The grand 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 ... is the science and art of causing change occur in accordance with Will. —H. P. Lovecraft, The Dunwich Horror — 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. Oh, there are little rhymes a magician could use to remember the order of what needs to be done, but the words themselves Working Space does something. You could write any 'spell' as high as a man on the barn wall, but if you don't have the power to begin with, all ensuring a clutter-free magical workspace is essential as you would have is a strange rhyme. And a bad one at that. performing complicated and involved magic. Appropriate vibrations, energy and space are needed. Leaving the -Gail Z. Martin, The Blood King continues and aftereffects of old spells hanging around could, in theory, bring contagion into new spell work (with Sacrifice is often an integral part of the pact, petition, or disastrous consequences). negotiate between the spellcaster and a Mythos power. Usually, a form of sacrifice is required for a successful Space to be ritually pre-purified for the outcome, be it in magic points, hit points, POW, or an important subpoena (the nature of purification can provide if the blood of an animal or the life of man vary greatly, and purification can be an unfortunate choice sacrifice. Spell-casters must, in virtually all cases, sacrifice of word when watching a wizard pour fresh blood around a part of himself to clean the spell (normally magic points or the area). The area can also be dedicated POW); however, sometimes a spellcaster will have to bid to spell caster favorite Mythos deity, although as certain more. Understanding the nature of such a sacrifice is vital to invoke a specific Outer God or Great Old, the instrument for the Keeper. 7HEAD 1 s A sacrifice must be from something that counts. THE SPELL IS THE STARS, RIGHT? h will usually state the required sacrifice (if it is more than o just channel the wizard's energy). Where the caster be hole, dust, dream, be wind o is longing for more power, often the sacrifice is required Be night, be dark, his desire, be spirit, t personal. So, in this case, sacrificing a captured enemy Now slip, now slip, move now unseen, I would not suffice while breaking and offering someone above, below, betwixt, in between. one's own hand. If invoking a Mythos deity, the sacrifice g of captured enemies (or just about anyone) will probably -Neil Gaiman, The Graveyard Book d suffice and sate the hunger of the entity (at least for a while). Wizards who forget the right sacrifices to make many spells (especially evokings and calling spells) e Mythos creatures will find that they themselves quickly require certain astronomical events to take place p become the sacrifice. for the caster to succeed in the execution of the spell. o Unless noted in the text of the spell, astronomical considerations n Where researchers are performing a spell that one are the power of the Keeper in terms of if and how e sacrifice, the should think about using the sacrifice that they could help or hinder spellcasting. Spell Spell s to control the story. If something has little or no value to the in general, its deliberately vague to the Guardian researchers then it has little or no value as a sacrifice- developing, designing, and laying plot and story considerations perhaps the spell will fail or weaker than thought. at your own discretion. Most times, most spells just work and other The spell might ask for the sacrifice of an animal and considerations, such as the current phase of the moon, are just stealing one from a farm perhaps sounds like a brilliant insignificant. solution, but if has no value to the caster the spell will fizzle. Whereas the sacrifice of a favorite pet or, however, to help keepers in designing motives for an animal of great significance to the caster is exactly what despicable cult leaders, or in developing new spells, demands the spell. next is a sample selection of possible astronomical factors that can be called up if the Keeper deems it necessary. Sacrifices should pose moral dilemmas for the perhaps the version of the Call Cyaegha spell in your researchers (and players): they must defeat the spell game being best performed on a new moon or on the night of some terrible outcome, but to do so calls for a Samhain–how complicated and limiting such conditions considerable sacrifice of something very personal. Such actions may be ultimately your decision. have a price. The Guardian must play on this drama and bring consequences to the story. Often this can be achieved for Keepers who really want to play astronomically by the loss of sanity points, but considerations, it is suggested that a bonus be granted where possible trying to figure effects on the researchers' when the spellcaster has been waiting for the most appropriate backstories: their main connections, relationships, ideology, time for the spell to be cast. The bonus can be applied to and possessions. Just as a Keeper could corrupt a backstory, the first spellcasting success role (reducing the difficulty element by insanity or a large wound, casting one of the roles from Hard to Regular) can be corrupt, or a bonus that can be particularly annoying spell can entail the same result. dying awarded to the caster when an opposing POW with a Remember that Mythos magic is fundamentally inhuman purpose is made, and so on. Similarly, a punishment (increasing the and indifferent; it burns through consciousness and difficulty hard or extreme, or imposing a punishment damns those who fully participate in its cup. if the conditions are not favourable. A word of caution: building up a great magical event can be Kla-ia! Shub-Niggurath! a very fascinating point for the players and so overtly Mother of a Thousand! Punishing the spellcaster and increasing the chance Mistress of the grain! of failure (i.e. nothing to it happen) can be very anti- Come now! Right away! climactic and unsatisfactory for all involved. If in doubt, -Nationwide have something (rather than nothing) happen. Better for the spell to go wrong and cause some unexpected calamity than for it to fizzle and nothing happens. 8Over MAGICAL DAYS OF THE WEEK In magical practice, each day corresponds to a particular planet, which is thought to bring beneficial associations for spells about certain spheres or desires. Weekday Astronomical Spell Associations Associations Monday Moon Dreams and spells on health and restorative magic. Tuesday's Mars Combative spells, bring disaster or injury to enemies. Wednesday's Mercury Communication and , and spells on improving skills or skills. Thursday's Jupiter Proverbs bring luck or bad luck, fulfilling desire, and calling. Friday Venus Magic on creativity and relationships. Saturday Saturn Protection spells, warding and . Sunday The Sun Magic that will bring strength, strength, promotion or reward. PHASES OF THE MOON The positions of the moon have long been believed to improve certain types of spells. Moon Spell Associations notes Phase Waxing Summoning, calling and Increasing (from new to full); Moon contact spells. The moon is 45-180 degrees in front of the sun. Full Moon Spells involved in the moon has reached its peak; empowering, making one's 180-255 degrees in front of the sun. Spells. 225-315 degrees in front of the sun. Waning Banishing, Binding, and Moon release spells. Also cleansing and healing. New Divination, prophecy, and the moon is directly between the Earth and the sun and thus Moon communication spells. hidden; 0-45 degrees in front of the sun. 9CHAPTER 1 s WHEEL OF THE YEAR Other astronomical factors h o In Pagan ritual, agricultural festivals related to the season or Next are just a few of a wide range of possible o solar events divide the year. Each festival marks a time astronomical factors that can affect magical practice. when spellcasting can be beneficial. Use this as inspiration- there are many others to be discovered through research. n For witches, the night belongs to the next day (the day g traversed from sunset to sunset) and so Sabbaths are held on Blue Moon: as the moon rotates around the Earth d the evening before a major festival. thirteen times a year, a lunar month is a revolution of e the moon. The average interval between full moons is 29.5th Fire Festivals days, so occasionally two full moons can appear in the same p month. The second full moon in a month is known as an o Imbolc: February 2 (Candlemas) Blue Moon. For every hundred years you expect n about 44 Blue Moons to occur (one every two- e Beltane: May 1 (Roodmas, May Day) and-a-bit year). Lughnasad: 2 augustus (Sheep) Leonid Meteor Meteor Discovered in 1833, the meteors can be seen when the Earth passes the tail of the Samhain: October 31 (Halloween) Temple-Tuttle comet. As many as 1,000 meteors per hour can be visible. Solar Festivals Hale-Bopp Comet: discovered 1995, one of the brightest Winter Solstice: December 21 (Yule) comets, with an estimated 2,392 years to turn the sun. Spring Equinox: March 21 (Ostara) Halley's Comet: discovered 1531, orbits the sun every 75 years, has a length of 9 miles and a width of 5 miles. Last summer solstice: June 21 (Midsummer) seen 1986 and expected to return in 2061. Autumn Equinox: September 21 (Mabon) Planetary Conjunction: Conjunction occurs when two or more planets appear close together (often shapes of a line or triangle). Transition of Venus: the planet Venus travels between the Earth and the sun, seen as a black dot against the surface of the sun when viewed from Earth. Transitins took place in 1881, 1889 and 2004; the next one will not be visible until 2117. Total Solar Eclipse: While partial solar eclipses are quite common, a total eclipse, where the moon completely relates to the sun, is slightly rarer. Those of powers visible and unseen, come ! Support my work with your secrets, let your counsel pour out, give your starry wisdom that I can walk with you, through the doors beyond. - Appeal to the Outer Ones 10CHAPTER REGARDING SPELLS 2 Kanda ... Es-trada. Montos... Ea-grets... Hole... Nos-feratos... Kanda... Amantos... Kanda. - Professor Raymond Knowby, The Evil Dead The spells in this book are listed Keepers are free to invent new spell names as they see alphabetically, each detailing the usual purpose fit. Spells are often transcribed differently over different and the result of successful casting. Spells can be Mythos tomes (also within different editions of the modified according to the needs of a particular scenario- the same tome), so the same spell can be found in numerous as, like samples, they can be adapted to the places, but with very different titles. Also two very needs of the Keeper. different spells can share the same name (in fact, some spells in this book share similar names to illustrate Try to prevent a spell from being overly improved, as this may be). Such duplication leads to misunderstandings, out of balance the game (the researchers already have a hard confusion, and potentially disastrous consequences-perfect enough time as it is). Also avoid coming up with new spells for keeping researchers on their toes! purely provide a form of utility to the researchers- spells should never be considered commonplace within the The Keeper's name indicates to the researchers for game world. spell is a window into the Cthulhu Mythos and horror. Using unusual, thought-provoking spell names helps to have almost every spell should have some form of disadvantage the players and also suggests risk-taking a name over and beyond the magic point cost; this disadvantage is most like The Wailing Doom of a Thousand Deaths, players often charge a common sense, but can instead cause extra to give more than likely pause before they decide to give side effects or disadvantages (in game terms). Mythos try to cast it, and no one will be sure what the magic draws on the hidden cosmic reality of existence, spell effects will be. something humanity is ill-equipped to understand or employ. Casting spells gives strength, allowing a weak man DEEPER MAGIC to become strong. It is tempting to bring the primal forces of the Mythos to one's own agenda, but to do so, the points of a person's Sanity gauge a person's grip on reality - that destruction and madness. The Outer Gods and the substance is not a reality at all, but only the consensual delusion of reality are not simple toys, and anyone who does so protects humanity from that which it cannot fully pay the proper respect and caution when invoking the understood: the Cthulhu Mythos. The magic of the hidden powers of the universe is rightly doomed. Cthulhu Mythos is antithetical and corrosive to humanity. By acquiring Mythos knowledge and by SPELL NAMES casting spells of a person's mind is shredded: his or her mental health eventually disappears into oblivion until only Spell names should be suggestive. Many spells in this book the Mythos and insanity continues. For the cultist and the have their original name (as first published), as these are wizard, the ultimate goal is to supplant all traces of common sense commonly known and easier for Keepers to identify. Some with knowledge of the nature of the cosmos - the truth lesser known spells have been renamed and their original of existence. Achieving a paradigm shift, they are insane name given under the alternative names for the still able to hide their madness, able to continue spelling. For each spell, or spell type, a range of suggestions pursue their personal agendas without overt impediment to alternative names being provided. society in general. Those who have taken those last 11CHAPTER 2s step beyond insanity and who have begun to reconcile the on. Changing these elements is relatively easy to do: if you h realities of Yog-Sothoth, Azathoth, and the other forces of wanting to cause a certain spell 1D8 instead of 1D6 points o the Mythos are able to elevate their understanding beyond damage, or for a spell to 5 instead of 10 magic points, o what is possible within a rational human mind. Then that's good. But, considering whether such a change is not really warranted. Giving cheap but powerful spells to the i Insane wizards at zero Common sense can draw on larger researchers they can run from mild-mannered janitors n powers than the rest of humanity. Liberated their in death-dealing superheroes–that is not exactly the g madness and empowered by Mythos knowledge, purpose of Call of Cthulhu. Similarly, denying the value of a d these individuals can discover new facets within their spell by lowering its usefulness can be daunting. e spell craft and thereby gain access to deeper magic–this kind of experimentation is what takes the bulk of a real As a rule of thumb, increasing the potential of time and thought of a spell p wizard. Many of the spells described need to increase costs, and spells that cause permanent o in this book feature notes on deeper magic, albeit changing usually call for a permanent reduction in the POW. n improvements in the power of the spell or effects, variant forms, Proverbs granted by Mythos gods can be more powerful or information about hidden wisdom. These are fair and cost less (although sometimes they can also cost more, s examples of the available possibilities and are meant to be it in magic points or in the resulting consequences- delivery Keepers with inspiration. Researchers can, if it is the likes of the Guardian, learn deeper Description, on the other hand, is just dramatic color levels of magical understanding. When a researcher (the visual, auditory and sensory performance of the spell) is insane (temporarily or indefinitely) and successfully casts and can be changed with little respect for the game mechanics. Use a spell, roll 1D100 and compare the result with the spell descriptions to crook, enchant and scare your players. cthulhu mythos skill of the researcher. If the role is equal to or below the scientist's skill, a new depth of magic has difficulties in successfully plumbed and the option to use a deeper SPELLCASTING effect is now open to them. Once the deeper version of a spell is discovered, it remains available after that. Whether for insane cultists in competition with Mythos gods, murder there are further deeper levels of spell to discover is just one of those things that should occasionally be in the future is a matter for the Keeper to decide. Of course, done as a means to a goal, so performing a ritual sacrifice should a researcher reach zero Sanity points that they employ a spell will not trouble such individuals. transferred to the Keeper to become a non-player character. However, for a researcher who has a spell where blood if such a character is well versed in magic, then they can sacrifice is required, it is a totally different prospect. access to the deeper versions of spells they already know. A ritual sacrifice is a cold-blooded act of murder, very Deeper Magic in Play different from the and warmth of pitched combat where there is little time to think. Researchers who want to cast all Mythos entities and cultists with zero Sanity points spells will have to ask themselves whether the means, if they know a certain spell, will also justify the deeper end. Whether they can take the life of another in versions as described here. Other enemies may know deeper such a way-often on no more authority than the text magic of the Guardian's choice. in a moldy old book claiming a spell, any rational mind is downright ridiculous. The Keeper is the final arbiter of deeper magic and decides exactly what a deeper spell can do in the game. A researcher should not have a Common Sense roll to go when designing deeper magic, remember that bigger ahead and performing human sacrifice – if he or she passes power often comes at a higher price. When the role they find they can't bring themselves to execute researchers concerns, there should be no free rides. the despicable act. Moreover, if they are able to continue, then the Guardian should impose common sense loss on everyone's adjustment spells that participates. The Guardian can also impose or corrupt a backstory of the researchers to take into account All spells have three elements: a cost, a description and of the possible self-loathing, guilt and remorse, or feelings having an effect. Cost and effect have a direct mechanical impact the strength the researcher can experience. Such events can be at play and can cause common sense loss, physical damage, an important intersection for a researcher, causing them to lose magic point, permanently reduce prisoners of war, and thus on a path to redemption or hell. 12CONCERNING SPELLS FOLK MAGIC spells, detection may be more difficult, requiring a Hard Cthulhu Mythos roll and 2D8 + 1 hour of study. When certain spells are marked (Folk), which means they are Keeper's option, researchers may not be able to detect Cthulhu Mythos appearance as Mythos magic, skill of 40% or better to be able to detect disenged spells. maybe it looks more like a utility spell. The use of such spells is optional. Folk magic spells tend to be an ambitious wizard may be able to perform some profanity or blessing a flawed, often seemingly alienated spell, although the task is not easy. Access to one of Mythos magic. alternative version of the flawed spell in another edition of the grimoire or