Grimoire Spells: Difference between revisions

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ALTER WEATHER: moderates or exacerbates any weather
Spells located in various Grimoires. It is important to note that most Grimoires do not have access to ALL these spells, especially the spells referring to specific Elder Deities and otherworldly creatures. Several Grimoires are very specifically devoted to one or two particular Old Ones, and do not speak of others within their pages. Assume knowledge of all these spells is at least referenced, but the Grimoire may not have the capacity to cast all of them.<br>
condition. Large groups may cast the spell to achieve great meteorological
effects. The keeper establishes the base conditions.
Every ten magic points sacrificed effects one level of change (see
further below). The caster may expend as many magic points as
he or she is able, as can any participant who knows the spell.
Those ignorant of the spell can contribute 1 magic point only.
Casting the spell costs every participant 1 current Sanity
point, and requires a song-like chant to be uttered for three
minutes per level of weather change. The effective radius of
the base spell is two miles; this area can be widened for a cost
of ten magic points for each additional mile. The change in the
weather lasts thirty minutes for every ten magic points of the
total contributed, but violent weather such as a tornado lasts a
much shorter time.
Five weather components can be changed, in varying levels
of effect. One level costs 10 magic points to change: thus
to change the two levels from partly cloudy to heavy clouds
takes 20 magic points to change. For snow to fall, the tempe
ature must be 30°F or lower, otherwise the precipitation is rain,
not snow.
Cloud Cover Levels: (1) clear, (2) foggy, (3) partly cloudy,
(4) cloudy, (5) heavy clouds.
Wind Direction Levels, the eight compass points: (1) north,
(2) northeast, (3) east, (4) southeast, (5) south, (6) southwest,
(7) west, (8) northwest.
Wind Speed Levels: (1) calm, (2) breezy, (3) gusty, (4) strong
steady wind, (5) gale, (6) local hurricane, (7) tornado.
Temperature Levels: one level raises or lowers the temperature
in the area of effect by five degrees Fahrenheit.
Precipitation Levels: (1) dry, (2) drizzle or mist, (3) rain
[snow], (4) hail [snow], (5) heavy rain [heavy snow], (6)
thunderstorm [blizzard].


APPORTION KA: the caster can place a portion of his life
Grimoires also have [[Grimoire Spells Specific|categories]] of spells they may contain, but these are usually more specific on the Elder and Outer Things discussed within each individual Grimoire.<br>
essence, or ka, into one or more of his vital organs. This done,
the wizard can then remove the enchanted organ from his or
her body. The organ continues to live and sustain the caster's
identity. Having one's own insides removed costs 2D10 SAN
and the permanent loss of 1 POW per organ removed.
This spell was first used by followers of the Dark Pharaoh,
Nephren-Ka, who would remove vital organs and lock them
away in safe places. This would make the caster virtually
impossible to kill, if not for the spell's one weakness. The
brain is the seat of the spell's power and, as such, could not be
removed. If the brain was destroyed the other organs would
lose their magical properties and the caster would die. (Other
spells no doubt supplied the priests with means for seeing,
touching, and so on.)
The priests of Nephren-Ka could not transplant themselves
into other people. With transplant technology, today's sorcerer
can. Even while disembodied, the caster is able to sense where
the other parts are, and subtly guide the bodies toward each
other. When two bodies are as close as a block or two, the caster
regains full consciousness, with access to all memories,
knowledge, and spells. The caster also takes command of these
proximal bodies, and they all become of one mind. POW is his
or her own, but the magic points are the sum of those he or she
controls as well as owns. His or her own magic points regenerate,
but the rest are one-time use only, and only as long as the
caster maintains sway.


ATTRACT FISH: a fisherman's aid, to be cast over salt or
==Spell List A to H==
fresh water. The cost is 2 magic points and no Sanity. Bait
General Spells, separated by alphabetical order. These are all-purpose spells, and likely to be found in many Grimoires.<br>
must be placed in the water and a simple sing-song chant
uttered for two minutes. In 1D6 minutes, D100 local fish congregate
in the area.


AUGUR: grants portents of the future if the caster is clever
===A Spells===
enough to understand them. Augur costs 4 magic points and
'''ALTER WEATHER''': moderates or exacerbates any weather condition. Large groups may cast the spell to achieve great meteorological effects. The keeper establishes the base conditions. Every ten magic points sacrificed effects one level of change (see further below). The caster may expend as many magic points as he or she is able, as can any participant who knows the spell. Those ignorant of the spell can contribute 1 magic point only. Casting the spell costs every participant 1 current Sanity point, and requires a song-like chant to be uttered for three minutes per level of weather change. The effective radius of the base spell is two miles; this area can be widened for a cost of ten magic points for each additional mile. The change in the weather lasts thirty minutes for every ten magic points of the total contributed, but violent weather such as a tornado lasts a much shorter time.<br>
1D2 SAN to cast. Media varies, from animal entrails to tea
Five weather components can be changed, in varying levels of effect. One level costs 10 magic points to change: thus to change the two levels from partly cloudy to heavy clouds takes 20 magic points to change. For snow to fall, the temperature must be 30°F or lower, otherwise the precipitation is rain, not snow.<br>
leaves to the casting of stalks. The chance of understanding an
*Cloud Cover Levels: (1) clear, (2) foggy, (3) partly cloudy, (4) cloudy, (5) heavy clouds.
augury is equal to or less than the augurer's POW x5. A portent
*Wind Direction Levels, the eight compass points: (1) north, (2) northeast, (3) east, (4) southeast, (5) south, (6) southwest, (7) west, (8) northwest.
may be vague, subtle, dream-like, or in a cryptic verse; if
*Wind Speed Levels: (1) calm, (2) breezy, (3) gusty, (4) strong steady wind, (5) gale, (6) local hurricane, (7) tornado.
the future were easy to know, everyone would know it.
*Temperature Levels: one level raises or lowers the temperature in the area of effect by five degrees Fahrenheit.
*Precipitation Levels: (1) dry, (2) drizzle or mist, (3) rain [snow], (4) hail [snow], (5) heavy rain [heavy snow], (6) thunderstorm [blizzard].


AWAKE ABHOTH: this spell wakens the sleeping god Abhoth
'''APPORTION KA''': the caster can place a portion of his life essence, or ka, into one or more of his vital organs. This done, the wizard can then remove the enchanted organ from his or her body. The organ continues to live and sustain the caster's identity. Having one's own insides removed costs 2D10 SAN and the permanent loss of 1 POW per organ removed. This spell was first used by followers of the Dark Pharaoh,
to begin the great feast for which it waits and hungers.
Nephren-Ka, who would remove vital organs and lock them away in safe places. This would make the caster virtually impossible to kill, if not for the spell's one weakness. The brain is the seat of the spell's power and, as such, could not be removed. If the brain was destroyed the other organs would lose their magical properties and the caster would die. (Other spells no doubt supplied the priests with means for seeing,
The spell costs 12 magic points, 1D10+2 Sanity points, and
touching, and so on.)<br>
long rituals that prove the caster's faithfulness to the god.
The priests of Nephren-Ka could not transplant themselves into other people. With transplant technology, today's sorcerer can. Even while disembodied, the caster is able to sense where the other parts are, and subtly guide the bodies toward each other. When two bodies are as close as a block or two, the caster regains full consciousness, with access to all memories, knowledge, and spells. The caster also takes command of these proximal bodies, and they all become of one mind. POW is his or her own, but the magic points are the sum of those he or she controls as well as owns. His or her own magic points regenerate, but the rest are one-time use only, and only as long as the caster maintains sway.<br>
BAIT HUMANS: causes the image of a fabulously large and
beautifully cut diamond to float in the air before the target. The
spell costs the caster 1 magic point per casting, lasts for five
minutes, and can be repeated indefinitely. Approximate range
of the spell is one mile. As a target approaches the illusion, the
diamond recedes at approximately the same speed, in the direction
the caster wills, presumably to where the hungry chthonian
waits. As in sport fishing, the target decides whether or not
to take the bait. Only chthonians have this spell. A variation,
Bait Sand Dwellers, exchanges the image of a floating diamond
for that of a tender human haunch, dripping flesh blood.
BALK BROOD: calls forth the Brood of Eihort from a victim.
The spell requires three rounds to intone and costs 1D3 Sanity
points per participant. The caster and other people who know
the spell can expend as many magic points as desired. Those
who touch the caster while the spell is intoned can add 1 magic
point per person, though the Sanity cost remains at 1D3 points
each. Learning the spell requires a roll of INT x2 or less on
D100 and 15-INT days of study.
Using the Resistance Table, match the total of the magic
points expended against the number of days elapsed since the
injection of the Brood. If the spell succeeds, the Brood infesting
the victim promptly cascade out of the victim's orifices, costing
him or her 1D3 Sanity points for pain and embarrassment.
The victim also loses 1 hit point for each day of infestation.
The infestation may already have caused the victim great
harm, which their presence keeps from being obvious.
Removing the Brood actually may kill the victim, but he or she
is doomed in any case.
At each casting of this spell, the participants risk the
appearance of Eihort: the chance accumulates at 10 percentiles
per cast. Eihort will attack the caster first.


