Mnemosyne, Titan of Memory (Might 60)
The titan of memory in Greek myth. Mnemosyne is difficult to invoke but very useful to make pacts with as she has knowledge of several mysteries. According to legend she is the mother of the Olympian muses by Zeus and hermetic artists sometimes invoke her. Her exact role and powers are somewhat disputed as her aspect seems to extend beyond the simple concept of memory into the cycle of life and death. She also has some connection to the Orphic mysteries because one of her aspects is the river of memory in Hades, the counterpart to the Lethe. It was believed by the followers of Orpheus that drinking from this river rather than the Lethe would halt the cycle of reincarnation for the drinker, transforming them into an immortal spirit or perhaps allowing them to be reborn with their memories intact. It is unclear if the hermetic cult of Orpheus retains this knowledge.
She does not have any bodily form when summoned but can be heard by all present.
Note: This is only one aspect of Mnemosyne of which there may be many. In particular she may have an aspect associated with the weather.
Characteristics: Int +9, Per +9, Pre +3, Com +7, Str 0, Sta 0, Dex 0, Quik 0
Personality Traits: Wise +3, Patron +6
Abilities: Music 10, Craft: Poetry 20, Teaching 15, Magic Lore 10, Art of Memory 20, Augury 10
Teach the Art of Memory, 10 points (Init 0)
Mnemosyne grants 30xp in the Art of Memory ability then departs. The grant of knowledge is instant but the recipient must spend a season reflecting on them to gain the benefit of the experience.
Mistress of Memory, variable points, (Init 0)
Perform any Creo or Rego Mentem spell (including rituals) for a cost of 1 might per magnitude.
Teach Memory Magic, variable points, (Init 0)
Teach a single formulaic spell relating to memory at a cost of 1 might per magnitude. She teaches the spell then departs. The student must spend a season committing it to memory.
Teach Performance Magic, 5 points (Init 0)
Grants the performance magic virtue to the character, with the ability of either Music or Craft: Poetry as the focus. The summoner must spend a season practicing to retain the knowledge.
Waters of Memory, 5 points (Init 0)
Opens a path into the underworld within the magic realm. The target finds themselves on the shores of the lake of memory. The waters of this lake are the opposite of those of the river of oblivion and halt the cycle of life and death. Drinking from them transforms the character into a magical human with a might score of 0 (see the Transformed (Being) virtue in RoP:Magic for details) granting him a form of immortality. Alternatively if taken for later use the water contains 12 pawns of Mentem vis (always 12, no matter how much is taken). If this vis is used as part of a ritual to ascend to the hall of heroes (see The Mysteries: Revised) the hierarch can ignore one point of decrepitude for the purposes of calculating the transformation points needed.
This power only allows the target to enter the Magic Realm and is one way. They must find their own way back to the mortal world by some other means. The exact nature of the underworld in the magic realm is left up to the storyguide.