another tome is completely needed. Ideally, Folk spells should be considered watered down Mythos the wizard should also have access to some Mythos magic, learned by man and passed down to the generations. tomes to understand the workings of the spell in They are a pale reflection of true magic, often known by question. In order to determine success, the Try shaman, witch doctors, and the like. Although diluted, and a Hard Cthulhu Mythos roll. The difficulty can be increased unbeknownst to the caster, they still attract some vitality from extreme if they have only limited access to the hidden dust of the Mythos and thus are able to perform Mythos reference tomes (one or two books), or be reduced small wonders. Usually such spells are taught by word of too regular as access to a large library of Mythos tomes is mouth and are unlikely to be found in Mythos tomes. Available. If the Cthulhu Mythos role is successful, the wizard requires a successful Hard INT role. If both spells like Healing and Charm Animal can be reels successful, the wizard has been able to repair the strange bedfellows for Call of Cthulhu and be more likely to spell. How long is spent undertaking such a project can be found in epic fantasy games. If you feel that such spells have been determined by the Keeper. Should any of the roles have no place in a horror game then feel free to ignore them. fumbled the magician believes that the spell to be repaired when in fact he or she has increased the error–when the spell FLAWED SPELL is cast something disastrous will happen. Transcribing and translating spells into is an opportunity for flawed spells: meticulous task, that understanding of the subject and much attention to detail. From time to time • Spell doesn't work at all (spell costs are still taken). mistakes are made and are not uncovered until some • Spell does not work, but causes changes in the environment foolish person comes along, learns the spell, and attempts to cast it. These errors are what produce flawed spells. For 1D6 rounds: freak weather, blood pours from the ground and begins to boil, creatures from outside can cast a flawed spell, on the surface, looks correct. It's not seen swimming through the air (and can see the caster), until casting that flaw in the spell becomes clear- a big rent in the earth opens up, and so on. The spell is somehow wrong and potentially dangerous • Spell functions, but causes side effect: the caster skins the caster and those around him or her. Faulty spells turn blue, they grow long hair all over their body, blood is normally learned but does not function properly (it cries from their eyes and dazzles them for 1D4 rounds, time and effort spent learning the spell is often wasted). And so on. • Spell functions, but causes additional effects: those when cast, a defective spell will have no effect near suffering any kind of damage, everyone is hurled (i.e. not working at all) 60% of the time. The other 40% of by magical forces up to ten meters in the air, animals time, a flawed spell will produce a magical effect, but nearby begin to speak in human languages, and so on. not one of the caster intended. The consequences • Spell functions completely in another way; choosing can be potentially dire. Exactly how a flawed spell a spell of about the same cost and the application of the failures is determined by the Keeper, but it should be instead. (usually) proportional to scale and scope • If a spell over a particular Mythos entity or deity, of the spell (i.e. casting a flawed version of Candle the caster (and possibly those nearby) is transported to communication should not result in Yog-Sothoth being the location of the entity or deity. Some of the possibilities are described below. • The caster is torn with searing pain and explodes in a towering column of purple flame. If the caster already knows a similar spell within the same spell category as the flawed one, such as Call/Dismiss, Contact, Summon/Bind types of spells, they may be able to detect the flawed spell with a successful Cthulhu Mythos roll and 1D8+1 hour of study. For more obscure or unusual 13PTER 2s DREAMLANDS MAGICAL SPIRIT ATTACKS h AND POSSESSES o Dreamlands magic is different from that in the Waking o World, it's just a manifestation of the dream Within the invisible realm of the mind (or limbo-energy, pan-t reality and so can seem fantastic, nightmarish, or just dimensional space, the beyond-call it what you want) I just get strange in front of a dreamer. live non-bodily entities, many of which are longing for the physicality of humanity and precious life force. Such desire g Dreamlands spells can only be learned and poured inside often asking them to attack, either to leech energy from d the Dreamlands. Must a dreamer learn a Dreamlands a man or own one. e spell, when they wake up they will have no memory of the e spell and will not be able to cast it in the Waking World. The attack of a spirit consists of an opposing POW role. To p When they next venture into the Dreamlands they will be spectators, this appears as the spirit claws on, enveloping, o recall the spell and be able to cast it as they deem necessary. or otherwise physically attacking the target (as it can be n seen at all). e Astute readers will note that many Dreamlands spells in this book don't seem out of place in a fantasy • If the attacking mind overcomes the target POW: roleplaying game, as many are utility spells that some lose the goal 1D10 magic points and makes a common sense form of (mostly) favorable service for the spellcaster. While roll (1/1D4 loss). Most of these spells may not feel out of place in a normal Call or Cthulhu scenario, they present the possibilities of • If the goal can overcome the attacking spirit: the dream and illustrating the ethereal and fantastic quality of the mind loses 1D10 magic points. the Dreamlands setting. If you prefer a more nightmarish Dreamland twist than the Spell-making If the goal runs out of magic points they immediately darken them and become more malicious. Take for example Opaque fall unconscious or become possessed (if that is the will of Wall (page 146): the spell causes a wall of strength to appear, the mind). Note that very much Ghosts can drain 2D10 protecting the caster from those on the other side of the Magic points a goal in a single fight round, but wall. To twist this spell, have the wall shape by pulling up will only lose 1D10 Magic Points if they are overcome by the bones of the dead from the underworld; the spell of the intended target. literally drags bones from below up through the earth, allowing large rents to fly into the ground and bones by mental struggle continues every round until the goal is the air. The bones knit together and form the wall. The unconscious or possessed, or until both sides flee. That spell is basically the same, but the description has changed involved acting in order of the highest POW instead of DEX. A to provoke a darker tone. What's more, with this version, the spirit will usually flee before it reaches zero magic points. perhaps the reaching claws of gugs lunge from below to grab a tasty snack (providing further problems for the caster Those who are possessed can be checked for and his or her compatriots). a period of time, acting in accordance with the will of the possessing spirit. Usually this is the form of Spellcasting in the Dreamlands performing a particular action, harming another person, or perhaps harming themselves. Possession usually takes for natives of the Dreamlands are more familiar with magical 1D10 hours, but may be longer in the Keeper's opinion. and so casting a spell is not nearly as Sanity-wrecking one who owned for extended periods can try to win an experience for them as it is for the average Waking World new POW vs POW roll every 8 hours to throw researcher. When a resident of dreamlands casts a spirit out of the possessive spirit. A possessing mind can only spell Waking World (i.e. a non-Dreamlands spell) they are only dislodged by the possessed host winning a subsequent losing the minimal Sanity cost of the spell. However, for spells against POW roll, magic spells, or the loss of all that can only be cast in the Dreamlands, the Dreamlands are magical points. The mind can, of course, let the host native will still cost the full normal sanity. when it wants, but must win a new opposing POW roll if it wants to reclaim the body of the host. For example: if a Native Dreamlands Unspeakable Promise (usually costs 2D8 Sanity points), they will lose only some minds (often ones sought by researchers) 2 points. If the same indigenous casts decentralized, a Dreamlands are required to give their opponent a blessing at the spell, they would lose normal Mental Health by 1D10 points. defeated in spirit combat; This you answer one question, give a direction, or give another piece of information before you leave. 14CONCERNING SPELLS SPELL COMPONENTS MAGICAL TOOLS Most spells use verbal and/or somatic components in their particular tools tools with spellcraft for centuries. performance, invoking cosmic principles and excavating here are the classic tools and paraphernalia of witchcraft. geometries; some ask for specific ingredients, while others whether any of these are actually needed in performance are left to the Keeper to determine. of Mythos magic is the province of the Keeper, while their placement in a scenario will more than likely tip the players to In most cases, Call or Cthulhu do not particularly focus believing that witchcraft is underway. up to the minutiae of spell components as such levels of detail can be annoying, and unnecessary attention and time spent Altar: can be formal (processed stone or wood) or of course. Seeing on such matters can severely inhibit the pace of the game. The condition, repair, and items atop the altar can give a clue about however, from time to time, a Keeper may be required to determine the type and manner of spell craft performed here. just what is needed for a spell to be cast, because this will add to the general story: perhaps building tension, or (probably) Athame: black-handled ritual knife used to direct the energy flow, driving the researchers into difficult situations or decisions. If create a magic circle, and focus on the effect of a spell. The researchers must cast a spell to help them in their greater goal to stop an immense entity from outside Besom: ritual broom used to destroy the ritual space of unwanted to their hometown and then insert them into an energy. moral dilemma can be both dramatic and poignant. Don't overdo this and choose your moments well to maximize Bolline: double-edged knife for enrolling magic text and cutting. their effect. Done too often, players can enter a state of passivity, playing many hours of the game while pondering Book of Shadows: a contemporary name used by modern choices and possible consequences. Let the game witches get stuck in front of their notebooks or diary in which they record. Force the action and make a decision when there is their magical work, experiments and results. Such a book may not be time to think – your brother will die unless you cut off your conceivably unique being called by a witch (my black book). right hand and sacrifice it to the spell: what do you do? Kettle: metal pot for brewing drinks and other magical Try to think of components that have a form of brews. disadvantage, some kind of negative consequences. This can be as simple as having to sacrifice expensive components Censer: container for burning all kinds of incense (which and losing a lot of money in the process. Alternatively, 'purify the air', cause drowsiness or hallucinations, etc.). required component is unique or difficult to obtain and must be illegally stolen or obtained. Perhaps the component is risky, Grimoires: tomes of magical lore, with spells, spells, like getting the blood from a byakhee, or just treatment and rites. Often a tome will be valued above all others. It's dangerous, like a live venomous snake or plutonium. Proverbs in Call of Cthulhu are meant to be dangerous for Ritual dagger: used only for performing sacrifices, it is a pure body and mind, not only for their purposes, but also leaf untouched by everyday use. for the spellcasters. Scrying device: crystal ball, mirror, runes, sticks-everything • Symbolic: the item has a symbolic value before the spell is used for divination. goal (the wedding ring of the target for a bad spell; a rabbit's foot for luck). Wall: usually 12 to 18 inches long, possibly of natural wood, stone, or extraterrestrial composition. Sometimes used instead of • Comparative: the item is a substitute for something that is an athame to enroll magical workspaces, or to direct the flow that is difficult to obtain (a large ruby is used instead of a spell to a particular purpose. from the beating heart of the spell's purpose; an idol of Nyarlathotep instead of the real thing; a voodoo doll). • Non-physical: the required item is volatile or evanescent (the light of a Blue Moon; an alignment of stars). • Physical: a tangible thing that must be sacrificed to the spell (organic, mineral, manufactured). • Verbal: words of power and ritual, vocalized by the spellcaster (invoking the names of Mythos gods; ). 15HEAD 2 s TABLE 1: SPELL COMPONENTS h o D100 COMPONENT D100 COMPONENT D100 COMPONENT O100 COMPONENT O 1 A particular location 18 35 Cypress (plant) t Tanden i 2 Animal Sacrifice 19 (human or otherwise) 36 Brand n g Yarrow (plant) d e 3 Black Pearl 20 A Mythos god's name 37 Hand of limb e p 4 Corpse 21 Acorn (plant) 38 Item personal o (or part of a corpse) 22 Bone(s) to the target n e 5 Effigy 39 Mugwort (plant) s 6 Feather 23 Coltsfoot (plant) 40 Bronze Disc 7 Hemlock (plant) 24 Gemstone(s) 41 Symbol or image 8 Mercury 25 Human blood 42 Wormwood (plant) 9 Sage (plant) 26 Mandrake (plant) 43 Aconite/Wolfsbane 27 Mistletoe (plant) (plant) 10 Weapon 44 Azurite (gem) 11 Toadsection 28 Myrrh 45 Blackthorn (plant) 12 Alcohol or drug 29 Skull 46 Coffin wood 13 Sea buckthorn (plant) 30 Animal 47 Music 14 Intestines (spider , hose, etc.) 48 Gold 31 Tong 15 Brazier 32 Abramelin oil 49 Horn 16 Mythos monster organ 33 Astronomical alignment 50 Moonstone (or Appendix) 17 Grave dirt 34 Kelke 51 Scalp 16GROUP SPELLS TABLE 1: SPELL COMPONENTS D10 0 COMPONENT D100 COMPONENT D100 COMPONENT 52 Monolith 69 Grave dirt 86 Oil or fat 53 Agrimonie (plant) 70 Hellebore (plant) 87 (origin may be specific) Diamond (gem) 54 Hand of Glory 71 Mirror 88 Egg 55 Bell (gong) 72 Sulfur 89 56 Chanting 73 Vervain (plant) 90 Hart 57 Wierook (plant 74 Amethist (gem) 91 Menselijk offer hars) 75 Skyclad (naaktheid) 92 Jade (gem) 58 Heliotrope/Bloodstone Heliotrope/Bloodstone 76 Belladonna/Deadly 93 Mathematical formulas nightshade (plant) 59 Item personally 94 Amaranth/Cockscomb to caster 77 Brains (plant) 60 Opal (gem) 78 Clay 95 Mushroom (toxic) 61 Petrified Wood 62 Silver 79 Eye 96 Special Moon Phase 63 Tears 80 Hair 97 Meteorite 64 Tiger's Eye (Eye) 81 Balm of Gilead 98 Somatic Gestures 65 Amber 82 Image of the 99 Arsenic Spell's goal 100 Significant personal 66 Cannibalism (the act of) 83 Singing sacrifice 67 Dancing 84 Vocal 68 Emerald (gem) 85 Candle 17CHAPTER 2 s • Somatic gestures of hands, body, body and face. AMULETS h • Mental: complex thoughts, formulas, concentration, o An object that repels evil, giving the wearer protection from o clarity of mind. a form of danger (death, damage, etc.). Often considered natural in the sense that it is naturally infused with i Sometimes, in less dramatic situations, a Keeper can simply use certain protective forces. Could be anything from herbs to a n need a list of spell ingredients quickly, perhaps to add gemstone color, a color to some garlic (for fending off vampires). g to a handout of the spell of a tome page, or to describe what the d witch doctor does and uses. In such circumstances you just need talismans e an ingredient quickly, so you can get on with e the game. For such times, see Table 1: Spell Components, A talisman differs from an amulet in that it is prepared for p that provides one hundred spell components. Make a certain reason to attract something (wealth, harmony, o them what you want; some are quite mundane, others less etc.). A talisman is externally loaded with magical power n so. Use the table as inspiration when needed. providing the owner or carrier a particular property. This is how the e talisman is manufactured. Can provide good or bad luck, a magical residue improvement (greater strength, good looks, etc.), access to knowledge, and so on. Magic can affect the environment either intentionally or as a byproduct of marshaling cosmic forces needed to succeed with a POW role. Maybe such sites are in one area. Most times, any causal effect on the fabric of the truth behind legends of fairy rings or disappearances, the local reality is only a slight ripple, which then equals and other folklore about such lonely and dangerous places. and returns to calm. Such temporary fissures are minuscule and go unnoticed, even more powerful spells prone to magical residue can be a blessing or a curse, depending on provoking corresponding changes (albeit still temporary) your point of view: to the caster the Possible effects may be drawn from or inspired by Failing a Pushed Casting Roll (see page • Wizards well versed in the lore of the Cthulhu Mythos 178 of the Call of Cthulhu Rulebook). Such an effect will (i.e. with Cthulhu Mythos skill of 50+%) can be restricted, such as such as Forces of space- time are quick to attach to the magic residue in a place normality. However, where a site has witnessed repeated to power or strengthen their spellcasting. The wizard must spend magical work, the residue of energies and cosmic forces his 1D6 + 1 rounds aimed at the environment just to linger and collect, like drops of water pooling and then try a hard prisoner of war roll: if successful, together. The process usually takes centuries- but should the wizard gains +2D6 magic points, or more on the larger magical work have been applied consistently in the judgment of the Keeper, to use as they will (once they used the same locale, then this gathering of magical power can be lost); If unsuccessful, the wizard is unable to happen quite quickly, creating dangerous bags where to tap this magic font. Note that the POW fabric of the cosmos must be very thin. roll result in a muddle, after which the wizard has caused a magical disaster— consult residual magical effects Consider a place that has been repeatedly exposed (after). the magical ritual of summoning Shub-Niggurath, the Black Forest Goat with a Thousand Boy. As a single • For the unwary and those not at home in the true appearance of the Outer God brings thunder, compositions of the cosmos, such locations are filled lightning, and the stench of sulfur, imagine with traps, and the potential for disaster runs high. Since the effect that multiple subpoenas brought about the structure of reality here is thin, there is a chance that years would have been at the same location. Over time, entities from the outside will glide through dimensional walls, combine the small pieces of magical residue, infect the drawn by an appetite for the life force of man's foolish environment and scratch thin the walls of reality. enough to linger