BANEFUL DUST OF HERMES TRISMEGISTUS: similar
'''ATTRACT FISH''': a fisherman's aid, to be cast over salt or fresh water. The cost is 2 magic points and no Sanity. Bait must be placed in the water and a simple sing-song chant uttered for two minutes. In 1D6 minutes, D100 local fish congregate in the area.<br>
to the Dust of Suleiman, it only affects creatures of nonterrestrial
origin (that excludes humans, deep ones, ghouls, servants
of Glaaki, sand dwellers, serpent people, and chthonians, but
not flying polyps, elder things, mi-go, star-spawn of Cthulhu,
or shoggoths). It costs 4 magic points and no Sanity to cast the
creation spell; thereafter anyone may use the gold-colored dust
created. Only the most fearsome entities continue to fight after
an application of this powerful dust.
To apply the dust requires that the target be within reasonable
Throw range. With a successful Throw roll, the dust burns
the extraterrestrial creature for 2D6 points of damage. Armor
does not protect against the dust. Each successful Throw of the
dust does the same damage. If Thrown and missed, the nimbus
of the dust still does 1 hit point of damage. The creature
escapes damage only if the Throw roll is fumbled.
The dust's effects are horrible, and cost sensitive observers
0/1D3 Sanity points to see. The creature flinches and flails,
and sometimes screams. Its body smokes and burns as if eaten
by powerful acid.
The formula for the dust requires common chemicals and
ingredients in a proportion of combined weight about equal to
two pounds. Two ounces of this concoction is enough for one
dose. Sixteen doses would be made each time the formula is
followed. A successful Chemistry or Pharmacy roll is required
for a batch to work; the keeper should make this roll, for the
caster should have no idea if a batch will be effective.


BANISHMENT OF YDE ETAD: It sends home most transdimensional
'''AUGUR''': grants portents of the future if the caster is clever enough to understand them. Augur costs 4 magic points and 1D2 SAN to cast. Media varies, from animal entrails to tea leaves to the casting of stalks. The chance of understanding an augury is equal to or less than the augurer's POW x5. A portent may be vague, subtle, dream-like, or in a cryptic verse; if the future were easy to know, everyone would know it.
human or human-like intelligences that are under
their own volition. It is not effective against servitors, hirelings,
thralls, or any creature commanded by another intelligence.
Correctly performed, the banishment is permanent and irrevocable.
Each banishment is of an individual, not of a class.
At least three people must participate in the spell. All participants
must know the spell. More participants add to the
effectiveness. The total number of participants must be divisible
by three. Each participant donates 1D4+3 magic points and
loses 1D4 Sanity points. Learning this spell requires twelve
hours of time, a roll of INT x4 or less, and 1D3 Sanity points.
This banishment works by destroying with ritual flames a
sigil representing the target. The target's personal sigil is best,
but a substitute can be prepared according to a formula
described with the spell.
The spell must be performed in the open air in the middle
of the night, ideally in a place of power associated with the
subject. The target's known haunts, its last known location, or
its point of entry into this dimension are all suitable sites. The
spell casters must divide their numbers: one third remain outside
a protective circle and the rest stand within.
Using a mixture of ground silicon dioxide, lime, or magnesium
silicate, combined with dried and ground henbane or
garlic, the larger group of spell casters inscribes a circle on the
ground around them, one large enough to accommodate the
group as well as leaving room for a fire in the center. As the
circle is made, the casters must recite a complicated verse.
Then more of the compound is used to trace a series of complicated
symbols, accompanied at all times by the chanting of
verses read aloud or declaimed from memory.
The spell casters outside the circle then trace a second larger
circle of the compound, surrounding all. The casters in the
central circle place their personal sigils (a sigil can be a handwritten
signature, or something equally characteristic) at evenly
spaced intervals around the inside perimeter of the inner circle.
As the sigil is placed, that participant must speak his or her
name aloud to the heavens. These personal sigils must remain in
place until the ritual is completed. The protective circles complete,
the casters in the inner circle build a ritual fire upon a
grate suspended two to six inches above the ground. The fire
must be of moderate size, with plainly visible flame. As the ritual
fire is lit, all casters repeat yet another complicated verse.
The fire must burn steadily from this time until the sigil is utterly
consumed. If the fire flags or dies, the banishment fails, so the
inner circle also must contain plenty of fuel.
Once the fire is burning steadily, the casters within the
inner circle throw locks of their own hair and nail clippings
into the flames, accompanied by more chanting. As the smoke
rises from the clippings, the casters within the inner circle
place the sigil of the intended target on the fire so that it is
clearly visible to all the spell casters, and it must remain visible
until utterly consumed. At that point the image of the thing
to be banished appears, howls in fiery agony, and gradually
returns to its own plane of existence. As it burns, the casters
within the circle repeat a final verse, then remain silent until
the fire dies, an additional 3D10 game minutes. The casters
then may destroy the circles and freely move about.
BAT FORM: lets the caster assume the form and capabilities
of a flying fox, while retaining his or her intelligence and
intentions. The spell costs 12 magic points to cast; assuming
the form of a bat costs 1D8 Sanity points. The spell must be
cast while the sun is down, and its effects last only until the
sun rises. Capabilities of a bat include those of flight and of
acute hearing.


BECOME SPECTRAL HUNTER: turns the target into a
'''AWAKE ABHOTH''': this spell wakens the sleeping god Abhoth to begin the great feast for which it waits and hungers. The spell costs 12 magic points, 1D10+2 Sanity points, and long rituals that prove the caster's faithfulness to the god.
monster which can attack while invisible. The spell requires 2
POW from the caster (who also may be the recipient), a small
specially made figurine, the blood of several animals, and the
loss of all Sanity points by the target of the spell. The target
must be a knowledgeable volunteer. If the caster is not also the
recipient, he or she loses 3D6 Sanity points in performing the
ritual. The target transforms into a spectral hunter, a hideous
humanoid described in the 1982 supplement Shadows of YogSothoth.
The new spectral hunter is psychically linked to the
figurine which holds its soul. If this figurine is destroyed, the
spectral hunter is injured or killed.
BIND ENEMY: either by physical attack or magical attack,
the spell renders the target unable to harm the caster for the
next seven days. A variable number of magic points are sacrificed
into a small effigy of the target, and then matched against
the target's POW on the Resistance Table. If the target wins,
the spell fails. No Sanity points are expended. It takes about a
day to gather the materials, construct the effigy, and chant the
ritual that seals the magic points into the effigy.
The effigy must contain a
few hairs or nail clippings
from the target, or something
else of a personal nature. The
spell is broken if the caster
attacks the target or if the
effigy is destroyed.


