Healing the Dead Mind

From Edge of Darkness Wiki

MageSpells ● Healing the Dead Mind
Jump to: navigation, search
Death ●●●
Instant None
Perfecting
Duration Prolonged
Mysterium Sourcebook.jpg
Mysterium Sourcebook, p. 193
Rotes
The Mysterium : Thwarting the Waters of Lethe
This box: view · talk

Many ghosts don’t realize that they are dead, much less retain any clear memory of the circumstances of their deaths or the events that have happened since. This is lamentable in that it holds them to a ghostly existence rather than allowing them to pass on to their final destiny. It is, however, also frustrating to mages who might otherwise gain a great deal of information from talking to a ghost. With this spell, the mage can grant self-awareness and intelligence to a ghost.

This spells works similarly to the Mind 4 spell “Augment Other’s Mind,” except that this spell only functions on ghosts. The spell brings a ghost to a level of self-awareness at which it can remember how it died (if it was in a position to know; a person who died of poisoning might know that much, but not who poisoned it) and what has happened to it since its death. This spell in no way makes the ghost well-disposed toward the mage. In fact, many ghosts despise the person who showed them their deaths.

The mage must touch the ghost to use this spell, which requires the mage to be in Twilight, the ghost to manifest (see p. 210 of the World of Darkness Rulebook), or the mage to cast “Touch of the Grave” (see p. 138 of Mage: The Awakening). At Death 4, the mage can cast this spell at sensory range, and can use advanced prolongation Duration factors. Some ghosts are self-aware to begin with, and this spell confers no further bonus on such shades.

Mysterium Rote: Thwarting the Waters of Lethe

Ghosts see a great deal more than they remember, making them a valuable, but often untappable resource for those who seek lost knowledge or the location of long-forgotten (by humans) artifacts. The mages of the Mysterium frequently do not have time to waste in the slow (and sometimes fruitless) task of talking ghosts into remembering that they are dead so that they can query them about information. By using this spell, a mystagogue can cut to the chase, diving directly into negotiation for the information he needs.


Personal tools
Namespaces
Variants
Actions
Navigation
games
Toolbox