too long, or that another equally dangerous event might happen. If applicable, the Die encounter places where magic residue remains Keeper might call for a group Happiness roll (asking the can feel a chill as the hairs rise on their flesh, or might feel like someone had just walked over their grave. These places have an injustice to them and can suffocate inattentively with poorly-defined fear. Those with a POW of 70 or higher may feel such things, while others might be 18CONCERNING SPELLS researcher with the lowest Luck value to make the remains is debatable- the Guardian must decide whether the role). If failed, an extradimensional event occurs: effect is temporary (e.g. 1D4 rounds or hours, or if things consult Remnant Magic Effects (after). • Novice spellcasters are special for the • Mythos insight. Residual energy and knowledge somehow cling magic residue to a spell work carried transfer, in to any individual on the site. Here. Where a spell is uttered by someone with a Cthulhu Increase the Cthulhu Mythos skill of the individual by +1D10 Mythos skill of 49% or less, call for a hard POW roll: percentiles and reduce their common sense by 1D10 points. if successful, there are no adverse effects on the • A foreign object appears out of nowhere. With a sesys spellcasting; if failed, consult Residual Magical Effects and an unearthly smell, something from somewhere (after). otherwise appears (or falls from the sky). It could be somewhere on earth or from another place. Places with a magic residue are very rare and it can bring knowledge, danger, or both. Someone has to be determined by the Keeper. Each must have or something would want it back. suffered prolonged exposure to magical powers and effects wrought by repeated spellcasting and/or the If casting a spell at a place of magical residue, the apparitions of important Mythos entities. possibilities are: REST • Spelling is reduced (reduce the effect, duration and/or damage to MAGIC EFFECTS by half). Here are a few ideas for terrible things that can happen • Spell is amplified (increase effect, duration, and/or when tampering in places with high levels of magical damage by half). Residue. Choose according to time (as determined by the situation) or just use it for inspiration. • The games are significantly enhanced (double the effect, duration and/or damage) and 5 POW from Note that many of the following capabilities can severely use the caster. endanger a research group. Try to avoid killing all your player characters for no good reason; Instead, look • Spell switches its intended purpose and the caster (or for ways for such magical events to drive the story, build someone else) now becomes the focus of the spell. drama, and even offer opportunities for finding clues in strange and unexpected places. • The spell is completely different from the intended. Choose a spell and apply the effects randomly. • Any Mythos entity appears through a crack in space-time. What it does and how long it lasts is • When the caster unleashes the spell, they suddenly disappear alone to the Keeper. Choose from: (1) byakhee, (2) star to reappear later (within 1D6 rounds, 1D6 hours, or more vampire, (3) hunting horror, (4) dimensional shambler, at the Keeper's choice). Where they go and what (5) shantak, (6) nightgaunt, (7) servitor of the Outer happens there is going to be troublesome for the caster. Gods, (8) dog of Tindalos. LEY LINES • With the right sound and light effects, a Mythos deity appears. it does before the return of Ley lines are believed by some to be old, straight where it came is to the Keeper. Ideally, the deity trackways into the landscape. Such invisible lines form both appear appearing have some connection to the site spiritual and mystical alignments to the land, often crossing (for example it was previously contacted there). by ancient sites (such as Stonehenge in England), and emitting energy and power that can be tapped or • Space-time is torn. A port forms (see page 120), used by spellcasters. leads to who knows where. How long will it last? The term leyline was invented in the early twentieth • Cosmic threads are crossed. All the people here suddenly century when Alfred Watkins (1855-1935) published have their consciousness exchanged (i.e. their minds and two books called Early English Trackways and The Old bodies are swapped). This can be even more complicated than Straight Track. Watkins was an amateur archaeologist a Mythos monster or animal spirit being thrown into the and antiquarian, living in England, which assumed mix (Mythos gods would be affected). Apart from the adaptation of ancient monuments, megaliths, and the resulting sanity costs (suggest 1/1D6 loss) and come to geographical features in the landscape all worked together terms with one's new body, how long this state of affairs forms ley lines or old straight tracks that may have helped our ancestors in traveling and navigating the country 19CHAPTER 2 during Neolithic times. Watkins argued that these lines Alfred Watkins describes English graft traditions related to h have persisted over millennia, helping people to grave tracks, such as stopping at an intersection and saying a prayer, o although the once densely wooded landscape as navigation and bumping (walking around) churches and stones along the way. In o tracks. Hills, long wheelbarrows, cairns, course, hunebedden, addition, funeral processions should not carry the dead twice over t standing stones, henges, water-markers (springs, wells), the same bridge, and never should sing or music be made, while I bake-hills, churches, cross-roads, and so on, would all be over a bridge. n are markings or navigation points for ley lines. g In Germany, ley lines are known as sacred linies, (holy d Later, in 1969, John Michell talked about ley lines in lines), with the Teutberger Wald (Teutberger Forest) said e his book, The View Over Atlantis, associate the ancient to a network of lines that contain the Externsteine e tracks with fault lines in earth tectonic plates, by (a sandstone tor near the city of Horn-Bad Meinberg) p that released magnetic energy. The belief that ley lines and a megalithic stone circle in Bad Meinberg. o produce or focus magical and spiritual power has come to n be associated with New Age religions, as well as among the singing lines or dream tracks of the Aboriginal e those who might follow and feel to many older pagan peoples of Australia are paths in the land and heaven, s belief systems. systems of faith. routes followed by creator-creatures during dreaming. Such paths are included in songs, stories, dance tracks, and painting. Knowing the right song, a person around the world could navigate the country by repeating the words of the song, which describe sights and other natural phenomena. Ley lines are not only associated with England. About the By singing the right songs in the right order, a world, cultures have envisioned magical tracks cutting could travel far through the deserts of Australia and interior. across the country. There are only a few here. The numbers are also believed to play an important role in keeping the country alive. In Ireland, fairy trails carry a large amount of folklore. Many stories telling of houses are cursed due to being built Ley Lines and Magic over fairy lines. It is believed that following a fairy path can lead an unwitting person into another realm or when locating ley lines can spend many hours poring at least provoking some kind of misfortune. about terrain maps, mapping the landscape and ancient sacred sites, and possibly a navigation, art/Craft In South America the Incas used ceques (ghost lines), (Cartography), or similar skill roll. Otherwise, the Dowsing with the Inca Temple of the Sun in Cuzco in their center. spell (page 98) can be used. People would place wak'as (respected objects, such as stones or monuments) on the ceques, which were known as sacred It is believed that the areas where ley lines connect, paths. Spanish reports show that qhapaq Hucha known as vertebrae or vortexes, are powerful and sacred ceremonies in which human sacrifice was performed in places. Often man-made structures (henges, wheelbarrows, altars, wak'as to appease and ward off the spirits from disasters. etc.) or important natural landscape elements (springs, During the 17th century, the Roman Catholic Church unusual rock formations, etc.) can be found on vertebrae, ordered that such shrines be destroyed and that churches that know as landmarks to those in the know. Such locations are built in their place. Are ripe for use by wizards trying to achieve particularly great feats of magic or important calls. In Ohio, USA, Hopewell Indians established geometric earthworks covering many acres that contain such ancient knowledge in both straight linear features that depict ceremonial avenues. and historical texts; however, since it wasn't until 1922 that the While in the California Sierras, the remnants of straight term ley line is first used frequently, references are likely to be tracks found built by the prehistoric Miwok Indians. to use obscure terminology with little to no commonality. Mysterious roads have also been found in Arizona, Utah, So, a vortex can be referred to as the Crucible point and Colorado. Perhaps the most important examples in the diary of one sorcerer and the source of energies in another. the 60-mile straights, which converge on Chaco Canyon in New Mexico, home to the Anasazi people. The lines seem to link to some of the Anasazi Great Houses that dot the canyon. One of the main sites connected by the Anasazi lines is Pueblo Alto, a complex consisting of more than eighty one- story rooms located on a mesa summit near the middle of the canyon. 20CONCERNING SPELLS Who cast Mythos magic at a crossroads of ley The suggestions within this chapter are intended to allow Keepers lines, in the judgment of the Guardian, to gain access with ideas and possible scenario plots with which to confuse, to delight a deeper magical version of the spell they cast, and delight their players. Or ley lines, areas exposed to (consciously or unconsciously for amateur wizards). In magic residue, astrological alignments, or other factors, Keepers are adding, here are some other possibilities: encouraged to expand the use of magic within their games, ensure that magic is never a safe, easy or understandable process, and that • Summoning spells are easier to cast: for every magic it often comes with unforeseen and serious consequences. point, the probability of a successful call increases by +20% instead of the usual 10%. So, • Safe havens: the swirling invisible energies of ley lines spending 4 magic points offers an 80% chance of being able to act to hide the presence of man from calling the desired monster or deity. senses of Mythos monsters, cruel spirits, and other less welcome entities. • Abundance of energy: often, people claim to have felt energy swell in their bodies when on a ley • Visions: falling asleep in a place infused with raw line. By concentrating their will, spending 1D10 + 1 rounds of magical energy can lead to peaceful rest and concentrating, and making a successful POW roll, a recuperation, but in general, such sleep is more spellcaster gains +1D10 magic points. The extra likely to bring alien dreams and visions. Perhaps points can only be used while the wizard continues to portents of the future or messages from outside will be within the area of the vertebrae and will be lost if he or she is received. Leaves. Certain powerful wizards, able to channel the cosmic forces of the Mythos, may be able to preserve • Paths to elsewhere: ley lines connect these additional magical points not only as they succeed in a Cthulhu earthly sites and functions, but also act as natural Gates Mythos roll, allowing them to save the points even if (see Gate, page 120). After a ley line spending they leave the area. Of course, only the fools would take too long near a vortex can lead to the attempt to repeat the exercise within the same 24-hour Gate, sending one or more researchers to another period, as such greed is is to have an important place completely. Perhaps that is the fate of those who believed negative consequences (see below). to have been stolen by the fairies. • Dire consequences: magical fumbles, dire results, and silly antics could cause the vertebrae to suck out a person's energy, draining them from 1D10+ 1 magic points and making them weak and tired. Other times, a person can suddenly black out, with all their magic points drained away. FICTIONAL MAGIC The spells in this book are fiction. Attempting to recreate elements of spellcasting (as pictured here) in the real world would be foolish, impractical and probably illegal. The magic in this only works in the fictional game world of Call of Cthulhu. The reader is advised to keep the magic within their games. 21s CHAPTER SPELL h CATEGORIES o 3 o t Filet of a fenny hose, BANISH i In the kettle cooking and baking; OR CONTROL 8 n Eye of newt and toe of frog, g Wool of bat and tongue of dog, Ace Men, Banish Apep, Banish Byatis, Banishment d Adder's fork and blind- worm's stitch, from Yde Etad, Bind Byakhee, Bind Child of the Sphinx, e Lizard's leg and howlet's wing, Bind Dark Young of Shub-Nigath, Bind Deep One, e For a charm of powerful problems , Bind Dimensional Shambler, Bind Enemy, Bind Fire p As a hell-broth boil and bubble. Vampire, Bind Hunting Horror, Bind Nightgaunt, Bind o Servitor of The Outer Gods, Bind Shoggoth, Bind Star n —William Shakespeare, Macbeth (4.1.12-19) Vampire, Bind Were-Creature, Cast Out Shan, Cast Out e The Devil, Cleansing Flame of Vorvadoss, Command s Spells are presented in alphabetical order. The Category Plants, Command Shoggoth, Curse of Darkness, Dismiss lists below are intended to help keepers identify and deity, Dismiss Spirit, Dust of Suleiman, Elysian Grace, choose appropriate spells for use in their games. Some Enthrall Victim, Exile Eihort, Flash or Ra, Identify Spirit, spells may appear in more than one category. Imprison Mind, Indent Liche, Nyhargo Dirge, Oscillating Expanse, Powder of Ibn-Ghazi, Prinn's Crux Ansata, CATEGORIES 8 Remortification, Removal of Favor, Repel Shan, Return 7 Servitor, Seal Pit, Snare Dreamer, Soul-Trap, Unmask • Banishment or Control 6 Demon, Forish Sign. • Bringing forth Monsters and Gods G • Combat H BRINGING FORTH • Communication M MONSTERS AND GODS 9 • Dreamlands b • Enchantments q Awake Abhoth, Wake Chuma, Balk Brood, Beseech • Environmental 0 Charon, Build Carcosa, Call Ahtu, Call Aku-Shin Kage, • Extending Life C Call Arwassa, Call Avatar of the Skinless One, Call • Folk B Azathoth, Call Bugg-Shash, Call Cthugha, Call Cyaegha, • Harmful (for use of outside combat) 7 Call Daoloth , Call El Negro, Call Forth The Worm, Call • Influence Others O Ghatanothoa, Call Gla'aki, Call Gol-Goroth, Call • Making Monsters 2 Call Horned Horned Call Iod, Call Ithaqua, Call Keeper • Andere spreuken (meestal nuttig) e van de Moonlens, Call La Llorona, Call Lightning, Call • Protection M'nagalah, Call Mappo No Ryu^jin, Call Nyogtha, Call • Met betrekking tot time n Ossadogowah, Call Rlim Shaikorth, Call Saaitii, Call • Transformation 0 Shub-Niggurath, Call Skinless One, Call The Beast, Call • Travel and Transportation Yibb- Tstll, Call Yig, Call Yog-Sothoth, Zombie Call , Bel Zu-Che-Quon, Channelling God, Chasm to Hell, 22SPELL CATEGORIEËN Conjuration of The Turua, Neem contact op met Abhoth, Contact Kind of The Accursed Eye, Candle Communication, Ineffable Sphinx, Contact Chthonian, Contact Cthulhu, Contact Understanding, Mirror of Tarkhun Atep, Send Dream, Deep One, Contact Eihort, Contact Elder Thing, Contact Telepathy , Voice Thoughts, Words of Power. Emerald Lama, Contact Flying Polyp, Contact Formless Spawn, Contact Ghoul, Contact Ghroth, Contact Gla'aki, DREAMLANDS H Neem contact op met Gnoph- Keh, Contact Hound of Tindalos, Contact Human, Contact Iod, Contact Koth, Contact Lloigor, Anathema, Awful Doom of Cerrit, Black Box, Bloat, Contact Masters, Contact Mi-Go, Contact Moonbeast, Cascades of Florin, Bolonath's Furnace, Brew Space- Contact Nodens, Contact Nyarlathotep, Contact Mead (II) , Bringil Pestence (II) , Concentric Rings of Nyarlatophis, Contact Othuyeg, Contact Pazzuzu, Contact the Worm, Creation of Venerability, Crystal World, Rat-Thing, Contact Sand-Dweller, Contact Servitor of The Deflection, Devolution, Dissolve Skeleton, Emerald Darts Outer Gods, Contact Shub-Niggurtah, Contact Spirits of of Ptath, Equilateral Screen, Eviscerator, Explode Heart, the Dead, Contact Star-Spawn of Cthulhu, Contact Tomb- Flameshield, Halt of Eanora, Ironmind, Katarien's Heat Herd , Contact Tsathoggua , Neem contact op met Y 'golonac, Contact Wave, Lace Curtains of Hish, Lambent Flame, Lassitude Yig, Contact Yithian, Contact Yog-Sothoth, Contact van Phein, Lavendel bollen van Ptath, Levende Kleren, Zhar en Lloigor, Contact Zoth-Ommog, Crystal Call, Living X, Malenkamon's Impressive Bolt, Mandrake, Maws Free Hastur, Bezwering van de zesde Sathlatta, Licht van Pandemonium, Minim, Mnomquah's Serpent, Oblong Sacred Truth , Reversed Angles of Tagh-Clatur , Spreek met Barrier, Oneiro-Dismissal, Onaque Wall, Passing Unseen, The Waiting Dark, Spirit Summoning, Summon Baka, Raise Corpses, Raise Ghost of Ib, Ravening Madness, Summon Brother of Chaugnar Faugn, Summon Byakhee, Seraph's Glory, Serviceable Villein, Silver Spray, Song Summon Dark Young, Summon Deep One, Summon Of Glissande, Soul Stealer, Spell That Was Lost With Dhole, Summon Dimensional Shambler , Summon Fire Ib, Spiral of Suth , Stabiliteit, Stupefying Blast, Summon Vampire, Summon Greater Desh, Summon Hunting Plague, Sundering Hurler, Throth's Viridian Horror, Summon Nightgaunt, Summon Servitor of The Wind, Vortex of Far Journeying, Whirligig, White Web Outer Gods, Summon Shoggoth, Summon Star Vampire, of Soren, Woeful Itch. Oproep spreuken, onuitsprekelijke belofte. ENCHANTMENTS M COMBAT 6 Attune Crystal, Bless Blade, Create Amulet, Create Curse Baneful Dust of Hermes Trismegistus, Schenk Glimpse Tablet, Create Curse Whistle, Create Fetch Stick, Create of Truth, Blunt the Weapon, Breath of Pazzuzu, Breath of Sign of Barzai, Enchant Amulet of The Old Ones, Enchant the Deep, Cloak of Fire, Clutch of Nyogtha, Command Animal Effigy, Enchant Bells of Horror, Enchant Book, of The Bloody Tongue, Create Mist of R'lyeh, Curse of Enchant Brazier, Enchant Candle, Enchant Cane, Enchant the Stone, Death Spell, Deflect Harm, Destroy Spawn Club, Enchant Dagger of Nyarlathotep, Enchant Doll, of Yig, Detransference, Dominate, Drain Youth, Dread Enchant Flesh, Enchant Gris-Gris, Enchant Knife, Enchant Curse of Azathoth, Drown Mind, Dust of Suaiman, Magic Beves, Enchant Painting Painting , Enchant Pipes, Enchant Enthrall Victim, Eyes of a Stranger, Fire Dance, Fist of Projectile, Enchant Recording, Enchant Ring, Enchant Yog-Sothoth, Flash of Ra, Grasp of Cthulhu, Hands of Serum, Enchant Spear, Enchant Stone Tablet, Enchant Colubra, Implant Fear, Incinerate, Knot Flesh, Liquid Torch, Enchant Whistle, Enchanted Dust of Anubis, Death, Liquidity, Mental Suggestion, Mind Cloud, Enchantment of Ill Luck, Enjoin the Sign of Koth, Necklace Mindblast, Numantina, Nyhargo Dirge, Petrifyer of Suasion, Nullify Device, Petrify, Waking Slumber. Ledematen, Poeder van Ibn-Ghazi, Power Drain, Quicken, Red Sign, Shadow Void, Shrivelling, Solar Gaze, Song of ENVIRONMENTAL b Hastur, Spectral Razor, Strike Blind, Swelling Torment, Temporal Rip, Touch of Decay, Trance, Utterance of Bile, Alter Weather, Bring Haboob, Build Carcosa, Control Vanish, Wither Limb, Worms, Wrack, Wrath of Ages, Elements, Create Mist of R'lyeh, Curse of Apophis, Wrath of Pazzu. Demp licht, doodsadem, defy zwaartekracht, freak weer, honger van Kazan, Parting Sands, Raise Night Fog, Solar Gaze, Wave of Oblivion. 