BIND LOUP-GAROU (Cage
===B Spells===
of Kind): removes a werecreature's
'''BAIT HUMANS''': causes the image of a fabulously large and beautifully cut diamond to float in the air before the target. The spell costs the caster 1 magic point per casting, lasts for five minutes, and can be repeated indefinitely. Approximate range of the spell is one mile. As a target approaches the illusion, the diamond recedes at approximately the same speed, in the direction the caster wills, presumably to where the hungry chthonian waits. As in sport fishing, the target decides whether or not to take the bait. Only chthonians have this spell. A variation, Bait Sand Dwellers, exchanges the image of a floating diamond
desire to control his
for that of a tender human haunch, dripping flesh blood.  
or her shape-changing, quickly
condemning him or her to the life of whatever animal the
character's animal alternate is. Bind Loup-Garou needs 14
magic points per targeted loup-garou. It consumes 2D4 Sanity
points per ceremony, no matter how many loups-garous are
involved. A loup-garou so bound sheds its human side in a number
of game days equal to its POW.
Once the spell is cast, the target loup-garou steadily loses
his or her ability to choose when to shape-change. More and
more he or she becomes the animal alternate when primal emotions
such as rage, fear, lust, or hunger become strong. The
shape-change is more and more triggered, and not a choice.
The effect strengthens over time. After 1/2 POW days, the target
spends half its time in its animal form. After POW days, the
human side is utterly unattractive and tedious. The loup-garou
then lives out the remainder of its life as an animal in the wild.
To perform this spell, the caster needs a bowl of solid silver
or gold. The bowl must be inscribed with the incantations of the
spell on its inner surface. The caster must also carve a circular
talisman into the surface of the area where the spell is to be
cast. Six candles are placed and lit clockwise around this talisman.
Once the candles are lit, the caster may not leave the circle,
or he or she must repeat the ceremony from the beginning.
At least six drops of uncoagulated human blood must be
added to the bowl. To target an individual, place some of his or
her body hair, fingernail clippings, personal possessions, etc., in
the bowl. More than one person may be targeted at a time.
Incantations must be chanted without interruption for an hour. If
all goes well, the bowl briefly glows and the spell begins its work.
After the spell is cast, the targeted loup-garou experiences
growing fears and desires based on the need of its animal side.
For instance, if the loup-garou is half mountain lion, then
while on the human side the loup-garou becomes increasingly
aloof, predatory, and territorial with rivals. The affected loupgarou
loses no Sanity unless it understands what has happened
to it; then the Sanity loss is 1D3+1 SAN per day, until POW
days have passed. Then it loses all remaining SAN and as a
human is permanently insane.


BIND SOUL: allows the caster to imprison a human soul and
'''BALK BROOD''': calls forth the Brood of Eihort from a victim. The spell requires three rounds to intone and costs 1D3 Sanity points per participant. The caster and other people who know the spell can expend as many magic points as desired. Those who touch the caster while the spell is intoned can add 1 magic point per person, though the Sanity cost remains at 1D3 points each. Learning the spell requires a roll of INT x2 or less on D100 and 15-INT days of study.<br>
thereby control or murder the body from which the soul came.
Using the Resistance Table, match the total of the magic points expended against the number of days elapsed since the injection of the Brood. If the spell succeeds, the Brood infesting the victim promptly cascade out of the victim's orifices, costing him or her 1D3 Sanity points for pain and embarrassment. The victim also loses 1 hit point for each day of infestation.
Cost to cast the spell is 10 magic points and 3 Sanity points.
The infestation may already have caused the victim great harm, which their presence keeps from being obvious. Removing the Brood actually may kill the victim, but he or she is doomed in any case.
The caster must be able to find the soul before it can be imprisoned;
At each casting of this spell, the participants risk the appearance of Eihort: the chance accumulates at 10 percentiles per cast. Eihort will attack the caster first.
see Snare Dreamer for one way to achieve that. See
 
Compel Flesh for a way to control the body.
'''BANEFUL DUST OF HERMES TRISMEGISTUS''': similar to the Dust of Suleiman, it only affects creatures of nonterrestrial origin (that excludes humans, deep ones, ghouls, servants of Glaaki, sand dwellers, serpent people, and chthonians, but not flying polyps, elder things, mi-go, star-spawn of Cthulhu, or shoggoths). It costs 4 magic points and no Sanity to cast the creation spell; thereafter anyone may use the gold-colored dust created. Only the most fearsome entities continue to fight after an application of this powerful dust.<br>
The caster must defeat the target soul by matching POW
To apply the dust requires that the target be within reasonable Throw range. With a successful Throw roll, the dust burns the extraterrestrial creature for 2D6 points of damage. Armor does not protect against the dust. Each successful Throw of the dust does the same damage. If Thrown and missed, the nimbus of the dust still does 1 hit point of damage. The creature escapes damage only if the Throw roll is fumbled.<br>
vs. POW on the Resistance Table. If the soul is trapped, the
The dust's effects are horrible, and cost sensitive observers 0/1D3 Sanity points to see. The creature flinches and flails, and sometimes screams. Its body smokes and burns as if eaten by powerful acid.<br>
victim's body begins to die, at the rate of 2 CON per day.
The formula for the dust requires common chemicals and ingredients in a proportion of combined weight about equal to two pounds. Two ounces of this concoction is enough for one dose. Sixteen doses would be made each time the formula is followed. A successful Chemistry or Pharmacy roll is required for a batch to work; the keeper should make this roll, for the caster should have no idea if a batch will be effective.
When CON reaches zero, the body dies and the soul is
 
released. If the soul is not trapped, the magic points and Sanity
'''BANISHMENT OF YDE ETAD''': It sends home most transdimensional human or human-like intelligences that are under their own volition. It is not effective against servitors, hirelings, thralls, or any creature commanded by another intelligence. Correctly performed, the banishment is permanent and irrevocable. Each banishment is of an individual, not of a class. At least three people must participate in the spell. All participants must know the spell. More participants add to the effectiveness. The total number of participants must be divisible by three. Each participant donates 1D4+3 magic points and loses 1D4 Sanity points. Learning this spell requires twelve hours of time, a roll of INT x4 or less, and 1D3 Sanity points. This banishment works by destroying with ritual flames a sigil representing the target. The target's personal sigil is best, but a substitute can be prepared according to a formula described with the spell.<br>
points are lost without effect.
The spell must be performed in the open air in the middle of the night, ideally in a place of power associated with the subject. The target's known haunts, its last known location, or its point of entry into this dimension are all suitable sites. The spell casters must divide their numbers: one third remain outside a protective circle and the rest stand within. Using a mixture of ground silicon dioxide, lime, or magnesium
A special vessel for the soul must have been prepared. That
silicate, combined with dried and ground henbane or garlic, the larger group of spell casters inscribes a circle on the ground around them, one large enough to accommodate the group as well as leaving room for a fire in the center. As the circle is made, the casters must recite a complicated verse. Then more of the compound is used to trace a series of complicated symbols, accompanied at all times by the chanting of
ritual takes three days. Anything that can be closed (a jar, a
verses read aloud or declaimed from memory.<br>
box, a bottle, etc.) will do as a vessel. The soul can be released
The spell casters outside the circle then trace a second larger circle of the compound, surrounding all. The casters in the central circle place their personal sigils (a sigil can be a handwritten signature, or something equally characteristic) at evenly spaced intervals around the inside perimeter of the inner circle. As the sigil is placed, that participant must speak his or her name aloud to the heavens. These personal sigils must remain in place until the ritual is completed. The protective circles complete, the casters in the inner circle build a ritual fire upon a grate suspended two to six inches above the ground. The fire must be of moderate size, with plainly visible flame. As the ritual fire is lit, all casters repeat yet another complicated verse. The fire must burn steadily from this time until the sigil is utterly
by opening or breaking the vessel, if the vessel can be found.
consumed. If the fire flags or dies, the banishment fails, so the inner circle also must contain plenty of fuel. Once the fire is burning steadily, the casters within the inner circle throw locks of their own hair and nail clippings into the flames, accompanied by more chanting. As the smoke rises from the clippings, the casters within the inner circle place the sigil of the intended target on the fire so that it is
The powder of Ibn-Ghazi and similar magic can trace the link
clearly visible to all the spell casters, and it must remain visible until utterly consumed. At that point the image of the thing to be banished appears, howls in fiery agony, and gradually returns to its own plane of existence. As it burns, the casters within the circle repeat a final verse, then remain silent until the fire dies, an additional 3D10 game minutes. The casters then may destroy the circles and freely move about.  
between body and soul: the location of the vessel can be calculated
 
by triangulation or by expending considerable powder
'''BAT FORM''': lets the caster assume the form and capabilities of a flying fox, while retaining his or her intelligence and intentions. The spell costs 12 magic points to cast; assuming the form of a bat costs 1D8 Sanity points. The spell must be cast while the sun is down, and its effects last only until the sun rises. Capabilities of a bat include those of flight and of acute hearing.
and simply following the spider-web-like link left tangible by
 
