The Grand Grimoire of Cthulhu Mythos Magic
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The grand grimoire of cthulhu mythos magic Continue Geen tekst inhoud! 23141 T G GHE RANDOIRE VAN C M M MTHULHU YTHOS AGIC M MIKE ASON MET MATTHEW SANDERSONT G Ghe randoire van C M Mthulhu ythos agic Mike Mason met Matthew SandersonCREDITS Ontwikkeld, Herzien, en geschreven door Book Design Mike Mason met Matthew Sanderson Michal E. Cross Cover Art Call van Cthulhu Line Editor Sam Lamont en Rhys Pugh Mike Mason Interior Art Proofreading Goomi John Kingsworth en Doug Bailey Jonathan Wyke Speciale Bedankt Juan Barba Jon Hook en Brian Murphy Lay-out en Art Direction Toewijding Nicholas Nacario voor Garrie Hall en Dave Winfield Clear Credit Met betrekking tot Magic, Spell Names, Deeper Magic, Moeilijkheden in Spellcasting, Spell Components, Magical Residu geschreven door Mike Mason. Casting Spells en Call, Contact, en Summon Disambiguation getrokken uit Call of Cthulhu Rulebook (7e editie) geschreven door Paul Fricker en Mike Mason. Categorieën van spreuken oorspronkelijk geschreven door Paul Fricker en uitgebreid door Mike Mason, bijgestaan door Matthew Sanderson. Folk Magic bedacht door Stéphane Gesbert en ontwikkeld door Mike Mason (met dank aan Chad Bowser). Spirit Attacks and Possession ontwikkeld door Chad Bowser en Andi Newton met revisie door Mike Mason. Dreamlands Natives and Spells geschreven door Chris Williams en herzien door Mike Mason. Gebrekkige spreuken geschreven door Sam Johnson en herzien door Mike Mason. Alle spreuken geschreven of herzien door Mike Mason met Matthew Sanderson. Originele spreuken werden gemaakt door: Andi Newton, Andrew Leman, Barbara Manui, Bill Barton, Brian Sammons, Bruce Ballon, Chad Bowser, Charles Engan, Chris Adams, Chris Williams, Christopher Adair Smith, Clifton Ganyard, David Conyers, David Hallett, Doug Lyons, Eric Row, Erik Herber, Fred Behrendt, Fred Van Lente, Gary O'Connell, Gary Sumpter, Geoff Gillan, Greg Lanier, Gregory W. Detwiler, Harry Cleaver, Hike Herbert, Winterton , Jamie Anderson, Janyce Engan, Jason Williams, John B. Monroe, John Scott Clegg, Justin Tynes, Keith Herber, Kevin A. Ross, Kurt Miller, Larry DiTillio, L. N. Isynwill, Lucya Szachnowski, Lynn Willis, Marc Hutchison, Mark Morrison, Matthew Sanderson, M.B. Willner, Michael Dziesinski, Michael LaBossiere, Michael Tice, Mike Lay, Mike Mason, Nick Hagger, Owen Guthrie, Paul Fricker, Peter Aperlo, Peter F. Jeff, Philery Frances , Richard T. Launius, Richard Watts, Rob Malkovich, Russell Waters, Sam Johnson, Sandy Petersen, Scott David Aniolowski, Scott Haartman, Shannon Appel, Sheldon Gillett, Stéphane Gesbert, Steve Hatherley, Ted Shelton, Tim Wiseman, Toivo Luick, Tom Lynch, Wesley Martin, William A. Barton. GRAND GRIMOIRE VAN CTHULHU MYTHOS MAGIC is auteursrecht © 2017 door Chaosium Inc. Alle rechten voorbehouden. Dit supplement kan het beste worden gebruikt met het CALL OF CTHULHU (7th Edition) roleplaying game, apart verkrijgbaar. Dit is een fictief werk. De namen van places and events can be mentioned, but any similarity of game related content content persons who live or die is strictly coincidental. All material is fictionalized and described through the lens of the Cthulhu Mythos, and no offense to persons who are intended to live or death. All material relating to the inventions of Brian Lumley and J. Ramsey Campbell, as depicted in their works, are used with their kind permission The reproduction of material from this book for the purposes of personal or business gain by photographic, electronic or other retrieval media is prohibited. Find more Chaosium Inc. products at www.chaosium.com Chaosium Publication 23141 ISBN 978-1-56882-405-5 Printed in Chinatable OR CONTENT INTRODUCTION 5 THE GRAND GRIMOIRE 26 OVER MAGIC 7 A 26 B 34 State of Mind 7 C 53 The Nature of Sacrifice 7 NPC: Hestia Locksby 85 Are the Stars Right? 8 D 93 Wheel of the Year 10 E 102 F 116 CONCERNING PROVERBS 11 G 120 H 127 Spell Names 11 I 128 Deeper Magic 11 J 131 Adjusting Spells 12 K 131 Moeilijkheden in Spellcasting 12 NPC: Thomas Davenport 133 Folk Magic 13 L 134 Flawed Spells 13 M 138 Dreamlands Magic 14 N 144 Spirit Attacks en Possession 14 O 146 Proverb Components 15 P 147 Table 1: Spell Components 17 Q 154 Magic Residue 18 R 156 LeyLines 19 S 162 T 178 U 182 V 183 NPC: Niels-Viggo Schou 185 W 186 Y 192 Z 192 INDEX SPELL CATEGORIES 22 AUTHOR BIOGRAPHIES 200s h o o t i n g g g e p o n n e s 4INTRODUCTION Ygnailh... ygnaiih... thflthkh'ngha.... Yog-Sothoth ... Magick is the science and art of causing change occur in accordance with Will. —H. P. Lovecraft, The Dunwich Horror —Aleister Crowley For the first time, The Grand Grimoire of Cthulhu Mythos Magic collects some 550+ Call of Cthulhu spells from all over The Oxford English Dictionary as the thirty years of supplements, scenarios and campaigns. A force of apparently influencing events