23CHAPTER 3 s EXTENDING LIFE Q MAKING MONSTERS 7 h o Apportion Ka, Create Self-Ward, Extend Life, Food of Animate Flesh Thing, Animate Mummy, Awaking/ o Life, Immortality, Koshchey's Death, Mind Transfer, Dispelling the God Within, Become Spectral Hunter, t Pact of Quachil Uttaus, Possession, Resurrection, Sacred Brew Elixir of Life, Compel Flesh, Create Child of The i Molting of the Serpent, Steal Life, Steal Life's Blood, Sphinx, Create Flesh Creeper, Create Golem, Create n Transfer Body Part, Transfer Organ, Soul Transfer. Zombi, Maak Zombie, Vloek van het Rat-Ding, Beeltenis van g Haat, Ogen van de Zombie, Kerkhof Kus, Grijze Binding, d FOLK 0 Quicken Fog-Spawn, Reanimatie, Opstanding, Terugkeer e van de Geliefde, Schaduw van Nyarlathotep, Walker, e Diluted magie of acties en effecten die magisch kunnen lijken: Steal Life's Blood. p Augury, Awaken the Beast, Bat Form, Bestow Karma, o Bind Animal, Bless, Blight/Bless Crop, Brew Love Philter, OTHER SPELLS O n Charm Animal, Come and See Me, Command Animal, e Command Ghost, Coyote Dust, Create Bulla, Create Ariadne's Twine, Attract Fish, Awaken the Inner Light, s Charm, Create Storm, Curse, Dowsing, Earthly Serenity, Become Spectral, Blessing of Bast, Pau Brewt, Chant of Enchant Ju-Ju, Enchant Paviut, Engender Welvaart, Thoth, Cleansing Ritual, Consume Memories, Detect Feast of the Owl, Fury, Good Thief Water, Healing, Ill Enchantment, Dho Formula, Earthly Serenity, Exaltation, Geluk, Onberispelijke Gooien, Lame / Heal Animal, Paws van Fang van Yig, Find Dreamer, Find Gate, Find Serpent the Bear, Poison Blood, Restorative Meditation, Seek the Folk, Gather and Channel Fear , Great Rite of Sacrifice, Lost, Siren's Song, Skin of the Bear, Soul Singing, Winds Keenness of Two Alike, Light of Seker, Milking the of Desolation, Yellow Spirit-Leap Seal. Spirit, Mind Dance, Momoy Ritual, Moonlight, Perceive Text, Perfection, Power Chant, Power Drain, Power of HARMFUL C Nyambe, Prepare Corpse, Quell Suspicion, Reincarnate, Remortification, Seek the Lost, Sense Life, Unspeakable For use outside of combat: Promise, View Gate, Voorish Sign, Wandering Soul. Vervloekt oog, activering, ontwaken de grote schildpad, verbannen Uw naam, Barrier of Pain, Bind Soul, Bring PROTECTION 2 Pestilence (I), Call The Black, Casting the Runes, Cause Disease, Cause/Cure Blindness, Chasm to Hell, Apportion Ka, Bliss, Blunt the Weapon, Cast Circle, Chant Corruption of the Sacred, Creeping Loss, Curse of Warding, Chime of Tezchaptl, Circle of Nausea, Circle Chaugnar Faugn, Curse of the Putrid Husk, Dionysian of Warding, Maak Bad-Corpse Dust, Maak Barrière van Revels, Omhelzing van Yog-Sothoth, Evil Eye, Green Decay, Naach-Tith, Create Self-Ward, Afbuigen Harm, Earthly Human Shrub, Bezwering van de Zesde Sathlatta, Instant Serenity, Eibon's Wheel of Mist, Einstein Formula, Elder Enlightenment, Lift Veil, Maden, Melt Flesh, Necrosis, Sign, Empty Mind, Enjoin Pnakotic , Enjoin Nightmare , Nightmares , Petrify, Pipes of Madness, Rend the Sign of Koth, Eye of Light and Darkness, Flesh Veil, Send Sacred Snake, Sending of the Dead, Shadow of Ward, Graft Flesh, Heart's Courage, Oscillating Expanse, Nyarlathotep, Steal Life, Stop Heart, Venomous Glance, Saaamaaa Ritual, Seal of Nephren-Ka, Soul Wasting Curse, Yellow Sign, Zymoticism. Extractie, Ward of Anubis, Warding, Warding Sign, Warding the Eye, Warmth of Mind. INFLUENCING OTHERS B MET BETREKKING TOT TIME e Activatie, Bait Humans, Bestow Glimpse of Truth, Bind Enemy, Brew Draught of Phan, Burden of The Skinless Bespeak the End of the Day, Brew Liao Drug, Brew Para- One, Cloud Memory, Compel Flesh, Contact Kete, Conjure Glass of Mortlan, Create Scrying Window, Create Sign of Barzai, Creeping Loss, Dionysian Revels, Divination, Dream Vision, Look to the Future, Temporal Dominate, Evil Eye, Exaltation, Eyes of a Stranger, Final Rip, Time Gate, Time Trap, Touch Of Decay. Feast, Collect and Channel Fear, Golden Cage of Desire, Hibernate, Implant Fear, Mental Suggestion, Mind Cloud, Trance, Chain of Suasion, Nightmare, Nightmares, Sever the Affable Bonds, Voice of Ra, Voice Thoughts, Words of Power, Yellow Sign, Zymoticism. 24SPELL CATEGORIES TRANSFORMATION SPELLS n ENTRY FORMAT Appear Human, Benevolent Influence, Body Warping Each spell description meets the following structure: from Gorgoroth, Breath of the Kappa, Command of The Bloody Tongue, Consume Likeness, Control Skin, Spell name: the default name given to the spell. Some Corruption of the Holy, Demon Senses, Detransference, spell names are followed by a term in parentheses: Disembodiment, Endurance Chant, Eyes of the Zombie, Gift of Inanna, Human Shrub, Look Inward, Mask or • (Dreamlands) means that the spell is only available for use Death, Mind Exchange, Mind Transfer, Net Wraith, Pose in the Dreamlands institution. Mundane, Posses Corpse, Possession, Quell Suspicion, Quicken, Quicken the Voice of the Deep, Reach, Transfer • (Folk) means that the spell is optional and is considered Body Part, Transfer Organ, Transfer Soul, Transformation. folk tradition of magic (Folk Magic, page 13). TRAVEL AND 0 • (Monster Name) means that the spell is usually only known TRANSPORT by the sample type listed, although variations of such spells might be feasible for others not of that race (on Ascend the Stairs of Immortality, Assist Dreamer, Brew the Keeper's discretion). Dream Drug, Brew Liao Drug, Brew Para-Kete, Brew Space-Mead (I), Create Gate Window, Flight, Gate, Gate Cost: the cost paid by the caster when pronouncing the spell; Dozen, Gate of Dreams, Gate of Oneirology, Journey to usually given in magic points, POW points, and Sanity the Other Side, Levitate, Limbo Gate, Momoy Ritual, points. Note that for insane wizards and monsters, the Move Gate, Rend Veil, Time Gate, Vanish, View Gate, Sanity charges are ignored. Wandering soul. Casting time: how long it takes to speak the spell. Can call, contact, and anything from instantaneous to a number of days or CALL DISAMBIGUATION months. These three spell types have a lot in common and that is • If the casting time is immediate, it is activated on the useful to understand the differences. user DEX + 50 (just like a readied gun). • Call spells are hugely powerful rituals that a • If the casting takes a round, activates on the user's actual physical manifestation of a god for the caster. DEX in the current round. can use Call spells to produce their dark gods to accept ritual sacrifices or as an act of The • If the casting lasts two rounds, it is activated on the reverse side of the call spell the Reject spell, which is used for DEX in the next round, and so on. Send the god back from where it came from. Description of the spell: indicates what the spell does, its effects, • Contact spells can be considered as a request for possible consequences and relevant information. communication- a bit like an esoteric phone call. When successfully used with Mythos monsters, the Deeper magic: where the caster is insane or a monster, one or more will draw to the caster; however, they come greater magical powers are possible. Here are suggestions of their own will and are not among the caster for possible changes and larger spell effects. No control. When used with a Mythos deity, the spell opens to apply to each spell (Deeper Magic, page 11). communication, but does not necessarily produce a physical manifestation. Alternative names: Suggestions for alternative names for the spell that can be found in tomes (Spell Names, • Summon spells force a monster (not a god) to appear on page 11). for the caster. Such samples may be bound by the caster's will to carry out his or her commands if the binding portion of the spell is known and executed. For example, call (and bind) spells are used by wizards and cultists who want to use the power of an alien horror. 25S CHAPTER THE GRAND H GRIMOIRE OF THE O 4 o t CTHULHU MYTHOS i n -A- Activation C B g d Accursed Eye G C • Cost: variable magic points; 1D4 Sanity points e • Casting time: 1 + minutes e • Cost: 6 magic points; 1D4 Sanity points p • Casting time: 30 minutes This spell requires a specifically tuned crystal to cast o (see Attune Crystal, page 30). If you point the spell at n, this spell can be used to look out of another's eye socket. he or she, the caster holds the enchanted crystal and e The eye of the target must first be removed in a ritual concentrates for several minutes equal to the number of fashion, and a small piece of unhealthy flesh of magical points spent. Every magic point spent (gouged from the caster or another sacrificial victim) is in casting offering a +5% chance of success. If the plaster is placed in the empty socket; the victim, if conscious, must be on another, the target should be in the vicinity of the brand a Sanity roll (1/1D6 loss). The unhealthy tuned crystal, and the caster must be within 10 feet; if meat immediately binds to that of the victim. About cast successfully, the caster must overcome the goal in the next 1D10 hours a new eye grows. The victim is an opposing POW roll. headaches during this period. With success cast, the caster is able to activate a once completed, the caster can meditate, allowing him to make hidden mi-go changes in the mind of the target (such as her to see out the new eye of the victim. The It possibly those implanted with or without the awareness of the purpose for the victim unaware of the magic on them or consent). Unfortunately, the spell is not bad (i.e. they do not remember the ritual due to insanity, accurate and can cause serious side effects-roll 1D8 on whether they were unconscious). Eventually, after 1D6+1 the following table to determine: days, the new eye explodes, causing 1D8 +2 damage to the victim. A ritual can reverse the original spell (see Cleansing Ritual, page 66), or the eye can be forcibly removed - causing 1D6+2 damage, plus a Sanity roll (0/1D4+1 loss). Alternative names: The Devil's Eye, Sight of the Spectre, Eibon's Gaze. 26THE GRAND GRIMOIRE OF THE CTHULHU MYTHOS 1D8 Side effect Alter Weather b 1 Target has bad dreams for 1D6 days (1 Sanity point loss per night). • Cost: 10+ magic points; 1 Sanity point Target has very disturbing dreams for • Casting time: 3+ minutes 2 1D6 days (2 or more Sanity point loss per night). Moderates or worsens the weather conditions. Large Groups 3 Target has terrifying nightmares before 1D6 can spell out to achieve greater meteorological effects. days (1D4 Sanity point loss per night). The Guardian shall determine the basic conditions. Every 10 magic points sacrificed effects a level of change (see 4 Target goes into a catatonic trance for table next). The caster can spend so many magical 1D6 days. points if they are able, as are any participant who knows the spell. Those who are ignorant of the spell can contribute 15 Goal loses 1D8 Sanity points magic point only. Immediately. Casting the spell costs each participant 1 Sanity point, 6 Target loses 1D4 + 1 Sanity points, and requires a song-like chant to be uttered for three permanent wins 5 INT. minutes per level of weather change. The effective radius of the base spell is two miles; This area can be widened on 7 Target loses 1D6 + 1 Sanity points, a cost of +10 magic points for each extra mile. The perm gets 5 POW. Change in the weather takes 30 minutes for every 10 magic points of the total contributed, but violent weather, as 8 Target loses 1D10 + 1 Common sense points, like a tornado, takes a much shorter time. permanent gains 5 POW and 5 INT. Five weather components can be changed, in different Alternative names: none known. levels of effect. A level costs 10 magic points to change, Weather Components: so to change the two levels from partly cloudy to heavy clouds takes 20 magic points. For snow to fall the temperature should be 30 degrees Fahrenheit or lower, otherwise the precipitation is rain, not snow. Alternative names: Master the Elements, Rain Dance, Gatherer of Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 6 Level 7 Level 8 Cloud Clear Foggy Partly Cloudy Heavy — — — Coverage cloudy winds southeast southeast southwest northwest towards wind Breezy Gusty Strong Gale Hurricane Tornado - Speed Steady Temp. A level increases or lowers the temperature in the area of effect by five degrees Fahrenheit. Precipi- Dry Drizzle Rain Hail Heavy Rain Thunder- — — tation or Mist [Snow] [Heavy storm Snow] [Heavy storm Snow] [Blizzard] 27CHAPTER 4 s Anathema (Dreamlands) H Animate Flesh Thing 7 h o • Cost: 5 POW; 1D6 Sanity points • Cost: variable magic points; 1D6 Sanity points o • Casting time: instantaneous • Casting time: 3 minutes t i This spell can only be cast in the Dreamlands. Taking used to animate dead skin and flesh, giving the resulting n just a moment to speak, the caster says a Word of Power meaty mass to be sensitive and able to attack as the g that takes shape in burning letters for their face and caster desires. When the words are spoken, the caster points d that can dispel certain magic spells. All spells inside on the carcass (or chunks of flesh collected for the purpose) e earshot that are maintained by a expenditure of and the flesh melts from all bones, like all organs, e magic points are immediately expelled. In addition, creatures transform into a thick, fleshy semi-liquid, which can move p that have been brought through a Call of Summon to catch or attack in the direction of the caster. The o spell should be an opposing POW roll versus the caster caster investing 1 magic point per 5 SIZ points animated. n or be forced back from where they came. e The meat thing stays alive for 24 hours, unless s Alternative names: Censorship, Tongue of Dismissal. killed (see next), after which it seems to melt again in a pool of smoking and smelly meat. Inside FLESH THING, STANDARD CREATURE minutes the meat is dissolved, leaving a nasty smelling fatty smear on the ground. STR 75 CON 100 SIZ 90 DEX 40 INT 25 APP — POW 05 EDU — SAN — HP — HP 30 Deeper Magic: Meat Things Usually Have Uniform Stats Damage Bonus: +1D6 Build: 2 Move: 7 MP: 1 and Possibilities, although the larger expenditure of magic points (5 per 5 SIZ points) can increase the potency, such as Attacks per round: 1, 2, or 3 well as the abilities , of the created creature (Keeper Attacks by flowing the feet of its victims and scalding them should characterize and increase the loss of common sense for such with its boiling flesh. Can attack up to three targets, dividing mammoth beasts). his chance of successful attacks: 90% against one goal, or 45% each against two, or 30% each against three. Alternative names: Ye Lively Meat, Gathering of the Boiling Brawn. Smother: The boiling meat arrives on the victim's limbs, causing 1D4 damage per round afterwards until removed or somehow animating Mummy 7 Victim can try to remove the bubbling meat with an opposing STR roll, or by pouring water over it (see next). • Cost: 5 POW; 1D10 Sanity points • Casting time: 1 + hour Fighting 90% (45/18) (45/18) a target, damage 1D4 and smother A ritual used to animate an undeed mummy as described in or 45% (22/9) against two targets, damage 1D4 the Call of Cthulhu Rulebook. The mummy has had double the and smother str in life, half back to its original CON, and two- or 30% (15/6), against three targets, damage 1D4 thirds of its DEX; the speed of movement is 6. Mummies retain and suffocate all knowledge of skills and spells from their previous lives. Dodge n/a Because the mummy's brain is removed during the preparation process - for the benefit of the game - this has no effect on Armor: 7-point rubbery skin. Every 5 SIZ points of water INT; it is believed that the spirit essence caught in the dumped on it caused 1 hit point of damage. retains this information. Skills: Bubble and Hiss 99%, Sense Victim 99%. Common sense Loss: 1/1D8 + 1 Common sense points to see a meat thing. Deeper magic: With a 40-day ritual process, the caster can perform a complete mummification, turn a deceased human into a mummy and then bring it to life. The process follows the classic procedure for removing organs, embalming and packaging the corpse. Alternative names: Ritual of Mumia. 