the powder.
'''BECOME SPECTRAL HUNTER''': turns the target into a monster which can attack while invisible. The spell requires 2 POW from the caster (who also may be the recipient), a small specially made figurine, the blood of several animals, and the loss of all Sanity points by the target of the spell. The target must be a knowledgeable volunteer. If the caster is not also the recipient, he or she loses 3D6 Sanity points in performing the ritual. The target transforms into a spectral hunter, a hideous humanoid described in the 1982 supplement Shadows of YogSothoth.<br>
BLACK BINDING: offers a way to create an ordinary zombie,
The new spectral hunter is psychically linked to the figurine which holds its soul. If this figurine is destroyed, the spectral hunter is injured or killed.
at a cost of 16 magic points and 1D6 Sanity points. A ritual liquid
 
must be poured over a corpse, or into the grave in which a
'''BIND ENEMY''': either by physical attack or magical attack, the spell renders the target unable to harm the caster for the next seven days. A variable number of magic points are sacrificed into a small effigy of the target, and then matched against the target's POW on the Resistance Table. If the target wins, the spell fails. No Sanity points are expended. It takes about a day to gather the materials, construct the effigy, and chant the ritual that seals the magic points into the effigy. The effigy must contain a few hairs or nail clippings from the target, or something else of a personal nature. The spell is broken if the caster attacks the target or if the effigy is destroyed.
corpse lies. The keeper determines the ingredients of the liquid:
 
at least one part should be difficult to obtain legally. The corpse
'''BIND LOUP-GAROU (Cage of Kind)''': Removes a werecreature's desire to control his or her shape-changing, quickly condemning him or her to the life of whatever animal the character's animal alternate is. Bind Loup-Garou needs 14 magic points per targeted loup-garou. It consumes 2D4 Sanity points per ceremony, no matter how many loups-garous are involved. A loup-garou so bound sheds its human side in a number of game days equal to its POW. Once the spell is cast, the target loup-garou steadily loses his or her ability to choose when to shape-change. More and more he or she becomes the animal alternate when primal emotions
is left to mature. At the end of a week, the caster comes to the
such as rage, fear, lust, or hunger become strong. The shape-change is more and more triggered, and not a choice. The effect strengthens over time. After 1/2 POW days, the target spends half its time in its animal form. After POW days, the human side is utterly unattractive and tedious. The loup-garou then lives out the remainder of its life as an animal in the wild. To perform this spell, the caster needs a bowl of solid silver or gold. The bowl must be inscribed with the incantations of the spell on its inner surface. The caster must also carve a circular talisman into the surface of the area where the spell is to be cast. Six candles are placed and lit clockwise around this talisman. Once the candles are lit, the caster may not leave the circle, or he or she must repeat the ceremony from the beginning. At least six drops of uncoagulated human blood must be added to the bowl. To target an individual, place some of his or her body hair, fingernail clippings, personal possessions, etc., in the bowl. More than one person may be targeted at a time. Incantations must be chanted without interruption for an hour. If all goes well, the bowl briefly glows and the spell begins its work. After the spell is cast, the targeted loup-garou experiences growing fears and desires based on the need of its animal side. For instance, if the loup-garou is half mountain lion, then while on the human side the loup-garou becomes increasingly aloof, predatory, and territorial with rivals. The affected loupgarou loses no Sanity unless it understands what has happened to it; then the Sanity loss is 1D3+1 SAN per day, until POW days have passed. Then it loses all remaining SAN and as a human is permanently insane.
grave and intones the Black Binding. At the end of the half-hour
 
ritual, the corpse claws its way from the grave, and thereafter
'''BIND SOUL''': allows the caster to imprison a human soul and thereby control or murder the body from which the soul came. Cost to cast the spell is 10 magic points and 3 Sanity points. The caster must be able to find the soul before it can be imprisoned; see Snare Dreamer for one way to achieve that. See Compel Flesh for a way to control the body. The caster must defeat the target soul by matching POW vs. POW on the Resistance Table. If the soul is trapped, the victim's body begins to die, at the rate of 2 CON per day. When CON reaches zero, the body dies and the soul is released. If the soul is not trapped, the magic points and Sanity points are lost without effect.<br>
does the caster's will. A zombie made this way continues to rot
A special vessel for the soul must have been prepared. That ritual takes three days. Anything that can be closed (a jar, a box, a bottle, etc.) will do as a vessel. The soul can be released by opening or breaking the vessel, if the vessel can be found. The powder of Ibn-Ghazi and similar magic can trace the link between body and soul: the location of the vessel can be calculated by triangulation or by expending onsiderable powder and simply following the spider-web-like link left tangible by the powder.
after it has risen. A replacement must be created periodically.
 
BLESS BLADE: creates a blade capable of damaging or
'''BLACK BINDING''': offers a way to create an ordinary zombie, at a cost of 16 magic points and 1D6 Sanity points. A ritual liquid must be poured over a corpse, or into the grave in which a corpse lies. The keeper determines the ingredients of the liquid: at least one part should be difficult to obtain legally. The corpse is left to mature. At the end of a week, the caster comes to the grave and intones the Black Binding. At the end of the half-hour ritual, the corpse claws its way from the grave, and thereafter does the caster's will. A zombie made this way continues to rot after it has risen. A replacement must be created periodically.
killing entities which cannot be harmed by ordinary weapons.
 
Requires the blood sacrifice of an animal of at least SIZ 10, a
'''BLESS BLADE''': creates a blade capable of damaging or killing entities which cannot be harmed by ordinary weapons. Requires the blood sacrifice of an animal of at least SIZ 10, a point of POW, and 1D4 Sanity points from the creator. The blade of the knife must be of an elemental metal such as iron or silver. The blade may be of any size, but larger blades do greater damage; see the weapons table (p. 58) for sample damages. If the blade is broken, melted, or otherwise damaged, it permanently loses this ability, but it will not be harmed in attacks against supernatural entities.
point of POW, and 1D4 Sanity points from the creator. The
 
blade of the knife must be of an elemental metal such as iron
'''BLIGHT / BLESS CROP''': as the caster chooses, the spell causes one acre of vegetation to wither and die slowly, as if parched, or to blossom and grow with vigor. The spell in either version costs 6 magic points and as Blight Crop an additional 1D6 SAN to cast. "Blooding" the caster (striking the face hard enough to draw blood) breaks the spell.
or silver. The blade may be of any size, but larger blades do
 
greater damage; see the weapons table (p. 58) for sample damages.
'''BODY WARPING OF GORGOROTH''': allows the caster to change his or her physical form. The caster must invoke Nyarlathotep and repeat the phrases of the spell for 1D6+4 minutes while expending 6 magic points and an additional magic point for each point of SIZ to be gained or lost in the body warping. This spell also costs 2D6 Sanity points and 1 point of POW each time cast. Only one alteration per casting is possible, and the effect is permanent until the spell is recast to change back again. This spell cannot be cast on another being.<br>
If the blade is broken, melted, or otherwise damaged, it
The sorcerer can change to any shape and appearance, though retaining personal abilities. The form must be fleshly, thought it can appear to be of stone, wood, a rug, etc. Once changed into a new shape, the caster has the mobility of that shape. The caster's STR, CON, 1NT, POW, and DEX never change. If emulating a person, the sorcerer's APP becomes that of the individual emulated. The caster can take on only the form of what he knows.
permanently loses this ability, but it will not be harmed in
 
attacks against supernatural entities.
'''BREATH OF THE DEEP''': his or her lungs fill with sea water, drowning the target. The caster must be able to see the target. After mentally intoning the spell for a round, the caster sacrifices 8 magic points and 1D6 Sanity. Match POWs on the Resistance Table. If the caster wins, consult the drowning rules in the Game System chapter. D100 rolls begin at CON x5, then CON x4, etc., and the target must make them for 1D6 rounds. Each missed CON roll costs the target 1D8 hit points.
BLIGHT I BLESS CROP: as the caster chooses, the spell
 
