The White Treatise: Molding of the Lesser Mind

Molding of the Lesser Mind

Cost: Ritual, 3wp

Keywords: None

Duration: Permanent

Lawgivers are the mighty warriors and priests of old, given dominion over all of Creation. They use their might and their words to sway history, but sometimes those they seek to influence manage to shake off the words of the wise. Molding of the Lesser Mind is one of the tools the sorcerer can use to correct that.

The sorcerer must have a piece of material of value to the target, whether that be a scrap of clothing, a cherished book, or even a lock of hair. During the course of the spell, which takes 8 hours to complete, the sorcerer subsumes the item completely with his Essence. Once this is complete, the sorcerer must roll (Essence + Manipulation) and can then implant a number of memories into the subject’s mind equal to the number of successes on the roll.

The implanted memories have an effect one of the subject’s Intimacies. The target difficulty for affecting a minor Intimacy is 2, 3 for a major Intimacy, and 4 for a defining Intimacy. Memories used in this way can only change an Intimacy by one level. 

Alternatively, the sorcerer can attempt to implant memories which create a new Intimacy. Newly created Intimacies are at the minor level. The target difficulty for this is 2.

If the spell fails, it cannot be attempted again on the same target for a year and a day.

A sorcerer with this as his control spell needs only to have attempted a Social Influence action against the subject within (Essence) months in order to cast the spell, eschewing the normal required materials.

The White Treatise: Piercing the Veil of Flame

Piercing the Veil of Flame

Cost: 7sm, 1wp

Keywords: None

Duration: One Scene

Sitting close to any fire that is the size of a campfire or larger, the sorcerer draws his face to within twelve inches of the flame, staring intently into the fire.  Entering a trance, he searches through the ever-shifting tongues of flame to project his senses into any other fire in Creation.  At first, he glimpses seemingly random images and locations, but he may focus his attention with a successful (Wits + Occult) roll with a difficulty dependent upon the distance his desired target is from his current location.

If the target is within a day’s journey, the difficulty is 1.  Beyond that, if the target is within the same cardinal direction (or if both sorcerer and target are on the Blessed Isle), the difficulty is 3.  If the target is located in a different cardinal direction, the difficulty is 5.  If the target is simply nowhere near a fire during the time of attempted scrying (at Storyteller discretion), then there is no chance of success.  The sorcerer will instead cast his senses to the nearest fire to that target, which can be quite random.

A sorcerer with this as his control spell may make a (Presence + Occult) roll with a difficulty equal to that of the original roll to find his target in order to cause the fire on the other end of the spell to grow suddenly larger, potentially setting structures, objects, and people on fire nearby.

Distortion (Goal number: 7): Distorting this spell allows the opposing sorcerer to cause the origin fire to grow suddenly larger, certainly setting the casting sorcerer on fire, and perhaps other objects or structures nearby as well.

The White Treatise: The Liar’s Tell Tale

The Liar’s Tell Tale

Cost: 10sm, 1wp

Keywords: Psyche

Duration: Indefinite

The sorcerer chants a mantra of the righteousness of truth as he reaches out his hands towards a target at short range.  Dark ink swirls through the air and into the target’s skin, leaving behind no trace.  The sorcerous ink carries with it the force of the mantra, however, and enforces a powerful curse that prevents the target from being able to tell a secret lie.  The casting sorcerer must make a successful (Intelligence + Occult) roll against the target’s Resolve in order for this curse to take effect.  If this roll fails, the sorcerous ink instead just splashes against the target’s body, leaving skin, clothing, and hair stained with ink until the target can wash it off.

A person who has been successfully cursed by this spell finds it very inconvenient to tell lies.  Each time the target attempts to lie or bend the truth, the lie appears somewhere on her visible flesh as a permanent tattoo, merely describing the content of the lie, not the truth that was concealed.  The only way for the tattoo to be removed is for the target to confess the truth and to admit that she had previously lied.  Then the ink will be absorbed back into the skin.  These tattoos will always move around on the target’s body to remain visible, even if the target tries to cover them up with clothing.  If the target tries to cover her entire body with clothing to conceal the the ink, then that it is own sort of punishment.

A sorcerer who knows The Liar’s Tell Tale as his control spell may cast it on himself instead, suffering all of the above effects.  He may then pass the curse off to another through mere physical contact.  This contact can take the form of a handshake, a light touch, or an unarmed attack that manages to contact his opponent’s skin.  The (Intelligence + Occult) roll needs to be made at the time of contact.

Distortion (Goal Number: 10): Distorting this curse allows the victim to cover up the liar’s tattoo with an article of clothing for a single scene.  At the end of the scene, the ink shifts to be visible again.