28The GRAND GRIMOIRE OF THE CTHULHU MYTHOS Appear Human n for the spell of the spell. The brain is the seat of force of the spell and, as such, could not be removed. If the • Cost: 5 + magic points; 1 Sanity point brain was destroyed, the other organs would lose their • Casting time: 5+ rounds (equal to the number of magical magical properties and the caster would die. Having a own inside removed cost 2D10 Sanity points and points spent) permanent loss of 5 POW per organ removed. Makes anthropomorphic creatures of average human size Attacks that cause only normal damage (unless or smaller to appear outwardly human. While the spell's head is specifically focused). Invulnerability stems is commonly known among snake people, their use is not from which organ is removed; for example if the lungs are exclusive to them. The spell only works on the caster (it is removed then the caster is not affected by lack of oxygen cannot be thrown at others) and generates an illusionary (so drowning and suffocation are no longer threats). human APP of 3D6 × 5. Every additional magic point spent Removal of vital organs can also make the caster immune grants an additional 1D3 × 5 APP (up to a maximum APP to poison, and so on. of 100). The illusion lasts for several hours equal to a fifth of the bezuit POW. If the caster is impaired, the hit points should be reduced as usual, leading to unconsciousness, but death. Death Each wizard has a unique human appearance and takes will only occur if the brain is specifically focused and the same shape each time the spell is pronounced. Variation in the destroyed. caster's illusory APP is reflected by age and beauty: the higher the APP, the younger and Attractive. A Caster Alternative Names: Imbue Essence, Extraction of the Will, may seem to be the same person, young and handsome The Deathless Breath. one day, and the next day old and ugly. Ariadne's Twine O The spell has drawbacks. Once the spell is cast, the Keeper 1D100 rolls: if the result exceeds the remaining of the caster • Cost: 5 magic points; 1D4 Sanity points magic points multiplied by 5, there is some small telltale • Casting time: 1 day error in illusion. For example, a mi-go may be a strange, buzzing voice, a snake person can speak with a lisp, a deep when cast on a target (which is also the caster), their may show signs of the Innsmouth Look, and so on. Spirit is filled with a three-dimensional map of a maze If wounded, the caster must succeed with a prisoner of war role, or the or labyrinth that they physically enter, for the duration of the illusion fails and the caster's true form is revealed (testifying to the spell (normally from dawn to midnight after the must roll for Sanity loss). Note that most creatures avoid 24 hour casting period). As long as this spell is active, generating too high an APP value; such beauty is then the purpose can not get lost. The sudden flashes of inspiration standard and often brings unwanted attention. and the experience of realizing the maze in the eye of the mind causes the loss of 1D4 Sanity points. An unwilling target Alternative names: Glamour, Guile or Beauty, Cloak of the can counteract the spell with an opposing POW roll. Animal. Where the wizard casts the spell upon himself, 1D4 Division Ka Q 2 Sanity points are lost for casting and another 1D4 points when the maze imposes itself on their mind. On • Cost: 10 magic points; 5 POW; 2D10 Sanity points later castings, the magician is better prepared, only (per organ) suffer the Mental Health loss of casting the spell. • Casting time: 1 day per organ Alternative names: Unlock bewilderment, unravel the convolutions of Stone. Part of the essence of the caster's life, or Ka, is transferred to one of his or her vital organs. The enchanted organ Ascends the staircase of immortality 0 is then removed from the body of the caster, to be hidden for preservation and providing the wizard with a form of • Cost: 5 magic points; 1 Sanity point invulnerability-as long as the enchanted organ remains • Casting time: 6 hours safely hidden the wizard will not suffer any particular attacks and may even be invulnerable to death. This spell is said to have been used by Taoist alchemists when they wanted to find immorality by climbing the This spell was first used followers of the Dark Mythical Ivory Trap to the Jade Emperor (the Jade Emperor Pharaoh, who would remove a vital organ such as the supposedly the earthly name of one of the Older Gods). heart or liver, and close them away in safe places. This would be the virtually impossible to kill, if not 29S. 4 s By sitting in meditation for 6 hours while holding an Attune Crystal M h container containing the Elixir or Immortality, the o caster receives an innate sense of when and where the • Cost: 5 + POW; 1D4 Sanity points o Ivory Stair will next appear on Earth. Access to this port • Casting time: 1+ hours t or portal is said to lead the viewfind to an older realm of i exist. Exactly what they might find there, and what allows the caster to tune a crystal for use in the one type of reception they can expect is unknown. Activation spell (see page 26). The crystal to be used must be of high quality, without imperfections. Each 5 d The prophetic knowledge accounts for up to three points of POW invested in the crystal grants +10% to e weeks before the appearance of the Ivory Stairs. the chance of success in casting the activation spell e Transport to the site and actually seeing the (POW loss is permanent). Casting the spell requires a p (normally) invisible Ivory Stair is another matter. hour concentration per 5 point of POW. The o-crystal stays tuned as long as the caster stays alive. n Alternative names: Phrase to the Empire of the Elder It is unknown whether such a tuned crystal offers further e Beings, Devine Thy Ascension, Locate Expanse of Those Who benefits to the casting of similar magic. s Living elsewhere. Deeper magic: if mi-go crystal is used, instead of that Assist Dreamer found on earth, every 5 points of POW spent delivers a +20% chance of success to the casting activation • Cost: 8 magic points spell. • Casting time: instantaneous alternative names: Empower Crystal, Mental This spell can only be cast in the Waking World by Acclimatization of the Stone. an experienced dreamer at bedtime. The spell catapults the dreamer directly into the realm of the dream. On Augury (Folk) 0 arrival, the dreamer finds himself in the dreaded Vale of Pnath-a region dotted with countless bones and inhabited • Cost: 4 magical points; 1D2 Common sense points through minds and the strange and terrible dholes. • Casting time: 5+ minutes Deeper magic: variations of this spell are supposed to exist, Casting confers omens of the future- as the caster is each allowing the caster to travel directly to specific enlightened enough to understand them. The tools for Dreamland's location. scrying vary and can be anything from using a scrying mirror tarot cards, animal guts to tealeaves, the alternative names: Visitation of Dreams, beckoning of casting runes or watching the flight patterns of birds. Pnath, Recitation of Sleep. Timing may vary due to the instruments and the nature of the scrying. Fish O To The chance of understanding an augury is a role equal to or less than the prisoner of war of the pickle. An omen can be vague, • Cost: 4 magic points subtle, subtle, or in a cryptic verse – the future is not • Casting time: 5 minutes to read a book, but rather a message or impression on the spirit of the caster. Successful use of the spell should provide Summons fish to the location of the caster. The caster must prepare at least one useful piece of information. bait (mixed with the blood of the caster), which is then thrown into the ocean (or open water location), while a chant is sung. Please note that the Guardian must prepare the omen with care. Within 1 hour 1D100 fish, local to the area, meet. Revealing too much can easily deprive players of their sense of free will and can limit the Guardian's freedom of action. Deeper magic: a variation of this spell is known by the deep reveal too little is pointless and frustrating. A well-those, who can give it to those worthy of their attention. Balanced omen can add meaningful sensation and chills to The variation requires no blood ace, but a the game when the Keeper stages future events that seem talisman, created by the deep, which is thrown in to correlate with the portent. the ocean as a chant for Dagon is sung. Some say that the talisman not only attracts fish, but also other, less healthy things. Alternative names: Augur, Scry, Cast the Runes, The Eye of Destiny. Alternative names: Collect the abundance of the sea. 30THE GRAND GRIMOIRE OF THE CTHULHU MYTHOS Awake Abhoth 9 Awaken the Beast (Folk) 0 • Cost: 12 magic points; 1D10+2 Sanity points • Cost: 5 magic points; 1D8 Sanity points • Casting time: 36 hours • Casting time: 1D3 hours This spell is very limited in its application. Previous attempts transformed a human over a period of 1D6+2 days into one to permanently bring the Great Old, Abhoth, into our piece of animal. The spell requires several hours of existence have often failed. In some attempts, manifestations to be cast, in which the body of the target is sung to Abhoth, are divided between this world and his dark representation of the animal they will become; so, which is a property. In these cases, the partially manifested successful Art/Craft (Painting) skill roll for the spell to be Abhoth possesses no consciousness and is effectively successful. The transformation is usually in a mammal, comat in our world. This spell awakens the sleeping god, although occasionally it may be a reptile. Any variation of with the promise of the beginning of the great feast for which it casts this spell tends to be specific to the region in which it waits and hungers. The spell takes the form of three rituals used, so if thrown by an African wizard, the form would be that the caster prove faithful to Abhoth, with each part of an animal native to it continent, and so on. a larger and more personal sacrifice on the part of the petitioner. At the sum of the rituals, the spell may may At night are cast during a full moon. The target costs are taken. Whether Abhoth deigns to wake up, and because need not be willing or aware of the effects of how long, is uncertain. spell, but they must eat - voluntarily or not - a pound of human flesh for the spell to work. For the transformation Alternative names: Rise O' Tenant of N 'Kai, Triple to be successful, the caster must make an opposite POW Ritual of Awakening the Feaster. role in relation to the target. The target loses 1D4 Sanity points for their participation in the ceremony. Awaken Chuma (Call/Dismiss Yibb-Tstll variant) 9 During the transformation, the target begins to take over the characteristics of the animal they are about to become, • Cost: 8+ magic points; 1D8 Sanity points such as fur, scales, elongated snouts, canines, legs, and so on • Casting time: 1+ hours on, generally lose INT, while their other characteristics increase or decrease in the period of transformation- To give a vision of Chuma (the name sub-Saharan tribes see the Beasts section in the Call of Cthulhu Rulebook to Yibb-Tstll), from the Dreamlands to the watchful statistics of different animals. Once the goal becomes world conscious, the wheels must present him or her for one of the transformation, they lose a further 1D3/1D10 Common sense image of the god during the early hours of the evening points daily until either their intelligence becomes too and under an open sky. The spell requires a living sacrifice, much reduced (INT less than 35) or they go permanently which does not have to be human, but must be equivalent in size insane. People who are willing participants in the ceremony and capacity (have a POW of at least 50). and who make a successful Hard POW role, can choose to maintain their INT and their ability to speak as humans, even if the spell is pronounced, the image begins to turn; even though the rest of their bodies become animal. Regardless, those who witness it should be a Common Sense roll (1D3/1D6 loss). Sanity loss continues until the goal becomes permanent Whether the subpoena is completely successful hangs insane or simply becomes animal due to loss of INT (and on the number of magic points invested, for every 8 magic thereby loses every speech skill). There is no known remedy points invested, the chance to evoke a vision of Chuma or reversal for this transformation. is 10% (participants can contribute magic points). As the spell progresses, the image rotates faster and faster. By the alternative names: Regression, Reversion of the Soul, Twice, Yibb-Tstll's blood floats down from the sky Feet Four feet. and covers the sacrifice, draining 5 POW of it every 30 minutes. When the POW of the sacrifice reaches zero, Yibb-Tstll settled into their body for a short period, before retreating. In some cases, the sacrifice remains alive after being inhabited, but usually this is not the expected Note: See Call Deity Spells (page 53). Alternative names: none known. 31CHAPTER 4s Awaken The Great Tortoise C using pre-enchanted circles or other magical tools). h If successful, the caster's POW increases by 5 points. o • Cost: 5+ magic points; 1D6 Sanity points This POW increase causes a corresponding increase in o • Casting time: 1+ hour magic points, and the caster gets 5 Sanity points (if not t already insane), but besides, the caster ages 5 years i This Japanese spell allows the caster to call chthonians (resulting in changes in characteristics as applicable). n that burrow and dance underground for a short time and if the role fails, or if the ritual is interrupted in any way, g then (usually) leave. the caster gets no benefits, but neither does they age-they d have to wait for a full lunar month before trying again. e It is said that a large abode of chthonians lies far below e the main islands of Japan (where three large tectonic plates Meet Alternative names: Diet of Cleansing and Energy, p). One day, perhaps, Japan will sink due to the actions Meditation of Yha-P'Tan. o of these creatures. Some, however, believe that earthquakes n are caused by a large turtle on which the islands rest. To awaken the God within 7th awakening this turtle is to cause great upheavals. s • Cost: variable magic points; 1D3 Sanity points The caster invests 5 magic points for each point of • Casting time: 1 hour earthquake power on the Richter Scale (1-9). If the earthquake is above 5 on the scale, there is a chance it allows a star seed to be implanted into a creature (cumulative 5% per point above 5 on the Richter scale in a state of conscious thought. The ritual must be performed (i.e. 5% by 5, 10% by 6, 15% by 7, etc.)) that Shudde M'ell comes no more than one month before the return of Sirius and surfaces arrives. to the night sky in the summer, after being hidden by the light of the sun for seventy days. The ritual lasts an hour, Scale Effect and the seed must enter the body with the milk of Shub- 1.0–3.9 Niggurath. The presence of Nyarlathotep is also required. 4.0–5.9 Small shaking, accidents, 6.0–7.9 wooden buildings toppling. For each magic point issued by the watering can, there is an 8.0-9.9+ 5% chance the implant will be successful. A successful Moderate shaking, Art/Craft (Music) roll allows the caster to synchronize a cinder structures crumble. rhythm between the blood of the goal and the heavenly Music of the Spheres, increasing the chances of success Severe shaking, by another 10%. A 96-100 role is always a failure. Most of the damaged structures. caster will not implantation was successful. This ritual cannot be performed on its own. Everything flattened, lots of dead, the Big One. See near box, Star-Seeds, page 34. Opposite: Mythos Notes of Goomi Alternative Names: None Resignation/ Reversal Spell: The reversal ritual (a separate component to the spell, Awakens the Inner Light O which requires no knowledge of the full spell) requires a successful Hard INT roll to learn. After learning the • Cost: 1 magic point reversal, it can then be taught to others, even those who do • Casting time: 1 month do not fully understand the formula. After a few hours of instruction, a student who succeeds a Hard INT roll also has a ritual allowing the caster to slowly enlarge their POW, learned the reversal spell. The reversal involves the chanting increasing magical potential and potency by gradually increasing the formula for an hour; The receiver hears a rhythm pulse lighting. Requires a strict regimen of diet, fasting, from the inside, getting louder and louder. Soon, the goal meditation, and exercises, the spell requires the caster hears a rhythm from far away realizes that this music comes to spend at least two hours a day in meditation in one from heaven itself and makes a common sense roll (0/1D3 loss). magic circle. The circle requires 1 magic point to activate. The goal may be to try to create an Art/Craft (Music) roll The practice of daily rituals and meditation should strictly provide a counterrhythm to help the reversal spell. observed for a whole month if the slightest deviation breaks the spell. At the end of a lunar month, the caster For every magic point issued, there is a cumulative attempt to roll an Extreme POW (cannot be changed by 5% chance that the caster will purify the seed from the 32THE GRAND GRIMOIRE OF THE CTHULHU MYTHOS 33CHAPTER 4 s STAR-SEEDS -B-h o Star seeds are somehow connected to the Outer Gods. Bait Humans (Chthonian) 8 B o When a world is still developing, the star-flung seeds affect it, where they remain hidden, sending visions that • Cost: 1 magic point I will eventually be received by sufficiently developed life forms. • Casting time: 1 round n The seeds communicate their location and the ceremonies g needed to facilitate their development. With the right rituals An illusion (visible only to the target) of a fabulously large d and the milk of Shub-Niggurath, a swallowed seed hollows and beautifully cut diamond floats in the air before the e of the target floats into the heart of an intelligent creature. There it nestles, absorbing eyes. As the target approaches the illusion, the object pulls e-nutrients out of the body, and breaks down to feed its growth, at about the same rate, in the direction in which the caster becomes p and becomes intangible. When the Sirius triple-star system wants, presumably where a hungry chthonian waits. As in o (only the brightest star of that to the human eye) sport fishing, the goal decides whether to take the bait. n appears in the right combination, the change is complete and e the extraterrestrial becomes erupts, leaving behind the It is thought that only chthonians know this spell, like a skin of the host. It then leaves the planet behind to cavort variation exists called Bait Sand Inhabitants, which exchanges between the stars and move on to the next phase of its existence. the image of a floating diamond for that of a tender human haunch, dripping fresh blood. However, one or of course, the process is not always successful. Many times, two tomes suggest that some power-mad wizards may reject the body of a creature's seed. Sometimes the host is driven have managed to transcribe this spell for their own use. crazy, driving to suicidal behavior. The spell lasts five minutes and can be repeated target. If the goal makes a counterrhythm, the chance indefinitely (pay 1 magic point per use). Approximately is increased by +10%. If successful, an alien cry echoes the spell's range is a mile. from deep in the target if the parasite is destroyed. The caster(s) loses 1D3 Sanity points. This ritual cannot be Deeper magical: one is hinted that an alternative version of being performed on itself. spell exists, known only to the most powerful and ancient wizards. In this rare version, the goal is enchanted to alternate names: Imbue Kernel of the Child of Destiny, see his or her heart desire, be it gold, a lost love one, or Gestation of Outer Being, Transformation of the Eternal Void. something else. It is unlikely that this version of the spell can be found written in all tomes, existing only within the Awful Doom of Cerrit (Dreamlands) H insane spirits of deadless wizards. If such a spell were to be found, there would surely be a mental health cost to pay. • Cost: 9+ magic points; 1D10 Sanity points • Casting time: 1 round Alternative names: The Rite of Feeding, Allure of the Weak, Jewel of Desire. This spell can only be successfully cast in the Dreamlands. The spell costs 9 magic points per round that it is maintained Beam Bread 9 and has a range of up to 20 meters. A shimmering silvery thread velines from the fingertip of the watering can to the intended • Cost: variable magic points; 1D3 Sanity points goal, which suffers from having molten lead run through • Casting time: 3 rounds the marrow of his or her bones. Each round of spell is maintained, the goal is absolutely unable to call an action the brood of Eihort of a goal. The caster saves squirming and screaming. Each round, the spell causes (and others who know the spell) can spend so much magic of the target CON to be reduced by 3D10 points permanently. points as desired. Those who touch the caster while the spell is formed can +1 magic point per person although the alternative names: no known. Sanity costs remain at 1D3 points for each person involved. The caster multiplies the number of magical points invested in the ritual by five and attempts to roll under this song on 1D100 1D100 an opposing role against the Keeper-the Keeper multiplies the number of days elapsed since the injection of the brood of Eihort by five, and attempts to roll below this value in the contest. If the caster is successful, the bread plaguing the goal immediately cascades out of his or her 34THE GRAND GRIMOIRE OF THE CTHULHU MYTHOS openings, costing 1D4 common sense points in the process. The goal Banish Apep 8 also loses 1 hit point for each day they are infected by the brood. The infection may have already