causes one acre of vegetation to wither and die slowly, as if
'''BREW DREAM DRUG''': creates a drug which facilitates group entry into a world of dream. Casting the spell and making the drug takes about five hours and costs 4 magic points and 2 Sanity points to cast. After the first, each additional draught made at the same time costs one additional magic point—to make five draughts, for instance, would cost a total of 8 magic points and 2 Sanity points.<br>
parched, or to blossom and grow with vigor. The spell in either
The drinker of a draught falls asleep very quickly, for about four hours. The subjective length of the dream may be long or short, and memories of the dream may be distorted. All who drink of the same drug ogether are together in the dream. By the origin and proportion of the ingredients (and by arrangement with the keeper), the caster may guide dream entry into a specific area correlative to the Waking World, such as a specific city or to some special place or other dimension.<br>
version costs 6 magic points and as Blight Crop an additional
A large number of herbs are required, some commonplace, others mystical and difficult to find. The result is a thin brown liquid. A mild narcotic effect relaxes the drinker and inclines him or her toward dreams.
1D6 SAN to cast. "Blooding" the caster (striking the face hard
 
enough to draw blood) breaks the spell.
'''BREW SPACE-MEAD''': a wonderfully golden liquid, which he kept in a carafe in his desk and served in tiny Belgian liqueur glasses in such small amounts that it seemed futile even to raise it to one's lips—and yet its bouquet and its taste ... outdid even the oldest Chianti and the best Chateau Yquem to such an extent that to mention them in the same breath was to do injustice to the professor's brew. Fiery though it was, it had the additional effect of making me drowsy . . . —August Derleth, "The House on Curwen Street."<br>
BODY WARPING OF GORGOROTH: allows the caster to
This spell creates a magical drink that allows a human to withstand journeys through the vacuum and vicissitudes of space. For all such journeys, the effectiveness of space-mead also requires the expenditure of an equal number of magic points and current Sanity points, each equal to the log to base 10 of the journey's distance in light years (see the Space-Mead Effectiveness Table nearby). Brewing the drink and taking the journey represent separate stages for the caster/user. Different types of space-mead exist, each with the same effects but all of them requiring different ingredients.<br>
change his or her physical form. The caster must invoke
Brewing space-mead requires five special ingredients to be chosen by the keeper, and requires at least a week of brewing time. Once the mead is foaming and bubbling, the caster must sacrifice 20 magic points per dose into the brew. These magic points may be sacrificed over several or many days; the more points, the more doses. Each dose allows a person to withstand one journey through space of varying distance and time.
Nyarlathotep and repeat the phrases of the spell for 1D6+4
Once the space-mead has been enchanted, the traveler must find a mount: among others, the spell Summon/Bind Byakhee can provide an interstellar steed. The traveler then drinks a dose (presumably bringing a return dose along), climbs on and commands the mount, and the journey begins. While in space, the traveler is in mental and physical stasis, nearly insensible to surroundings. Upon arrival at the destination, the effects of the brew conclude.
minutes while expending 6 magic points and an additional
 
magic point for each point of SIZ to be gained or lost in the
'''BRING HABOOB (Sandstorm)''': The caster focuses strong swirling winds. In a desert or among coastal dunes, this produces a sandstorm. The cost of the spell is 20 magic points, it takes an hour to cast, and also requires 1D4 Sanity points. This very cost-effective spell produces a whirling storm roughly 20 miles across with winds averaging 30 mph and gusts of roughly twice that. See Alter Weather for a more systematic
body warping. This spell also costs 2D6 Sanity points and 1
point of POW each time cast. Only one alteration per casting is
possible, and the effect is permanent until the spell is recast to
change back again. This spell cannot be cast on another being.
The sorcerer can change to any shape and appearance,
though retaining personal abilities. The form must be fleshly,
thought it can appear to be of stone, wood, a rug, etc. Once
changed into a new shape, the caster has the mobility of that
shape. The caster's STR, CON, 1NT, POW, and DEX never
change. If emulating a person, the sorcerer's APP becomes
that of the individual emulated. The caster can take on only the
form of what he knows.
BREATH OF THE DEEP: his or her lungs fill with sea water,
drowning the target. The caster must be able to see the target.
After mentally intoning the spell for a round, the caster sacrifices
8 magic points and 1D6 Sanity. Match POWs on the
Resistance Table. If the caster wins, consult the drowning rules
in the Game System chapter. D100 rolls begin at CON x5, then
CON x4, etc., and the target must make them for 1D6 rounds.
Each missed CON roll costs the target 1D8 hit points.
BREW DREAM DRUG: creates a drug which facilitates
group entry into a world of dream. Casting the spell and making
the drug takes about five hours and costs 4 magic points
and 2 Sanity points to cast. After the first, each additional
draught made at the same time costs one additional magic
point—to make five draughts, for instance, would cost a total
of 8 magic points and 2 Sanity points.
The drinker of a draught falls asleep very quickly, for about
four hours. The subjective length of the dream may be long or
short, and memories of the dream may be distorted. All who
drink of the same drug together are together in the dream. By
the origin and proportion of the ingredients (and by arrangement
with the keeper), the caster may guide dream entry into
a specific area correlative to the Waking World, such as a specific
city or to some special place or other dimension.
A large number of herbs are required, some commonplace,
others mystical and difficult to find. The result is a thin brown
liquid. A mild narcotic effect relaxes the drinker and inclines
him or her toward dreams.
BREW SPACE-MEAD: a wonderfully golden liquid, which
he kept in a carafe in his desk and served in tiny Belgian
liqueur glasses in such small amounts that it seemed futile
even to raise it to one's lips—and yet its bouquet and its taste
... outdid even the oldest Chianti and the best Chateau Yquem
to such an extent that to mention them in the same breath was
to do injustice to the professor's brew. Fiery though it was, it
had the additional effect of making me drowsy . . . —August
Derleth, "The House on Curwen Street."
This spell creates a magical drink that allows a human to
withstand journeys through the vacuum and vicissitudes of
space. For all such journeys, the effectiveness of space-mead
also requires the expenditure of an equal number of magic
points and current Sanity points, each equal to the log to base
10 of the journey's distance in light years (see the Space-Mead
Effectiveness Table nearby).
Brewing the drink and taking the journey represent separate
stages for the caster/user. Different types of space-mead
exist, each with the same effects but all of them requiring different
ingredients.
Brewing space-mead requires five special ingredients to be
chosen by the keeper, and requires at least a week of brewing
time. Once the mead is foaming and bubbling, the caster must
sacrifice 20 magic points per dose into the brew. These magic
points may be sacrificed over several or many days; the more
points, the more doses. Each dose allows a person to withstand
one journey through space of varying distance and time.
Once the space-mead has been enchanted, the traveler
must find a mount: among others, the spell Summon/Bind
Byakhee can provide an interstellar steed. The traveler then
drinks a dose (presumably bringing a return dose along),
climbs on and commands the mount, and the journey begins.
While in space, the traveler is in mental and physical stasis,
nearly insensible to surroundings. Upon arrival at the destination,
the effects of the brew conclude.
BRING HABOOB (Sandstorm): the caster focuses strong
swirling winds. In a desert or among coastal dunes, this produces
a sandstorm. The cost of the spell is 20 magic points, it
takes an hour to cast, and also requires 1D4 Sanity points.
This very cost-effective spell produces a whirling storm
roughly 20 miles across with winds averaging 30 mph and
gusts of roughly twice that. See Alter Weather for a more systematic
spell of greater extremes.
spell of greater extremes.
BRING PESTILENCE: Dreamlands. This foul spell infests
its victims with dreadful diseases. Casting the spell costs 10
magic points and 1D10 Sanity points. The target must be
touched by the caster and the target can resist the spell by
matching POW against the caster's POW. A bit of decayed
human flesh is required as a material component.
The first symptoms of the disease show up in 1D10 rounds.
Symptoms of the illness vary, but its game effect is always the
daily loss of 1D3 CON until the victim is cured or dead. Victims
also suffer a daily cumulative 5-point loss from each skill. The
victim may be cured with a successful Medicine roll, and cured
dreamers regenerate all lost CON points in 2D6 hours.
Should an infected dreamer wake before perishing, he or she
is saved. On the next visit to the Dreamlands no sign of the sickness
exists. This spell may be cast only in the Dreamlands.
CALL / DISMISS ARWASSA: can bring Arwassa on the first
night of the new moon. Costs the caster and other participants
a varying amount of magic points to Call, and the caster loses
1D10 Sanity points. The arrival of the deity will cost more
Sanity points.
Appearing, the fearsome Arwassa must be fed 100 SIZ or
more of living creatures, including at least one human being.
Since Arwassa's worshipers always provide sufficient fodder,
what would happen if they fail is unknown. Arwassa is one of
many little-known Great Old Ones. Stats for Arwassa appear
in the Creature Companion, to appear soon.
CALL / DISMISS AZATHOTH: Calling this god is extremely
dangerous. The spell costs the caster and other participants
a varying amount of magic points, and the caster loses 1D10
Sanity points. The arrival of the deity will cost more Sanity
points, and has the potential to fry the planet. The spell can be
cast only at night, outdoors, but no other special preparations
are needed.
CALL / DISMISS THE BEAST: this Call Deity spell summons
a gigantic monster (Abu Hol is one name for it). Casting
the spell costs the caster and other participants a varying
amount of magic points, and the caster also loses 1D10 Sanity
points. The arrival of the deity will cost more Sanity points.
The spell may be cast only at one special site on Earth. This
spot is not given here, for the protection of those who have not
yet played through the Day of the Beast campaign.