using mysterious useful tool for Keepers, this theme is a source to inform either or supernatural forces. This definition works fine and inspiring. All spells have been revised and updated before, but lacks an important aspect when looking at the Call of Cthulhu 7th Edition. Some spells have changed the magic of the Cthulhu Mythos-namely, corruption. In more generally useful and less specifically tailored to a lot of traditional fantasy games and fiction, magic is often special scenario; in other cases, where multiple spells were a source of wonder, possibility, and utility, a tool used to create virtual duplicates, they are merged into a single entry. achieve a result for little or no cost. Very much a tool uses a small number of spells (usually found in campaigns or older to achieve a result for little or no cost. However, the magical scenarios) were found to be too specific to their original plot of the Cthulhu Mythos, while seemingly offering tangible and, with little particular use beyond that plot, are no advantages, is hostile. It gives with one hand and takes away inclusively. Almost all spells have gotten some alternative with another. Mythos magic corrupts; it breaks moral names, where necessary, allowing Keepers to keep their players fiber and put his teeth in the mind, shredding both on their toes and ensuring that no spell becomes commonplace. common sense and humanity. The opening chapters take a brief look at magic wielding alien energies dooms the wearer, the and spells in general and offer additional resources more a potions of unnatural power, the greater the relevant astronomical considerations, spellcasting, and infection becomes. If reading a tome can be compared to other relevant information for keepers to use as they please. Playing with fire, casting a spell is like pouring gasoline flawed spells, deeper magic, folk magic, and Dreamlands above your head and hitting a match. The erosion of Sanity magic are all discussed and advice and guidance is provided points combined with a thirst for magical knowledge drives for it of such magical tangents in your games. Three people insane, destroys morale, and leaves only the insane magical non-player non-player are detailed, each able to covet the will of the wizard after even more power and drop in games to help or hinder researchers. lead greater more depths of horror. Hopefully, the Grand Grimoire of Cthulhu Mythos Magic will define the magic of the Cthulhu Mythos the cosmos will offer you not only a convenient resource in the middle of one and it is the terrible truth that lurks outside the game of humanity, but also a deep pit of inspiration to draw upon when perception of reality. Those who touch the flame are forever creating your own scenarios, plots, and encounters. Changed. In lucem, ita inspiratio. In tenebris secreta sapientiae. Mike Mason, 2016 5s h o o o i g g g e p o n e s 6CHAPTER CONCERNING MAGIC 1 Ondubitably, Magic is one of the subtlest and most difficult of the sciences and arts. There is more chance of understanding, judgment and practice than in any other branch of physics. —Aleister Crowley Many disparate matters must be taken in is always wise to ensure that such entities are made to opposite: Sigil of the Great Elders by Goomi consideration in an attempt to bend the feeling at home lest they turn away or turn away. cosmic forces of the universe at their own voles. Some guidance and ideas follow for Keepers who want to look to the sky, adding layers of verisimilitude to the magic in their games. Astronomical configurations are often of great importance STATE OF MIND in the effectiveness of certain spells (especially when calling or petitioning for a Mythos entity). Wizards who have the right man of the mind in spellcasting may be neglecting research and who don't pay attention to turning vital to success. Distracted wizards risk spells performing the Wheel of the Year will undo themselves–their bad, not at all, or transform worse into something spells can fizzle or unexpected results can arise. Very undesirable. Ritual cleansing of body and mind are wizards planning years in advance to ensure that they in step often demand more involved spells. Often all for the perfect moment of astral alignment – therefore requires a clear and focused mind – hence the reason that sorcerers will seek far-reaching revenge on those who ask for periods of meditation for why a number of spells. vandalize such planning performance (cue the researchers). Some wizards will pray ritually; others may use dirty or sweet-smelling oils to purify their meat. For more information on astronomical considerations see Are the Stars Equal? (see page 8). External concerns, such as dire conditions and battles, act to spellcaster. If such matters may prevent the nature of the OFFER from clearly thinking the caster, call for an INT role to ensure clarity of mind and purpose.