caused the • Cost: 10 magic points; 1D6 Sanity points do great damage, which keeps their presence from being • Casting time: 1 day clear. Removing the offspring can kill the target, but they are doomed anyway if the infection takes its natural course. This ancient Egyptian ritual is intended to expel the Great Ancient known as Apep, the Eater of Souls. The ritual With each casting of this spell, the participants run the risk of having to perform it in a very precise order: after making the appearance of Eihort; starting at 10%, but increasing by +10% a wax model or making a small drawing of Apep, every time the spell is cast afterwards. Eihort will attack the caster must spit on the effigy, while glorifying the power caster first, acting to destroy those who oppose her brood. by Ra. While still elevating the sun god, the caster grinds the effigy under his left heel, sticks it with a spear, binds it Alternative names: Chase children from the Labyrinth, crack with a leather band, cuts it with a knife, and throws the eggs of white death. mutilated remains in a fire. The caster must continue this litany of Ra's powers and deeds until the likeness of Baneful Dust or Hermes Trismegistus 6 Apep is reduced to ashes. Each event that causes the caster's distraction causes the spell to fail (Keepers may wish to do so • Cost: 4 magic points impose a POW role, in various difficulties, if anything • Casting time: 24 hours (1 round to use) have the potential to distract the caster). Similar to the dust of Suleiman (page 102), this spell only if successfully executed, Apep is banished to the land affects beings of non-earthly origin (which excludes the dead (wherever that may be). In addition, one of the people, deep, spirits, sand dwellers, snakes people, Apep's devoted followers within 1 mile of casting etc., but do not fly polyps, older things, mi-go, or star- suffers 1D8 points of damage. spawning of Cthulhu, and so on). Anyone can use the gold-colored fabric created by the spell. Alternative Names: Send Back the Hungering Snake, By Ra's Command Banish Soul Eater. The effects of the dust are terrible and cost-sensitive observers 0/1D3 Common sense points to see. A creature covers Banish Byatis 8 in the dust recoil and flails, and sometimes screams. His body smokes and burns, as if it were being eaten by powerful acid. • Cost: variable magic points; 1D4 Points Only the most terrifying entities continue to fight after a • Casting time: 2 rounds applying this terrible substance. Forcing the Great Old, Byatis, back into his To apply the dust requires that the purpose in underground prison be called again. The throwing range. With a successful throw roll, the dust burns caster can spend as many magical points as desired, and the alien creature for 2D6 points of damage. Armor additional supporters present can donate 1 magic point does not protect against the dust. Every successful throw of each is pouring. Every bedding loses 1D4 Common sense the dust causes the same damage. If the pitch is missed, the points. The caster multiplies the total number of magic nimbus the dust still inflicts 1 hit point of damage. The points issued by five to give a percentage value that is creature escapes damage only if the Throw roll is confused. used in a counterrole with Byatis' POW of 160. In order for the spell to be cast successfully, an elder sign must also be the formula for the dust for which unusual chemicals are present. A statue of Byatis is not a requirement, but with and ingredients in a combined weight ratio about a present grants the caster +10% in the opposite role, equal to two pounds. Two grams of this brew offers a better chance of a successful cast. enough for one dose. Sixteen doses can be made every time the formula is prepared. Brewing the dust is a consuming Note: information about Byatis can be found in the work, takes 24 hours to prepare and dry the mixture. 4 magical Malleus Monstrorum. points are invested, and a successful science (chemistry, pharmacy) or medicine roll is required for a party to work; Alternative names: Withdraw Cyclopean Serpent; Cancellation of the Keeper should be this role in secret, as the caster of thou Abomination. must have no idea whether a party will be effective. Alternative names: Rain of Doom, Curse of the Seven Senses, Bane of the Hell Spawn. 35HEAD 4 s Banish Thy Name C The spell should be performed in the open air in the middle of the night, ideally in a place of power associated o • Cost: 12 magic points; 1D4 Sanity points with the goal. This may be known ghosts, its last known o • Casting time: 1+ nights location, or the point of entry into this dimension. The t spellcasters must divide their numbers: a third I must use the true name of the target, this spell allows a caster to remain outside a protective circle while the rest stand n banish a goal of this existence. The caster has to prepare inside. g a specially blessed rectangular silk paper on the night of the new moon d. Speaking aloud of true name of the target (full birth This banishment works by destroying, with ritual flames, e name), the caster writes the name of a specific person or becomes a sigil who is the target. The goal is to sigil e on a piece of silk paper. Each night, the caster chants the is ideal, but a substitute can be prepared according to the name of a p-target for an hour while the target sleeps (and each formula described in the spell. For the spell to take o night invests 12 magic points and loses 1D4 Sanity points). an opposing POW role should be created between the n-cabineter with the highest POW and the target; +5% is e Every night of casting, the caster makes a counter granted to the caster POW for each additional set of s POW roll relative to the target. If the caster succeeds, the three wheels. goal loses 30 points from STR, DEX, SIZ, CON, INT and POW (the loss is distributed as evenly as possible). The alternative names: Banish Spawn of the Seven Hells, Cast target also suffers from terrible nightmares. As the caster Out Demon, Cast Out Devil, Curse or Awful Fire. not the opposite role, he or she suffers a further loss of 1D4 Sanity points (if any). This process continues until Barrier of Pain C, or str, DEX, SIZ, CON, INT and POW are reduced to zero, meaning they have faded from • Cost: 5 magic points; 1D10 Sanity points (per day) exist-unless the caster is prevented from continuing • Casting time: 5 minutes or stops the spell voluntarily. If the caster ultimately fails to complete the spell (removing the target from existence), creates an invisible barrier, 500 meters in diameter, of the characteristics of the target to return with bed rest (30 points that those trapped inside cannot escape. The caster must return to their starting values per day). Invest 5 magic points and 1D10 Sanity points every day to maintain the spell. The spell must have an epicenter If the target, which becomes weaker with each passing (a fixed point), such as a building foundation, a tree, or a day, is able to realize that they are the focus of a curse, they are large stone, but can not be a person or a piece of furniture can try to find the caster to prevent the spell (which can be easily moved). In addition, the spell of continue. Of course, if the caster is killed, it works only on those individuals who are aware the goal is safe from further characteristic loss. the existence of caster. Alternative names: Removal, Cast Away from this Mortal When the spell is cast, those trapped in the barrier's Plane, The Hideous Wickedness. Circle should try an opposing POW roll versus the caster as they try to leave the circle: those who pass Banishment of Yde Etad 8 sting headaches, sharp stomach pains, and jabs all over their body, as if nails are beaten in their • Cost: 1D4 + 3 magic points; 1D4 Sanity points skin, and loses 1 hit point per round for 1D10 rounds- • Casting time: variable (minimum 1 hour) This time, the pain stops. The pain also stops when the individual is re-in the Circle. If the POW role is Banishes most trans-dimensional man or human-failed, the pain is worse and the individual suffers 1D3 as intelligences. It is not effective against a creature hit points damage per round until they get back inside under the command of another intelligence. Performed correctly, the barrier (no time limit). If the individual can locate the banishment is permanent and irrevocable. The and stand at the epicenter of the circle of spell and banishment is aimed at an individual goal, rather than win an opposing POW roll versus the caster, the spell no type or sex of monsters. affect them for longer. At least three people must participate in the spell Alternative Names: The Hideous Poking Torment, Or Ward (and each pays the spell fee). All participants need incessant pain. have learned the spell. More participants contribute to the effectiveness; however, the total number of participants must be increased by three. 36The GRAND GRIMOIRE OF THE CTHULHU MYTHOS Bat Form (Folk) 0 SPECTRAL HUNTER • Cost: 12 magic points; 1D8 Sanity points Large, hideous humanoids 7 feet tall, covered in rubbery, • Casting time: instantaneous jet black meat. Their red eyes, like their mouths filled with shark-like teeth, are overly large. A long, tapered nose dangles from Let the caster take the shape and capabilities (flee their face, and their bodies are terribly thin and reedy, with and acute hearing) from a bat, while maintaining his or her swollen abdomen. Their limbs end in coarse appendages, intelligence and intentions. Assuming the shape of a bat with feet resembles a man and hands that cost more like huge 1D8 common sense points each time, down to a cumulative total crab-like tongs. Because they are somewhat insignificant, they seem to float from 8. The spell must be cast while the sun is down and are above the ground. Spectral hunters are formidable enemies, often effects only last until the sun rises. created to monitor important sites or objects. Deeper magic: Some wizards have created alternative SPECIAL POWERS versions of this spell, allowing them to take a different animal form, such as a wolf, dog, or raven. • Invisible: can become invisible as will, imposing a punishment dying on attempts to hit them. Alternative names: Skin Walk, The Witches Way, The Cloak of Another. • Invulnerability: when invisible, only enchanted weapons or spells can cause damage. However, certain forms of light Become Spectral O can make the hunter visible-viewing the sample through a specially constructed lens or the arrangement of lenses makes • Cost: 1 magic point per round of duration; 1D4 Common sense the hunter to see (deny his Points • Binding: The life of the hunter is tied to that of the • Casting time: 1 round figurine used in its creation. The hunter can never be more than a mile away from the If this figurine is hiding the caster from everyday observers by shifting its partially damaged the spectral hunter is injured (taking 1D8 or her body in a parallel dimension, called by wizards damage), while completely destroying the figurine as Limbo. The caster and their personal belongings means that the monster is expelled, but can return in 7 days. become invisible to all but mind senses. Sight and hearing Only by destroying the figurine and reciting the Chant of remaining attuned to the material plane, but with a distant, Discharge effectively destroys the monster. less pronounced character, as if a cold fog surrounds them. The caster can move normally. The effect of the spell lasts for SPECTRAL HUNTER, horrible invisible watcher 1 round per magic point invested. STR 100 CON 40 SIZ 95 DEX 55 INT 65 Becoming spectral poses an inherent danger: extra-APP — POW 90 EDU — SAN — HP 13 dimensional creatures can feel the presence of a spectral Damage Bonus:+1D Build6: 2 Move:8 MP: 18 body and engage in spirit or magical attack. Generally, not a Luck roll, the spectral character can come to attacks per round: 1 (bite or pliers) attention of a mind that can choose to observe, pursue, or attack; such spirits usually have POW equal to (2D6+4 Fighting* 40% (20/8), damage 3D6+DB ×5). Of course, there are opportunities to present stronger and cunning opponents. Dodge* 40% (20/8) Alternative names: Hide Unseen, Cast Off Thy Flesh And * Bonus applied when they are invisible. Be like Spirit, enter the Shady. Armor: 1-point rubbery skin; invisible (see above). Word Spectral Hunter 7 Skills: Stealth 70%. Spells: 1D6 spells of the Guardian's choice. • Cost: 16 magic points; 10 POW; 3D6 Sanity Points Sanity Loss: 1/1D6 + 2 Sanity points to see a spectral hunter. • Casting time: 1 hour The caster focuses on a willing volunteer who is transformed into an invisible, hideous humanoid monster, able to guard, pursue, or attack. The spell requires a specially made figurine, the blood of different animals, and the loss 37CHAPTER 4 s of all Sanity points from the target of the spell. The goal Beseech Charon 9 hours is permanently transformed and is essentially immortal. (Contact Yog-Sothoth variant) o o The spectral hunter is paired with the specially prepared • Cost: 12 magic points; 1D10 Sanity points t figurine and unable to venture far from the place in • Casting time: momentane i who lives the figurine. If the figurine is destroyed, n the creature is expelled; however, the creature is able to cast this spell at night under a or g (magical) refashion a new figurine in the course of an arch. The caster reaches out and contacts Charon, d week. Should the figurine be destroyed at the same time the underworld holder of the road over the River Styx e a Chant of Dismissal is spoken, the hunter (an avatar of Yog-Sothoth). The spell invites Yog-Sothoth e permanently banished. to possess the caster, perhaps to pass on information, magic, p or to penetrate another worldly power. Such direct o See nearby box for information about spectral hunters. Contact yog-sothoth always requires a Sanity roll n (1D10/1D100 loss), which may also apply to an e Note: the Chant Of Dismissal was reportedly known by witnessing the spell. s the Hotethk tribe of the Mojave Desert (which also knew how to create spectral hunters) and is said to be alternative names: none known. Opposite: Bespeak the end of the day by Juan Barba transcribed by at least one visitor to the area before the Hotechk disappeared. Bespeak the End of the Day e Deeper Magic: By doubling the amount of POW invested • Cost: 6 magic points; 1D8 Sanity points in the spell to 32, the wizard creates an even more • Casting time: 1 hour monstrous version of the spectral hunter, with double the STR, CON, SIZ, and hit points. This powerful call makes hastur and uses the Yellow Sign to give a vision at a specific moment Alternative names: Summon creep guardian, Rite of that will happen in the future. The vision places the caster the Unseeing Watcher. or the purpose of the spell in a scene from their near future (sight, sound, taste, smell and texture are all conveyed). Benevolent Influence n The viewer is fully aware of what is happening in the scene, but cannot influence it. A Sanity roll may be needed for some • Cost: 10 magic points; 1D4 Sanity points is seen. Near future is an elastic time frame, determined by • Casting time: 3 days the Keeper; it is suggested that such a prediction ranges to no more than a week, and usually only up to 24 to 36 hours. This heavy spell demands many demands of the caster: a regimen of meditation and breathing exercises, Until the vision has come to pass, the viewer is marked- along with a strictly prescribed diet, must be followed for in the meantime, others succeed with a Cthulhu Mythos three sun months before the spell can be tried. roles, and certain Mythos entities of the Guardian's choice, When ready, the caster must fast for three days and then the viewer can see as somehow marked and best left to perform the ritual, which involves an hour of chanting, alone; No matter what happens, the viewer will sacrifice 10 magic points, and a successful Hard one point will find itself in the reality of the future POW role by the caster. If successful, the spell magnifies scene witness. the willpower of the caster, which makes them better able to influence and influence people For a solar month, during the spell, the caster or spell target should app the caster rises by 10, and a bonus die is granted concentrate on a course of action for which they strive for a charm, Fast Talk, Talk, and convince you to roll. As resolution: for example, if they try to locate a person as long as the diet and meditations continue, the spell allows them to see a scene in which they find that person in a re-cast every month. certain locale. Alternative names: Ritual of Authority, Aura of Control, In the judgment of the Keeper, if the purpose of the spell is the pleasant tongue of Festus. somehow being able to avoid their doomed future (as seen in the vision) then something very bad will happen to them. Because they have actively denied their future, cosmic forces will turn against them; perhaps forcing them into a deadly situation, extracting some form of mocking bad luck, or negatively affecting their abilities for a suitable period. 38THE GRAND GRIMOIRE OF THE CTHULHU MYTHOS 39CHAPTER 4 s Note: the Keeper should be careful what the Event Spell Cost h viewer show. The scene offers only a few seconds's glimpse of 1-12 months 2 magic points per month o an event, but not necessarily its consequences. The Guardian shows o the vision and effectively protects the viewer at that point 1-5 years 5 POW t in the time of certain Mythos henchmen and creatures. i 2-25 years 10 POW n Alternative names: none known. g 25-125 years 15 POW d Bestow glimpse of truth 6 B e 125-625 years 20 POW e • Cost: 10 magic points; 1D3 Sanity points p • Casting time: instantaneous In addition, the more serious the event wanted to be reimbursed, o the greater the cost on the mind of the caster: n Causes a goal to suffer temporary insanity. An opposing e POW roll is created with the purpose of the spell. If the Caster Event Additional Spell Cost s succeeds, the target loses 5 Sanity points and the 4 Sanity points becomes temporarily insane. Ethically questionable Although this spell is similar to Mindblast (page 142), there are two differences (stealing, lying): the target may voluntarily choose to give up the opposing POW role, so the spell automatically follows Serious taboo 6 Sanity points. Also, the content of the madness of the target is (murder, torture) dictated by the perception of the caster -the truth assigned is the caster's own perception of the true nature of reality and, Reprehensible act 10 Sanity Points consequently, may be false, misaligned, or only partially (cannibalism, 20 Sanity Points where in terms of the great cosmic reality of the universe. : Secrets of the Mind, Thought Cosmic Transference, Willful Visage of the Hidden Realm. (where Mythos Gods) Donate Karma (Folk) 0 Pronouncing the spell requires a POW role every time it is • Cost: variable magic points or POW; variable Common sense, with a confused result which causes the effects on points to run on Caster. Karma begins to affect the target in 1D4 days. For the purpose manifest the effects of the spell • Casting time: 3 hours as natural events or creepy coincidences. Coincidences. Keeper must determine the effects, which must be This rare spell, known only to certain masters of Buddhism, proportional to the original action of the target (for example, if the targets a person who has carried out some form of target stole something, the spells caused something to action in the past, and have that action returned to be taken back from the target , and so on). them (effectively, repaying in kind the action of the goal in a karmic sense). The caster can not choose the kind of karma to befall the purpose. Use of this spell requires knowledge of the basic principles of Buddhism and the spell has a variable cost based on the action of the target (which must be known to the caster) and the time frame in which it took place: Alternative names: none known. 