CALL / DISMISS CTHUGHA: brings Cthugha to the flame
'''BRING PESTILENCE''': Dreamlands. This foul spell infests its victims with dreadful diseases. Casting the spell costs 10 magic points and 1D10 Sanity points. The target must be touched by the caster and the target can resist the spell by matching POW against the caster's POW. A bit of decayed human flesh is required as a material component. The first symptoms of the disease show up in 1D10 rounds. Symptoms of the illness vary, but its game effect is always the daily loss of 1D3 CON until the victim is cured or dead. Victims also suffer a daily cumulative 5-point loss from each skill. The victim may be cured with a successful Medicine roll, and cured dreamers regenerate all lost CON points in 2D6 hours. Should an infected dreamer wake before perishing, he or she is saved. On the next visit to the Dreamlands no sign of the sickness exists. This spell may be cast only in the Dreamlands.
held by the caster. The spell costs the caster and other partici-
 
pants a varying amount of magic points, and the caster loses
===C Spells===
1D10 Sanity points. The arrival of the deity will cost more
'''CANDLE COMMUNICATION''': allows two sentient beings
Sanity points. As the caster intones the spell, he or she moves
the flame, usually a torch. The spell can be successfully cast
only on clear nights when Fomalhaut clears the horizon.
September to November are the best nights for Fomalhaut in
North America.
CALL / DISMISS HASTUR: calls the deity to nine large blocks
of stone in a V-pattern, always a sign of cult activity. The spell
costs the caster and other participants a varying amount of
magic points, and the caster loses 1D10 Sanity points. The
arrival of the deity will cost more Sanity points. Each of the
stone blocks needs a volume of nine or more cubic yards.
The spell can be cast only on clear nights when Aldebaran
is above the horizon (roughly October to March). Each
byakhee present during Call/Dismiss Hastur adds 10 percentiles
to the chance for success.
If a point of POW has been sacrificed into each block, so
that all are enchanted, the stone V adds 30 percentiles to the
chance to Summon/Bind Byakhee.
CALL / DISMISS ITHAQUA: focuses the attention of
Ithaqua, but the presence of the Great Old One may be noticed
only as a whirlwind or icy wind. The spell costs the caster and
other participants a varying amount of magic points, and the
caster loses 1D10 Sanity points. The arrival of the deity will
cost more Sanity points. The spell must be cast on an enormous
mound of snow. Ordinarily, the spell can only be performed
in the far north of the world, when temperatures are
below freezing. It is possible that Ithaqua might be invoked
from any high, snowy mountain.
CALL / DISMISS NYOGTHA: invokes the favor of Nyogtha,
who then appears. The spell costs the caster and other participants
a varying amount of magic points, and the caster loses
1D10 Sanity points. The arrival of the deity will cost more
Sanity points. The caster must perform the spell ritual at the
entrance to any cavern eventually connecting to the cave
wherein Nyogtha dwells.
CALL / DISMISS SKINLESS ONE: Brothers of the Skin.
Calls the Skinless One to its assembled cult. The spell costs
the caster, priests, and other participants a varying amount of
magic points, and the caster loses 1D10 Sanity points. The
arrival of the deity costs more Sanity points. Calling the Skinless
One is a dangerous task, even for a cultist.
At least one freshly flayed corpse must be offered, and
each such cadaver increases the chance the Skinless One
appears by one percentile. If the D100 roll fails, perhaps
because of a 00 result, the Skinless One may still materialize
to collect the sacrifices, but take that number again from
among the worshipers present. The Skinless One is an avatar
of Nyarlathotep; stats for it are in the Creature Companion.
CALL / DISMISS SHUB-NIGGURATH: calls Shub-Niggurath
to a consecrated stone altar. The spell costs the caster and other
participants a varying amount of magic points, and the caster
loses 1D10 Sanity points. The arrival of the deity costs more
Sanity points. This cult altar must be set in dank wilderness, and
the spell must be cast from the altar. Call/Dismiss ShubNiggurath
may be cast only at the dark of the moon.
The altar is consecrated by bathing the stone in blood, to
the amount of 200 SIZ or more. Each Call of the dark goddess
requires fresh blood across the altar. A blooded altar in the
amount of 40 SIZ or more adds 20 percentiles to the chance to
Call Shub-Niggurath, and each dark young present adds another
10 percentiles.
CALL / DISMISS YOG-SOTHOTH: calls Yog-Sothoth to a
specially constructed stone tower. The tower must be in an open
area, and the sky must be cloudless. The spell costs the caster
and other participants a varying amount of magic points, and the
caster loses 1D10 Sanity points. The arrival of the deity will cost
more Sanity points. The stone tower must be at least ten yards
high. Each time the spell is cast, the cultists must designate a
human sacrifice for the god's taking. This need be no more than
an invitation—gesturing toward a nearby village, for instance,
from which Yog-Sothoth then selects a victim.
At the cult's option, the stone tower may be enchanted, lowering
the magic points needed for a successful cast of the spell.
Each point of POW in the tower permanently improves the total
chance of casting either Call or Dismiss from it by 5 percentiles.
CALL FISH: see ATTRACT FISH
CALL POWER OF NYAMBE: see POWER OF NYAMBE
CANDLE COMMUNICATION: allows two sentient beings
to communicate magically by voice at a distance, without
to communicate magically by voice at a distance, without
other apparatus. This requires two casters, and costs each 5
other apparatus. This requires two casters, and costs each 5
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is one thousand miles. A blown-out candle flame breaks communication.
is one thousand miles. A blown-out candle flame breaks communication.
The spell can be recast by both parties.
The spell can be recast by both parties.
CAST OUT DEVIL: frees the target of possession by alien
 
'''CAST OUT DEVIL''': frees the target of possession by alien
entities. This elaborate spell takes a full day to cast, requiring
entities. This elaborate spell takes a full day to cast, requiring
many components of African tribal magic. It costs no Sanity
many components of African tribal magic. It costs no Sanity
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possessed by Y'golonac, perhaps, or by a mind from the Great
possessed by Y'golonac, perhaps, or by a mind from the Great
Race of Yith.
Race of Yith.
CAST OUT SHAN: expels a shan (insect from Shaggai) from
 
'''CAST OUT SHAN''': expels a shan (insect from Shaggai) from
any living host standing within a five-foot-wide pentagram
any living host standing within a five-foot-wide pentagram
drawn with the herb arnica. The caster performs a ritual which
drawn with the herb arnica. The caster performs a ritual which
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twelve hours. The spell does not destroy the shan, but has that
twelve hours. The spell does not destroy the shan, but has that
effect if performed in direct sunlight.
effect if performed in direct sunlight.
CAUSE / CURE BLINDNESS: the target suffers complete
 
'''CAUSE / CURE BLINDNESS''': the target suffers complete
and permanent blindness, as if by a stroke. The same spell can
and permanent blindness, as if by a stroke. The same spell can
reverse blindness if the eyes and optic nerves are essentially
reverse blindness if the eyes and optic nerves are essentially
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Table are also needed.
Table are also needed.


