into a receptacle. The spirit is confined to this receptacle until the spell ends or the magus releases it voluntarily. This receptacle is typically an object of importance to the spirit such as a part of its mortal body or a possession belonging to the spirit. While in the receptacle the spirit is aware of what transpires around it but is unable to leave the receptacle, talk, or use any of its powers. The receptacle is placed within a prepared circle. Tenebrous has rings carved into the eye sockets of the skull on his skull staff. He binds the spirits into one of a pair of small gems and places these in the eye sockets of the staff (within the ring).
(Base 5, +2 Voice, +2 Ring)
Contributer: Gribble_the_Munchkin.
Forging of the Hauweta
ReMe(Co,Ig) 80 Ritual
R: Voice, D: Permanent (non-Hermetic), T: Special
This spell is cast on two persons that are burned together on the stake as part of the casting. The two must be connected mystically in some way - Dracul, the inventor of this spell, cast it on unfaithful wifes and their lovers, using this spell as a punishment for infidelity - the lover's seed formed the mystic connection between the targets.
The spell binds the spirits as they leave the body, forcing them to remain in the burning bodies and obey the caster's commands. It also binds the bodies together, creating an ever-burning mesh of bodies and souls. The resulting undead, called Hauweta, always refers to itmself as "we", and speaks earily in two voices. It is in eternal agony, forever burning in unnatural fires, but is forced to obey the caster's commands even through its suffering. Hauweta are immensly strong, but fragile (Dracul wraps them in metal armor). In addition to their great strength, magic resistance, and utter loyalty, a Hauweta can make others share its endless pain (R: Eye, D: Diameter, T: Individual; Me; cause immense, debilitating pain).
(B 25, +2 voice, +5 permanent (non-Hermetic), +2 Group, +2 requisites)
Contributer: Yair