40The GRAND GRIMOIRE OF THE CTHULHU MYTHOS Bind Animal (Folk) 0 Bind Soul C • Cost: 2 magic points; 1 Common sense point • Cost: 10 magic points; 5 POW; 3 Sanity points • Casting time: 1 round • Casting time: 3 + days Sends a specific animal type to perform an action or Allow the caster to set up a human soul and thereby limited series of actions. control or murder the body where the soul came from. The caster must be able to find the soul before it can be captured. Such spells include: Bind Driver Ant Column, Bind Cat, Bind Green Mamba, Bind Leopard, Bind Monkey Spider, For the Spell of Force an Opposing POW Roll Must Bind Rat, and So on. Each specific animal type comes with being created between the caster and target. Alternatively, the own variant spell. Bind Driver Ant Column works on caster and aim can participate in mind combat: the caster swarms an entire ant, while Bind Leopard works on a must drive spirit of purpose to zero magic points and individual of the species. Specific binding spells exist in then cast Bind Soul. Anyway, if the soul is trapped, native habitats, so are usually known to their respective the body of the target begins to die, with the rate of 10 CON per wizards, African witch doctors, Amerind medicine men, day. When CON reaches zero, the body dies. This spell is European witches, etc. The commanded creature must be able to understand and a special vessel for the soul must be prepared (one performing the command. To instruct it to fly to Mexico has ritual takes three days). Anything that can be closed (one no meaning to a rac racg, and the instruction kill Jonathan jar, a box, a bottle, etc.) will do like a ship. If the ship can only baffles Tarantulas if they have no way to be found, the soul can be released by opening or breaking identify a Mr. Kingsley. On the other hand, a (it can then do what it will do). as, biting all nearby people could be tried. The Powder of Ibn-Ghazi (page 151) and similar magic Deeper Magic: some spellcasters spellcasters able to trace a can the relationship between body and soul. The location animal with a means of communication (speech, thought of the vessel can be calculated by triangulation or by transmission, etc.), whereby the animal relates to the propagation of a significant amount of powder and simply information to the watering can; Thus, allowing a greater range after the spider-web-like link left tangible by the van commandos. Powder. Alternative names: many variations. Alternative names: Soul Wrenching of Eibon, Imprison Life Force, The Black Murder. Bind enemy B BINDING SPELLS • Cost: variable magic points; 1D4 Sanity points • Casting time: 1 day • Cost: 1 Common sense point • Casting time: 1 round Either by physical or magic attack, this spell renders the target unable to harm the caster for the next seven days. A Binding and Summoning are two sides of the same coin. variable number of magic points are sacrificed in a small sometimes they are learned as a spell, sometimes not. depicting the goal- the caster must invest more magic In the Guardian's opinion the effects can be combined points than the goal possession for the spell to work. For in a single spell, or two separate spells can be prompted the spell to get effect the caster must win an opposite for, one to summon and bind a second. POW roll with the goal. If the target wins, the spell fails. If a sample arrives untethered or arrives It normally takes a day to collect the materials, unexpectedly build, it can be bound on the spot. The caster's effigy, and chant the ritual that the magic points seals must know the correct binding spell and must spend one in the effigy. The image must contain part of the round chant before the thing can be tied. For the purpose (this can be a few hairs, nail cutouts, blood, or spell to take effect the caster must succeed in an opposite something else of a personal nature). POW roll with the goal. Each attempt at binding costs 1 Common sense point, but usually no magic points. A bind The spell is broken when the caster attacks the target or if it works on just one creature at a time. An option to open the image is destroyed. To the caster is to invest some magic points equal to a fifth of the called creature POW to get an alternative name: Dispel Thy Enemy, The Darke Pact, Rite bonus die on the opposing POW roll to bind the monster of power. 41CHAPTER 4 s SUMMARY of h MONSTER BINDING SPELL 8 o o This list is not exhaustive. The following spells all meet the Bind Fire Vampire: when the caster is in a bonfire, they get t-charges are given under Binding Spells. Note that some variant specific a bonus die to bind the opposing POW roll to the vampire. i binding spells are detailed elsewhere in this section. How the flames are resisted is up to the caster. n g Bind Byakhee: when an enchanted whistle (page 111) is used, Alternative names: Annexation of the Fiery Devil, Authority of d caster gets a bonus dying to the opposing POW roll to bind the the Blazing Tongue. e byakhee. Such a whistle can be used time and time again. e Bind Hunting Horror: The blood sacrifice of a sentient being is p Alternative names: Obligation of the Steed, Compel de Reisde. Required. The caster does not perform the sacrifice – the hunt o horror seizes the sacrifice. n Bind Dark Young by Shub-Niggurath: if the caster uses an e Enchanted Knife (page 109) to kill their victim with certain alternative names: Tie The Twisting Fear to Thy Will, Act of S ritual cuts, they get a bonus dying from the opposing POW roll to Murder. bind the dark boy. Bind Nightgaunt: if the caster has a stone decorated with the alternative names: Entrance to the Heart Wood, Command the Forest Elder Sign (page 105) they get a bonus dying to the opposite for Your Bidding. POW roll to tie the nightgaunt. Bind Deep One: The caster must stand with their feet submerged Alternative names: Mastery of the Faceless Ones, The Elder Token in Salt Water. If they wear a Dagon crown, they'll get a bonus they'll know you with. die from the opposing POW role to bind the deep. Bind Servitor of The Outer Gods: as the caster possesses Alternative names: Piscine Command, Edict of Dagon. Enchanted Pipes (page 110) they get a bonus dying to bind the opposing POW roll to the servitor. Bind Dimensional Shambler: if the caster possesses an enchanted dagger (see Enchanted Knife, page 109) made from a pure alternative name: The Secret Note of Command, Pact of Wittering metal, such as copper or iron, they get a bonus to the opposing Madness. POW roll to tie the shambler. A second death bonus can be obtained if the dimensional shambler is exposed to bright sunlight. Bind Star Vampire: If the caster features an enchanted book (page 107) with this spell, they get a bonus dying on the alternative names: The Copper Binding, Entrapment of the Searing against POW roll to bind the vampire. Light. Alternative names: Vow of the Bloody Accord, The Ungodly Promise. (a successful Cthulhu Mythos role may be required for Binding requires an opposing role and against roles the caster cannot to determine the size of the creature of power). being pushed; If the opposing role has failed, the caster is in others can help the person who is trying to bond through problems! sacrificing magic points in support. Gaining control over a creature bound by another An offensive being cannot be bound by the person spellcaster is risky and requires the current bond to be it is fighting; however, it may be bound by a person who before a new binding can be attempted. To break away from the fight. A binding creature must be the binding performed by another wizard, an opposite (normal) visible to the caster and within 100 meters. POW role is (versus the POW of the original 42THE GRAND GRIMOIRE OF THE CTHULHU MYTHOS binder). If successful, the original binding is broken and please note: see Malleus Monstrorum for more information about the creature is free and a new binding should be performed Children of the Sphinx. quickly lest the creature leave or try to vent its anger and frustration at the people nearby. Alternative names: Dominion of the Jackals, Authority of the Sands. Note: See Calling Spells (page 174). Bind Shoggoth 8 Form of Command • Cost: 5 magic points; 1D8 Sanity points The command of the caster to be the called thing • Casting time: 2 rounds specific and limited in duration: protect me from harm forever, would not be a valid warrant; however, kill Binds a single shoggoth to the command of the caster that would be man in the corner. The thing is bound for as long as the caster has enough magic points. To the caster until it fulfills an command (a bound thing shoggoth must be visible to the watering can. The caster must be without a command a quick way to leave). Orders succeeding in an opposing POW role against the shoggots can include carrying someone somewhere, presiding over a complex set of sounds (which are one at a ceremony, which is especially docile, while successful Hard Know roll the first time this spell is cast to investigate by a group of professors, appearing somewhere like ensuring that proper vocalizations are made-afterwards , a warning to the gathered persons - what can be thought of. Keeper can waive this requirement). The binding remains Keep commands simple. The best rule of thumb is that for 5 rounds per 5 magic points invested by the caster. The one command should not have more words than a fifth spell can be extended with the expenditure further from the thing INT. Simple gestures such as pointing will be magical points, although a new opposing POW roll is also understood. Suppose the thing is always able to be required (shoggoten be resentful ornery species, they will understand a simple command, or spoken try to resist the binding). in English, Urdu, or any language. Deeper magic: can be poured into multiple, with cost By way of example, see page 42 for a series of specific multiplied by the number of shoggots, making more binding spells. than a shoggoth to be affected. Greater Mythos insight allows the caster to sacrifice 10 POW to bind a shoggoth Bind Child of the Sphinx 8 for a period of 5 days (along with an opposing POW roll) and can be extended with further expenditure of POW. • Cost: 3 magic points; 1D6 Sanity points • Casting time: 2 rounds Alternative names: Command Worker. This Egyptian chant Their will bind Were-Creature 8 on to a child of the Sphinx. The caster makes an opposing POW roll against the child. If the caster actually made • Cost: 14 14 points; 2D4 Sanity assigns the child of the Sphinx (see Child Of The Sphinx, • Casting time: 1 hour page 83), the caster receives a bonus dying from the opposite role. If the caster wins the POW roll, the child follows Removes the desire of a were-creature to control his form-commands to the best of his ability, including self-changing, quickly condemn to life as some destructive commands. The management takes before a number of forms of the entity take alternative form. A creature so bound months equals a fifth of the bezuit POW. Further throws its human side and becomes permanently wild. the control can be extended by means of additional castings. If the child wins the POW role, it immediately attacks the caster. Once the spell is pronounced, the target steadily loses its ability to choose when to change shape. More and more becomes the Deeper magic: knowledge and use of this spell can take the animal off when primal emotions, such as anger, control of one child of the Sphinx already tied to another. fear, lust or hunger become strong. The shape-change is The caster makes an opposing POW role against the current no longer a conscious choice. The effect reinforces over the creature's master: if the usurping caster wins, she time. After 1D6 days, the target spends half his time in getting instant control. animal shape. After another 1D6 days, the human side is completely unattractive and annoying. The creature then lives like an animal in the wild. 43CHAPTER 4 s To perform this spell, the caster needs a bowl of solid Bless (Folk) 0 h silver or gold. The bowl must be inscribed with the o incantations of the spell on the inner surface. The caster • Cost: 10 magic points; 1D6 Sanity points o should also cut a circular talisman into the surface of the • Casting time: momentane t area where the spell should be cast. Six candles have been placed i and lit clockwise around this talisman. Once the Candles Blessing is meant to help and help the purpose of the spell. n are illuminated, the caster must not leave the circle. At least six drops It can take two forms: g of human blood should be added to the bowl. To target a d-individual, place something of the target in the bowl (hair, • The recipient gets +10 points to a certain characteristic for e fingernail clippings, personal effects, etc.). More than the duration of 24 hours. Such points can change some derivatives and a person may be focused at a time. Incantations should include values such as hit points. It can't change pow or EDU. p are sung without interruption for an hour. If all goes well, the bowl glows briefly and the spell begins with his work. • Alternatively, the recipient gets a bonus to die a n specific skill for 24 hours. e After the spell is pronounced, the goal experiences growing fears and desires based on the need of the animal side and The goal should be a Common Sense roll (1/1D6 loss). Loses Loses Common sense, unless it understands what happened to it; then Common Sense Loss is 1D3+1 points per day, until one- Bless Sheet M fifth POW days have passed. Then it loses all remaining SAN and (as a human) is permanently insane. • Cost: 5 POW; 1D4 Sanity points • Casting time: 1 hour (minimum) Alternative names: Cage of Kind, Bind Loup-Garou. Makes a weapon (knife, sword, etc.) suitable for damage or Black Box (Dreamlands) H kill entities that cannot be harmed by everyday weapons. Requires the blood sacrifice of an animal (or animals) from bee • Cost: 24 magic points; 1D8 Sanity points least SIZ 50. The knife of the knife must be of an elementary • Casting time: 3 rounds of metal, such as iron or silver. Once made, the weapon is invested with 5 POW points by the spellcaster. This spell can only be cast in the Dreamlands. The purpose of the spell must be within 100 meters of the caster. A dark cloud If the blade is broken, melted, or otherwise damaged from moaning voices, distorted faces, and clutch hands permanently loses its magical ability; however, it will not be formed, with glare of sickly light flashing inside. Damaged when used in attacks on supernatural entities, the cloud engulfs and completely shields the target. It and implements (covering damage) according to the weapon type. then the target deforms and mutates into a gruesome half-molten creature, only part human. The target's int and alternative names: Imbue Might of the Elder Ones, Ritual POW do not change, but APP is reduced by 9D10. Roll of the Seven Cuts, Spirit's Bane. 3D10 each for STR, CON, SIZ and DEX: if the result is the same, add it to the current score; If it's weird, pull it off. If Blessing or Bast O CON is reduced to zero, the target dies. If SIZ is reduced to zero, the target is invisible. An APP of zero or less can • Cost: 4 magic points cause anyone who sees the goal to lose Sanity points, at the • Casting time: instantaneous keepers discretion. The purpose of the spell is to create a Sanity role (1D4/2D10 loss). This rare spell is believed to have been lost at the passage of time, as it was known only to the High Priestess of Bast Alternative names: Breath of Nightmare, The Black Curse and has rarely been seen in use since the days of dynastic Egypt. of the moon. The spell heals 1D6 hit points and restores 1D6 Sanity points. The recipient of the spell must speak a prayer to Bast (outlined in the spell). The would-be recipient must make a successful POW roll to convince the goddess of their dignity, and they should never have mistreated a cat. Not the POW role makes the displeasure of the goddess and costs the 1 hit point damage, manifesting as claw marks on the face (a worse fate beskins those who have mistreated a cat, at the Guardian's discretion). Alternative names: none known. 44The GRAND GRIMOIRE OF THE CTHULHU MYTHOS Blight/Bless Crop (Folk) 0 Blunt Blunt Weapon 6 2 • Cost: 6 magic points; 1D6 Sanity points • Cost: 6 magic points; 1 Sanity point • Casting time: 1 hour • Casting time: 1 round If the caster chooses, the spell causes an acre of Caster to cause all the cutting and piercing weapons (swords, vegetation to wither and die slowly as if dehydrated, or to knives, bullets, etc.) to act as dulled when striking the blossom and grow with force. The caster must have a small recipient of the spell (the caster or nominated target), skeleton the animal (such as a bird, cat or dog) in the and includes the natural weapons of creatures. The area of enchantment must be blessed or destroyed. purpose, which must repeat a short magic sentence for the duration of the spell, suffers only half the damage of such attacks Blooding the caster (striking the face hard enough to (damage results of extreme successes are also halved). Deeper magic: at a higher price (12 magic points; 4 Sanity Alternative names: The Farmer's Hex, The Curse of Decay, points) denies the spell any damage from cutting or Solstice Blessing. piercing weapons, except for extreme successes (which still damage half). Bliss 2 Alternative names: The Song of Corrosion, Turn Skin, Steely • Cost: 3+ magic points; 1 Common sense point Meat. • Casting time: instantaneous Body Warping of Gorgoroth n This spell allows the caster to escape to a mental shelter to protect them from what would normally lead sanity • Cost: 6+ magic points; 5 POW; 2D6 Sanity points loss (seeing a Mythos monster, prolonged torture, etc.). It • Casting time: 1D6 +4 minutes costs 3 magic points for every minute of bliss and 1 Common Sense point per casting. The disadvantage is that the purpose of the spell allows the caster to change his or her physical shape. (if not the caster) is unable to move or defend himself The wizard can change in any shape and appearance, physically for the duration of the spell. but retains personal skills. The shape is carnal, but can appear to be made of stone, wood, a carpet, etc. Once alternative names: Blinded, Suffer Not The Awfulness, changed to a new form, the caster has the mobility of Mental Resolution. that shape. The caster's str, con, INT, POW and DEX do not change. Like emulating a person, the wizard APP Bloat (Dreamlands) H is emulated that of the individual. The caster can only take a form known to them. • Cost: 16 magic points; 1D6 Sanity points • Casting time: 2 rounds The caster invokes Nyarlathotep and repeats the phrases of the spell while spending 6 magic points and This spell can only be cast in the The spell is an extra magic point for every 5 points of SIZ to be goal must be within 30 meters of the caster. If the caster gained or lost in the body warping. Only one change wins an opposing POW roll against the target, the goal per casting is possible and the effect is permanent until swells to immense proportions, their movement is reduced the spell is rearranged to change back again. This spell cannot be up to 1, and all physically active skills (such as a fight are cast on another being. skill, climb, jump, ride, throw, etc.) are reduced to 05%. This effect disappears in a number of days equal to 30 min Deeper magic: if imitating an individual, the caster one fifth of the target SIZ; so an SIZ 50 goal would be a replica of that person, including voice and inflated for 20 days: 30 –(50/5). speech patterns. The caster doesn't have to repeat the spell to undo the warping - a simple verbal phrase is all Alternative names: The Fattening Curse. that is required. Alternative names: Body Warping, Mastery of the Flesh, Skin Walking, The Black Pharaoh's Transf iguration. 