CAUSE DISEASE: afflicts the target victim with a feverish illness
'''CAUSE DISEASE''': afflicts the target victim with a feverish illness
resembling cholera, malaria, pneumonia, etc. The caster
resembling cholera, malaria, pneumonia, etc. The caster
may invest as many magic points as he or she can; match them
may invest as many magic points as he or she can; match them
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of mind. Only curative magic truly helps. Retrieving the buried
of mind. Only curative magic truly helps. Retrieving the buried
object breaks the spell, otherwise the spell runs its course.
object breaks the spell, otherwise the spell runs its course.
CHANT OF THOTH: may increase the caster's chance to solve
 
'''CHANT OF THOTH''': may increase the caster's chance to solve
a particular intellectual problem. To cast it requires 30 minutes of
a particular intellectual problem. To cast it requires 30 minutes of
time and 1D4 Sanity points. For every magic point spent in the
time and 1D4 Sanity points. For every magic point spent in the
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Chant of Thoth cannot help: thus for it to aid in translating a passage
Chant of Thoth cannot help: thus for it to aid in translating a passage
in Latin, the caster must know at least Latin 10%.
in Latin, the caster must know at least Latin 10%.
CHARM ANIMAL: causes the target animal to treat the caster
 
'''CHARM ANIMAL''': causes the target animal to treat the caster
as a friend. The spell costs 1 magic point for every SIZ point of
as a friend. The spell costs 1 magic point for every SIZ point of
the animal, and lasts for 24 hours. When it expires, the animal
the animal, and lasts for 24 hours. When it expires, the animal
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engage in combat, but all will share their warmth during sleep,
engage in combat, but all will share their warmth during sleep,
and a predator will share some of the game that it has killed.
and a predator will share some of the game that it has killed.
CHIME OF TEZCHAPTL: with it, the caster can enchant a
 
'''CHIME OF TEZCHAPTL''': with it, the caster can enchant a
small bell or chime made of a pure metal such as gold or iron.
small bell or chime made of a pure metal such as gold or iron.
Silver gives the best tone. The ritual takes six hours, and costs
Silver gives the best tone. The ritual takes six hours, and costs
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in this fashion costs no magic points and no Sanity points.
in this fashion costs no magic points and no Sanity points.
Witnessing the reflection of spell energy may cost Sanity.
Witnessing the reflection of spell energy may cost Sanity.
CIRCLE OF NAUSEA: creates
 
a powerful protective circle
'''CIRCLE OF NAUSEA''': creates a powerful protective circle
around the caster that will
around the caster that will cause nausea and pain in anyone
cause nausea and pain in anyone
approaching it. Creating the circle costs 4 magic
approaching it. Creating
points, 2 points of Sanity, and 5 game minutes. The caster
the circle costs 4 magic
must inscribe a circle on the ground, then fortify the circle
points, 2 points of Sanity, and
with four enchanted stones— one at each of the four cardinal points of the compass. Enchanting
5 game minutes. The caster
must inscribe a circle on the
ground, then fortify the circle
with four enchanted stones—
one at each of the four cardinal points of the compass. Enchanting
the stones in this case requires the previous sacrifice of 4 magic
the stones in this case requires the previous sacrifice of 4 magic
points into each.
points into each. Breaching the circle requires a successful resistance struggle
Breaching the circle requires a successful resistance struggle
matching the character's POW against the magical STR of the
matching the character's POW against the magical STR of the
circle (equal to the POW of the caster). Anyone who touches the
circle (equal to the POW of the caster). Anyone who touches the
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or until he or she retreats at least 100 yards away. If anyone
or until he or she retreats at least 100 yards away. If anyone
successfully breaches the circle, the spell collapses.
successfully breaches the circle, the spell collapses.
CLOAK OF FIRE: at the cost of great pain to the caster, this
 
'''CLOAK OF FIRE''': at the cost of great pain to the caster, this
spell increases the caster's movement and augments his or her
spell increases the caster's movement and augments his or her
combat defense. Cloak of Fire costs 12 magic points and 1D10
combat defense. Cloak of Fire costs 12 magic points and 1D10
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surface. Thus it is possible that this spell could lower the
surface. Thus it is possible that this spell could lower the
caster's hit points to zero, and cause death.
caster's hit points to zero, and cause death.
CLOUD MEMORY: blocks the target's ability to remember
 
'''CLOUD MEMORY''': blocks the target's ability to remember
consciously a particular event. The spell costs 1D6 magic
consciously a particular event. The spell costs 1D6 magic
points and 1D2 Sanity points. The spell takes effect immediately.
points and 1D2 Sanity points. The spell takes effect immediately.
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such as "Forget you were assaulted by a monster." This spell
such as "Forget you were assaulted by a monster." This spell
cannot block knowledge of spells or of the Cthulhu Mythos
cannot block knowledge of spells or of the Cthulhu Mythos
unless the knowledge is firmly tied to a specific event, nor can
unless the knowledge is firmly tied to a specific event, nor can
it undo a Sanity loss, or undo insanity.
it undo a Sanity loss, or undo insanity.
CLUTCH OF NYOGTHA: a hideous attack spell costing
 
'''CLUTCH OF NYOGTHA''': a hideous attack spell costing
1D20 Sanity points. The caster must spend 1 magic point to start
1D20 Sanity points. The caster must spend 1 magic point to start
the spell, and the target must be within a conversational distance.
the spell, and the target must be within a conversational distance.
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the caster is distracted or if the target successfully resists, the
the caster is distracted or if the target successfully resists, the
spell ends. Any damage already done remains.
spell ends. Any damage already done remains.
COMMAND ANIMAL SPELLS: causes a specific animal or
 
'''COMMAND ANIMAL SPELLS''': causes a specific animal or
insect to swarm to obey a specific command. Published spells
insect to swarm to obey a specific command. Published spells
include ones for Driver Ant Column, Green Mamba, Leopard,
include ones for Driver Ant Column, Green Mamba, Leopard,
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humans in front of you" could be attempted by a creature of
humans in front of you" could be attempted by a creature of
minimal intelligence.
minimal intelligence.
COMMAND DHOLE: the spell must be chanted together by
 
'''COMMAND DHOLE''': the spell must be chanted together by
a large group of people, each of whom must know the spell,
a large group of people, each of whom must know the spell,
though not necessarily the intent. Each contributes 1 magic
though not necessarily the intent. Each contributes 1 magic
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roll fails, the dhole attempts to eat everyone, then disappears.
roll fails, the dhole attempts to eat everyone, then disappears.
At present this spell does not exist in any earthly writing.
At present this spell does not exist in any earthly writing.
COMMAND GHOST: compels a ghost to come forth to
 
'''COMMAND GHOST''': compels a ghost to come forth to
answer specific questions. Casting the spell costs 10 magic
answer specific questions. Casting the spell costs 10 magic
points and 1D3 Sanity points. The casting must be performed
points and 1D3 Sanity points. The casting must be performed
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struggle. When the spirit is victorious, or when a game hour
struggle. When the spirit is victorious, or when a game hour
elapses, it departs.
elapses, it departs.
COMMAND SHARK / PORPOISE: for committing a human
 
'''COMMAND SHARK / PORPOISE''': for committing a human
sacrifice to the gods of the sea. The spells originated in the
sacrifice to the gods of the sea. The spells originated in the
South Pacific. Each casting costs 1 magic point; for each additional
South Pacific. Each casting costs 1 magic point; for each additional
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porpoise accompanies the one called for, but the second one is
porpoise accompanies the one called for, but the second one is
not subject to magical control.
not subject to magical control.
COMPEL FLESH: a person becomes a living zombie, capable
 
'''COMPEL FLESH''': a person becomes a living zombie, capable
only of following simple, understandable, spoken instructions.
only of following simple, understandable, spoken instructions.
Compel Flesh costs 3 Sanity points and 5 magic points
Compel Flesh costs 3 Sanity points and 5 magic points
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target to perform actions. The body will follow instructions
target to perform actions. The body will follow instructions
until a task is completed, or the body is killed, or the spell ends.
until a task is completed, or the body is killed, or the spell ends.
CONJURE GLASS OF MORTLAN: creates a way to view
 
