Mentem Gestalts (part two)

From spell effects directly influencing combat (part one) now we move onto spells which are more like real gestalts.

Joining of Two Minds

Intellego Mentem / Creo 35, R: Touch, D: Concentration, T: Individual

More than just facilitating a two way conversation, this spell additionally links the thought processes, emotions, and the associated memories between the caster and the target. Each participant can see the deeper thoughts of the other, allowing a heightened awareness of personal perspectives and making subterfuge impossible.

(Base 20, +1 Touch, +1 Concentration, +1 two way communications with Creo sub-effect)

Joining of Many Minds

Intellego Mentem / Creo 45, R: Touch, D: Concentration, T: Group

This spell mentally links all people in the group facilitating rapid communication, thought processes, emotions, and the associated memories. Each participant can see the deeper thoughts of the others, allowing a heightened awareness of the other all perspectives and making subterfuge within the group impossible.

(Base 20, +1 Touch, +1 Concentration, +2 Group, +1 two way communications with Creo sub-effect)

All the new spells for Ars Magica can be found here.

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Mentem Gestalts (part one)

These effects are based upon the premise that combative actions are partially instinctive and partially planned. As such an InMe effect which warns of hostile intent could allow the caster to better anticipate the actions of those around them.

It is basically scanning the minds of targets to gain advantage. These spells allow for a range so that the SG can decide, or an additional +1d3 might be added to the 1d10 rolls. In game these might be used by a magus to train the target as much as defeat them.

Precognition of the Magical Duelist

Intellego Mentem 30, R: Voice, D: Diameter, T: Individual

The caster instinctively understands the immediate tactics and intent of the target during a Certamen duel, granting them potential foresight into the targets actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

As normal, affecting another Magus with magic may be a breach of the Code, and caution is advised. The spell ignores thoughts and intent unrelated to Certamen, and has no capability to discern emotions or memories.

(Base 15 – akin to reading the surface thoughts, +2 Voice, +1 Diameter)

Precognition of the Masterful Duelist

Intellego Mentem 30, R: Voice, D: Diameter, T: Individual

The caster instinctively understands the immediate tactics and martial intent of the target, granting them potential foresight into the targets actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

The spell ignores thoughts and intent unrelated to hostile actions, and has no capability to discern emotions or memories.

(Base 15 – akin to reading the surface thoughts, +2 Voice, +1 Diameter)

Then created as sense to be used amid a battle or fray.

Precognition of the Alert Commander

Intellego Mentem 40, R: Personal, D: Sun, T: Hearing

The caster gains an additional magical sense so they instinctively understand the immediate tactics and martial intent of people encountered, granting them potential foresight into their actions. This grants a circumstantial Initiative and Defense bonus to the caster of +1 to +3, subject to the veracity of the information matches the targets actions and the degree of advance warning. It should be impossible for the target to catch the caster by surprise.

(Base 15, +2 Sun, +3 Hearing)

To what degree the bonus applies is the contentious point. I was thinking of a similar spell using both Cr and In amongst a group which allows for a “sixth sense” to others in terms of combat situational awareness.

All the new spells for Ars Magica can be found here.

Spells to strengthen the mind and resist other Mentem spells?

Can a spell make a mind more resistant to coercion? Or more resistant to magical manipulation? I’d say yes, so this post is a discussion of the points to why, and a few spells to demonstrate potential approaches.

A Perdo Mentem spell can dramatically increase the chance of manipulating somebody, then a Rego effect could allow them to not change their mind, or perhaps a Creo effect could make the mind more resilient or logical. A spell can probably artificially strengthen a target’s resolve and willpower.

This might come into play mechanically by altering the target’s personality traits, or describing a change in behaviour in a more abstract manner just like the cannon spell from the Ars Magica main rulebook Trust of the Childlike Faith (a PeMe spell where the target will believe almost any passable lie).

The Dogged Will

Rego Mentem 25, R: Voice, D: Sun, T: Individual

The target finds it impossible to change their opinions and beliefs for the duration of the spell. Only the intervention of a more powerful supernatural effect will allow the target’s views to be changed.

(Base 5, +2 Voice, +2 Sun)

But will that add more defence against another spell when the second effect is active at the same time as the first, and is lower level, and also has a similar effect? Yes, but it wouldn’t protect against manipulation of memories or state of mind, potentially leading to a person understanding an alternative point of view but unable to change their specific opinions or core beliefs.

It is perhaps similar to when two similar spells wish to perform directly contradictory actions, such as to change a targets shape. Assuming equal penetration; transforming a human into a cat at level 25 or a bird at level 30. The level 30 effect will be dominant, but the cat effect is still there underneath. If the bird effect is prematurely ended then the target becomes a cat. What fun!

I think there is also a difference between improving the mind’s capacity for reasoning, enhancing the mind’s capability to resist being changed, and forcing the mind to stay the same; Creo vs Rego in terms of Arts. That presents an alternate Creo spell.

Enhancement of Logic and Reason

Creo Mentem 25, R: Voice, D: Sun, T: Individual

The target’s mind is better able to operate logically, reason more soundly, and ignore some of its emotional preconceived notions. This may grant bonuses to ability rolls, willpower checks, or alter personality traits favourably in those circumstances.

(Base 5, +2 Voice, +2 Sun)

And aversion for a council chamber or meeting hall, because that is where logic is needed.

Solar of Enhanced Logic and Reason

Creo Mentem 35, R: Voice, D: Sun, T: Individual

All targets in the affected room are better able to operate logically, reason more soundly, and ignore some of their emotional preconceived notions. This may grant bonuses to ability rolls, willpower checks, or alter personality traits favourably in those circumstances.

(Base 5, +2 Voice, +2 Sun, +2 Room)

Perhaps these effects haven’t been considered all that useful for magi due to Parma Magica resisting the effects, andthe laws of casting upon others? Perhaps useful as an invested device for a mundane sheriff or knight. There are Rego Vim spells to prohibit teleportation spells, scrying spells, or intangible tunnel spells, so it’s just as plausible to ward against mental spells. The effect being resisted will need to be specific.

Impede the Dominating Will

Perdo Mentem Gen, R: Touch, D: Sun, T: Individual

The target’s mind is protected against Mentem spells or supernatural effects seeking to issue instructions and commands, or directly alter the target’s behaviour; requiring any opposing spell to exceed (level of this spell +5 + stress dice (no botch)). It has no effect on other spells, or similar Mentem spells which alter memories in the target.

(Base Gen, +1 Touch, +2 Sun)

This could be useful for a Magus and/or Familiar if enchanted into a familiar link, to allow for constant protection with no ongoing warping. Then for others, as:

Impede the Dominating Will, Encircled

Perdo Mentem Gen, R: Touch, D: Ring, T: Circle

The target’s mind is protected against Mentem spells or supernatural effects seeking to issue instructions and commands, or directly alter the target’s behaviour; requiring any opposing spell to exceed (level of this spell +5 + stress dice (no botch)). It has no effect on other spells, or similar Mentem spells which alter memories in the target.

(Base Gen, +1 Touch, +2 Ring)

The PeVi baseline is from Ars Magica core rules, as demonstrated in the anti-teleportation spells from TME p109. These and many more new spells for Ars Magica in my grimoire of spells.