45HEAD 4 s Bolonath's Furnace (Dreamlands) H the role is successful the salt water is dissipated and h the effects of the spell cease. Please note that the caster may stop o • Cost: variable magic points; 1 Common sense casts the spell on every point. o • Casting time: 1 round t Alternative names: Currency of the Blue Sea, The Sailor's i This spell can only be cast in the Dreamlands. An immobile, Curse, Kiss of Brine. n glistening sphere of heat, about 5 meters wide, appears in the g air in front of the caster. This oven has consumed a temperature of 100 Breath of the Kappa n d degrees Fahrenheit per magic point, but the radiation e heat of it is magically limited to the oven itself. Everything • Cost: 6 magic points; 1 Sanity point e touching the oven takes 1D6 damage per round per 200 • Casting time: 2 rounds p degrees in the oven. The oven lasts 3D6 hours. o This spell of Japanese origin refers to the kappa, a breed n Alternative names: none known. of amphibious vampires said it was an offshoot branch of e deep. In the Seven Cryptic Books of Hsan, the kappa's Breath of Pazzuzu 6 are described as being able to pour their breath, providing the recipient with the ability to breathe underwater. This spell • Cost: 3 magic points; 3 Sanity points are said to replicate this effect. • Casting time: Instantaneously The spell has the duration of twelve hours (if the receiver The caster spews a visible cloud of noxious fumes is still underwater, they begin to drown), but can get out of their mouth, like a jet of steam. The dirty breath affects for a long time by paying back the of the spell. The person gifted a goal up to a distance 30 meters. The target loses 1D6 the ability should be a Sanity roll (1/1D4 loss) if they hit points from this choking poison. Gif. harmful vapor becomes aware that a set of gills has developed on either immediately in the open air (active for only one side of their neck). The text warns that prolonged use of this gift turns the recipient into a kappa. Each time the spell is renewed or if the target is aware of the flow of harmful vapor that is reused, the receiver must create a CON role: if it fails, the (possibly a Spot Hidden or Listen roll) must become the effect of games permanent and can no longer attempt to avoid its effects (in the first round). Those to breathe air (as the gills become permanent), provoke unable to lose Dodge 1D8 hit points. On the second round further Sanity loss on the direction of the Keeper (suggested 1D6 hit points be lost, followed by 1D4 hit points on Sanity drain from 1+ point per day until zero Common sense is reached). the fourth round, and 1D2 hit points in the final round. Other physical changes are also in the guardian's hands. Damage is eliminated if the target manages to escape the proximity of the vapor. Someone else in the area suffers 1D4 Alternative names: Sakana Rite, Spiritus de Piscibus. damage per lap for 4 laps. Brew Draught or Phan B Alternative names: The Stinking Breath of Seven Hells, Corpse Air. • Cost: 10 magic points; 5 Sanity points to brew • Casting time: 3 days Breath of The Deep 6 This magical recipe, originally said to have been used by • Cost: 8 magic points; 1D6 Sanity assigns snake people, requires some hard to obtain and illegal • Casting time: 1 round ingredients including fresh poppy tar and bear spleen. The end product is a thick ichor that pacifies and disorients the mind. The target's lungs fill with seawater, which may be an unpleasant death caused by drowning. Laced in a target's food or drink, it erodes their will for several days equal to a fifth of the character The caster should be able to see the target. After mentally POW, which subjected them to the demands of who has intoning the spell for a round, the spell takes effect if administered the drug (effectively setting them up until the caster wins an opposing POW roll with the target. If brainwashed). The goal quickly takes the positions and is successful, the goal begins to drown-fall on the floor, beliefs of the manipulator. After 2 to 3 weeks, use the suffocation on seawater, and taking 1D8 damage each round. Drug is no longer needed, and the mental changes to the goal should be an Extreme CON roll (equal to whether the goal is completed. At no time does a target lose their less than a fifth CON) after taking damage each round, if nor their behavior exhibit changes (other 46THE GRAND GRIMOIRE OF THE CTHULHU MYTHOS than those sought by the brew elixir of Life 7). Extended therapy can undo the changes made by this hypnotic drug. • Cost: 20 magic points; 10 POW; 10 Sanity Points to Brew At the Guardian's discretion: a successful Cthulhu Mythos, Occult, or Art/Craft (Potions) roll may be needed to ensure • Casting time: 6 months that directions are carefully followed. A variant of an ancient alchemical formula that claims deeper magic: the original snake folk concoction is supposed to extend life indefinitely. This elixir, which includes to work fully after a single dose has been administered, strongly separates the blue ichor from a dog from Tindalos, actually reducing the time and amount needed to prepare the target. converts a human into a hybrid Tindalose. Alternative names: Draft of Wilderness, Mind Control Ingredients for the elixir are diamond dust, blood of Toxin. an infant (5 liters, cooked in a tar), and plenty of strange herbs. Values vary depending on the period, at the discretion of the Brew Dream Drug Keeper. • Cost: 4 magic points (plus 1 per extra depth); 2 Common sense Without the Tindalose ichor, the elixir is just a dirt-point to brew tasting drink. With the ichor, and when the herbs are rotten (which introduces agents who react with the ichor) it • Casting time: 5 + hours has a completely different effect. The drinker feels as if the elixir is rotting their inner way out, until it is excreted. For fashions a drug that facilitates access to a world of dream day, the fabric courses through their alimentary tract, for one or more participants. Those who fall a trip causes incredible pain; they are unable to do anything to sleep very quickly, for about four hours. The subjective besides premonition about and screaming in agony. They also feel length of dream can be long or short (normally days or their soul is chewed on, provoking a common sense roll even years) and memories of the dream can be distorted. (1D4/2D6 loss). In the course of the day before the All who drink the same drug find themselves together in ichor is excreted, it sucks away 10 POW and 10 CON the dream. Because of the origin and the proportion of the ingredient points. The person must also be fed through a tube the caster can guide dream entry into a specific area for the rest of his or her life. Once the ichor is excreted, a correlation with the Waking World, such as a specific city or POW roll is created: with an extreme success, the drinker to a special place or another dimension. The location can begin to transform into a human hybrid Tindalosis (see, among others, the Dreamlands, or specific isolated Realities. box on page 48 for more information). Casting the spell and mixing the drug takes about five At the Guardian's discretion: a successful Cthulhu Mythos, or hours. While most of the ingredients are fairly simple Art/Craft (Potions) roll may be needed to ensure that brewing to obtain (herbs), others can be a challenge (on the directions carefully followed. Keeper's discretion). Different versions of the recipe exist, but one ingredient common to everyone is 1 ounce gold. The result Alternative names: none known. is a sweet, thin brown liquid. A mild numbing effect relaxes the drinker and tends him or her towards dreams. After the Brew Liao Drug e first, each additional trek made at the same time costs an extra magic point-to make five treks, for example, • Cost: 15 magic points to brew would cost a total of 8 magic points and 2 Sanity points. • Casting time: 1 day At the keeper's discretion: a successful Cthulhu Mythos, Exotic and expensive substances must be mixed occult, or Art/Craft (Potions) roll may be needed to ensure to create a dose of the drug Liao. Once taken, one is that the brewing directions are carefully followed. mind begins to wander through time and space. With a successful POW role, the user can lead his thoughts in alternative names: Kuranes' Brew, Draft of the Sleepless, direction. Every minute after the drug takes hold costs the gateway to the Golden Meadows. user 1 magic point. The effects can last as many minutes as the user has magic points (the user can increase the time by burning hit points after magic points are exhausted). The user sees his surroundings as dark; blur objects. A feeling of being separated, somehow leaving the room, prevails. There is also a deep feeling 47HEADS 4 s human-hybrid tindalosian h o While trying to maintain a human form, the image of the hybrid can often negate the area of impact the distance attack penalty with either an o wavers and ripples. Tindalosians exist in hyper-dimensional realms successful Cthulhu Mythos, Hard Science (Mathematics or Physics) t and seem to shift and change when mere three-dimensional mortals roll, as well as the sacrifice of 1 Common Sense point–the viewer is able to see only segments of their being. When a hybrid does not hold understand the angles of distortion. n human form, their visible portions change radically: hands appear as a g conglomerate of triangular crystals (reminiscent of wolf claws), the attacks per round: 2 (claw, bite, or tongue lash) d face is replaced by what appears to be a wide gaping mouth, with a set of e long crystalline teeth, their shape constantly shifts (as if small parts of Bite: if winning attack roll is an extreme success, the hybrid mouth e it were popping in and out of existence), and their exposed substance inhumane stretches, able to swallow the victim whole. The Is p appears as a conglomerate of many angles, with no curves at all. Hybrids gone. Up to SIZ 150 can be swallowed in this way. o can extend a snake-like tongue of bluish color to feed on the victims. n e HUMAN HYBRID HYBRID DEX 95 INT 85 Tongue lash: the tongue leaves small, painless holes in the victim's flesh, s STR 130 CON 130 SIZ 85 SAN 00 HP 22 surrounded by traces of blue ichor. Once attacked with a successful APP ❤/00* POW 120 EDU √ Move: 10 MP: 24 attack, the tongue stays stuck and sucks 1D10 POW per round Damage Bonus: +2D6 Build: 3 (converting every 5 POW into 1 magic point for using the hybrid) and 2D10 CON per round. Note lost POW is permanent, but up to half * APP varies with human aspect and hybrid aspect. of the lost CON points can be restored by blood transfusions, APP and EDU remain unaffected. or natural recovery (at a rate of 1D6 CON points per day). The tongue remains attached until withdrawn by the hybrid, or the victim breaks special skills away with a STR roll, or the tongue is pointed and cut through (penalty Hyper-sight: costs 1 magic point per round; the hybrid can survey one die for attack roll; tongue has STR 65, 8 hit points, and re-generates 3 area of up to their POW double in feet in radius, as if they were in hit points per round). fourth dimension (all directions, behind walls, in containers, etc., all at once). They can't see in magically protected areas or behind charnel's round smell: if in full Tindalosian aspect, all within 20 feet must or spherical spaces, and hybrids still need to make a Spot Hidden roll a CON roll or be turned off by vomiting for 1D6 rounds. to spot a hiding researcher. This capability also allows them to try Dodge roles regardless of the direction of attack (even behind their back). Fighting 60% (30/12), damage 1D6 + DB Tongue 70%, damage 1D2 POW drain *** Dodge 75% (37/15) Step-through: costs 4 magic points per use, and as long as sharp Armor: 2-point skin. Regenerates 3 hit points per round. Everyday angles are within 10 meters, the hybrid step through hyperspace weapons can do minimal damage (minimized for applying armor). By going to another angle within POW in feet of them, effectively teleport. It issues 4 magic points per round, the hybrid can shift its physical takes a round to open the corner, whence fog starts to trickle down again. essence further into hyperdimensional space, becoming complete It takes a second round to get off through the starting angle. immune to everyday weapons. In all cases, magic weapons and spells have full effect. When the hybrid's hit points drop to zero, it shatters into Twist space: for one round per 5 sacrificed magic points, the hybrid can have numerous crystal fragments, which usually disappear. It's to ripple local space-time around it, within a radius of a fifth POW in Keeper whether the Hybrid is really dead at this point, or some feet. Those outside this area will see all twisting and oblong fragments regenerating over a long period of time. in chaotic directions. Seeing themselves inside is twisted twisted Stretched, are off for 2D6 rounds, and should have a Sanity roll Proverbs: none. (1/1D4 loss). To resist being turned off by the spinning and stretching Skills: Jump 70%, Listen 70%, Spot Hidden 75%, Stealth 80%. effects, which must be within an Extreme CON or Extreme POW Common sense loss: none in human form; see Tindalosian form cost roles. Those outside the radius who shoot ranged weapons in the 1D2/1D12 Sanity points. area of impact suffer a punishment die from their roles; Those who attack from the beam suffer two penalty dice. A character inside or outside 48The GRAND GRIMOIRE OF THE CTHULHU MYTHOS of anticipation. The user begins to see and feel all the points Brew Para-Kete of space-time at once. This sensation can be baffling, (Brew Liao Drug variant, Modern Era only) e terrifying, and even confused with the onset of madness; sanity (1/1D4 loss). There is another danger • Cost: 15 magic points to brew: if the user's mind strays too far backwards or too far • Casting time: 1 day ahead in time, he or she begins to observe the monstrous machinations of Mythos, and this may further require this is a variant of the Brew Liao Drug spell (see page Sanity rolls of choice of the Keeper. 47) synthesized as a cross between Liao and ketamine, which have numerous chemical structural similarities. If the user goes far, far back in time, angles and curves Para-kete costs $1,000 per dose to make. Casting this manifesto, and shapes begin to twist and shift, filling the viewer spell requires knowledge of the Brew Liao Drug spell. with anxiety (1/1D6 Sanity loss). The user becomes aware of a smell, sharp and indescribable, so nauseating it can hardly note: ketamine was f irst synthesized in 1962 and is not to be endured. They may encounter the dogs of Tindalos available to wizards for this date. In the modern era, at this point-such encounter is potentially disastrous. ketamine is common in the illegal drug trade. When the user no longer has any magic points, the difference between Liao and Paraketamine (para- in unconsciousness) expires. A user can be physically shaken by kete) is that para-kete always sends the mind drifting back a friend, snapping their mind back to the present. over time. Para-kete is also highly addictive. After the first dose, the user craves more. After a use, the character At the Keeper's own discretion: a successful Cthulhu Mythos, or must make a POW roll to resist using it again (as the Art/Craft (Potions) roll may be needed to make the brewing available). After the second use, the sign must be are carefully monitored. Hard POW role. Once a third dose is taken, the character must roll an Extreme POW every day to prevent them From Alternative names: Potion from Far Face, Glean the World of actively searching for the drug that day. Regular Outside. can be used to extinguish cravings. If the addiction can't be met, apply a one-step difficulty to all skills rolls for Brew Love Philter (Folk) 0 3D6 weeks. These cravings don't go away for six months. Taking more ketamine will allow the character to function. • Cost: variable magic points; 1D2 Sanity points To cure chronic mind-kete's traits, • Casting time: 2 weeks the character must check into a rehab program and be out of action for three months. Further use means that the character creates a drink to cause a person to fall in love with is immediately hooked again. Other. The drink takes two weeks to brew, during which time the caster retains a wake over the simmering liquid at the Guardian's discretion: a successful Cthulhu Mythos, or at least eight hours a day. The caster decides, on the Art/Craft (Potions) roll may be needed to ensure that brewing starts the two-week period, how many magic points directions are carefully followed. to infuse the drink. Alternative names: none known. A magus that makes a philter for another (for commercial or other reasons) must spend an additional 2 Brew Paut O magic points to tie it to that person, but this can be done at any time after the brewing is complete. • Cost: 5 magic points • Casting time: 1 hour When a love philter is consumed, the one who drinks it makes a POW roll opposite by the number of magic points A cornerstone of Egyptian magic, Paut is an inky black liquid invested in the creation of the philter multiplied by five. Like the topped with magical essence. Silver, pure water, and an imbiber is successful, the drink has no effect; If failed, host of rare unguents, herbs and spices form the list they are attracted to the person the philter is bound to. ingredients. To brew Paut, the caster must prepare a bowl or receptacle and ritually mix the ingredients for The Guardian's judgment: a successful Cthulhu Mythos, an hour under the light of both the sun and the moon. Occult, or Art/Craft (Potions) roll may be needed to ensure Long chants are involved, and the caster should spend that brewing directions be carefully followed. 5 magic points to finish the spell. Once ready, the alternative names: Create Passion potion, Liquor of the Heart's Desire. 49 49

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