'''CONJURE GLASS OF MORTLAN''': creates a way to view
scenes from the past. Costs the caster 1D8 Sanity points and
scenes from the past. Costs the caster 1D8 Sanity points and
each viewer 1D6 Sanity points, plus any Sanity loss for what
each viewer 1D6 Sanity points, plus any Sanity loss for what
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appear that were pertinent to itself or some artifact, instead of
appear that were pertinent to itself or some artifact, instead of
what was desired by the caster.
what was desired by the caster.
CONSUME LIKENESS: the caster can assume the living
 
'''CONSUME LIKENESS''': the caster can assume the living
likeness of a person freshly dead, as seen by eye, video camera,
likeness of a person freshly dead, as seen by eye, video camera,
X-ray, etc. The victim may be no more than 3 SIZ points
X-ray, etc. The victim may be no more than 3 SIZ points
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must be reverted to before another form can be assumed. To go
must be reverted to before another form can be assumed. To go
from the original to an assumed form takes 1D3 minutes.
from the original to an assumed form takes 1D3 minutes.
CONTACT CHTHONIAN: the spell costs 5 magic points to
 
cast, and 1D3 Sanity points. Unless there are no chthonians
'''CONTROL SKIN''': Brothers of the Skin. For purposes of disguise,
nearby, it succeeds automatically. The spell must be cast at a
location which has known recent earthquakes, such as at
G'harne in West Africa, or where hot spots and volcanoes offer
relatively quick transport from the deep interior of the planet
to the outer edge of the geologic crust.
CONTACT DEEP ONE: the spell costs 3 magic points to cast,
and 1D3 Sanity points. Unless there are no deep ones nearby,
the chanting succeeds automatically. This spell should be cast
at the edge of a salt-water ocean or sea. To work best, it should
be cast near a deep one city, such as the waters off Innsmouth,
Massachusetts. Part of the ritual consists of throwing specially
inscribed stones into the water.
CONTACT ELDER THING: the spell costs 3 magic points to
cast, and 1D3 Sanity points. Unless there are no elder things
nearby, the chanting succeeds automatically. The most likely
locations are along the southern part of the Mid-Atlantic
Ridge, or over the geological trenches nearest Antarctica.
CONTACT FLYING POLYP: the spell costs 9 magic points
to cast, and 1D3 Sanity points. Unless there are no flying
polyps nearby, it succeeds automatically. Flying polyps occur
only in their rare underground cities, the largest of which is
beneath the City in the Sands, in the western Australian desert.
There the caster should first open a communication shaft for
their egress.
CONTACT FORMLESS SPAWN: the spell costs 3 magic
points to cast, and 1D3 Sanity points. Unless there are no
formless spawn nearby, it succeeds automatically. The best
place to cast this spell is at a temple of Tsathoggua whose altar
statue of Tsathoggua is still present, or at a spot near an opening
into the black abyss of N'Kai, somewhere near Binger,
Oklahoma. Possibly other places in western or midwestern
North America offer entry and exit points. One such cavern
complete reputedly exists near Dunwich, Massachusetts.
CONTACT GHOUL: the spell costs 8 magic points to cast,
and 1D3 Sanity points. Unless there are no ghouls nearby, it
succeeds automatically. Ghouls are found wherever large concentrations
of humans are, especially near graveyards and
crypts. Places of burial more than a century old are propitious
locations for this spell. Moonlit nights are best.
CONTACT GNOPH-KEH: this spell takes 6 magic points and
1D3 Sanity points. Unless there are no gnoph-keh nearby, it
succeeds automatically. Gnoph-keh are usually found in
Greenland or other frozen wastes near the North Pole. There it
works automatically. The spell must be augmented with a successful
Sing roll, and before doing so the caster must build a
small effigy of the beast from ice and snow.
CONTACT HOUND OF TINDALOS: The spell costs 7 magic
points to cast, and 1D3 Sanity points. If a hound of Tindalos is
summoned, it will come automatically. There is no known way
to bargain with a hound of Tindalos, whose motive for moving
through the time stream is simple hunger.
CONTACT HUMAN: Mi-Go. With this spell, mi-go mentally
command and inform their human servants. The spell costs 3
magic points to cast, and no Sanity points. It effects a telepathic
link to a human who has in the past fallen under mi-go
hypnosis. The contactee can respond, ask questions, etc. Each
5 rounds of contact after the first round costs the human 1
Sanity point.
CONTACT MI-GO: The spell costs 8 magic points to cast, and
1D3 Sanity points. Unless there are no mi-go nearby, it succeeds
automatically. The spell must be cast at the base or the top of a
high mountain in a range known to be mined or visited by the
mi-go. Among such ranges are the Appalachians, Andes, and
Himalayas, and some peaks in Central Africa.
CONTACT RAT-THING: The spell costs 2 magic points and
1D3 Sanity points. To bring forth a foul rat-thing, it must be
cast at or near a site infested by rat-things. A population of
these evil creatures reportedly exists in Yorkshire, England.
Another report of similar creatures comes from Massachusetts.
CONTACT SAND-DWELLER: The spell costs 3 magic
points to cast, and 1D3 Sanity points. Unless there are no sanddwellers
nearby, it succeeds automatically. The spell must be
cast in a suitable desert, such as in the Sahara, the southwestern
United States, Saudi Arabia, or central Australia.
CONTACT SPIRITS OF THE DEAD: Voodoo. Many versions
of this spell exist. The spell costs 3 magic points to the
caster and 1D3 Sanity points to each attendee. A tent of white
sheets is erected near a river and jugs full of the stream's water
are placed inside. Songs are sung, and dances danced. An
entreaty is made for the dead to appear. Add up all the magic
points, multiply the sum by five, and let the caster's player try
to roll D100 under that result. With a success, the voices of the
dead emerge from the water jugs. One may hear them and discuss
or question them by putting one's head in the tent. As
with loas, politeness and communication skills are helpful.
Remember that the dead mostly know only what they knew in
life, and that some have not realized that they are dead.
CONTACT STAR-SPAWN OF CTHULHU: The spell costs 6
magic points to cast, and 1D3 Sanity points. Unless there are no
representatives nearby, it succeeds automatically. It should be
cast at the ocean shore, perhaps near a deep one outpost, or else
near a spot where star-spawn may sleep. The spell works well
in Polynesia, along the Massachusetts coast, and above R'lyeh.
CONTACT DEITY / CHAUGNAR FAUGN: opens communication
with Chaugnar Faugn. For each attempt, the caster
must sacrifice 1 POW and 1D6 Sanity points. The chance of
success equals half of POW x5 (round up). On second and
later tries, sacrifice the same amount and continue to decrease
the Luck roll threshold to reflect the changes in POW, but
halve the Luck roll only on the first cast. With a success, the
deity sends the caster visions or nightmares which inform the
dreamer of the god's desires, or lets him or her know if a petition
to the god is to be favorably answered or rejected.
CONTACT DEITY / CTHULHU: opens communication with
Cthulhu. For each attempt, the caster must sacrifice 1 POW
and 1D6 Sanity points. The chance of success equals half of
POW x5 (round up). On second and later tries, sacrifice the
same amount and continue to decrease the Luck roll threshold
to reflect the changes in POW, but halve the Luck roll only on
the first cast. Cthulhu typically responds at night, during the
caster's dreams. By dreams and nightmares he informs his followers
of his desires.
CONTACT DEITY / EIHORT: little resembles other Contact
Deity spells. Eihort's Bargainers sacrifice 1 magic point
instead of 1 POW in casting it. The god automatically appears
in dream form if the Bargainer is distant, and in person if within
a few hundred yards. In imparting this spell into the
Bargainer's brain, Eihort extracts 1 POW in compensation.
CONTACT DEITY / LOA: Voodoo. Opens communication
with a specified loa. This spell may be cast by one person or a
group, as the mambo prefers. For each attempt, there is a sacrifice
of 1 POW, the first time by the caster, and of 1D6 Sanity
points from the participants. The chance of success equals half
the caster's POW x5 (round up). On second and later tries, sacrifice
the same amount and continue to decrease the Luck roll
threshold to reflect the changes in POW, but halve the Luck
roll only on the first cast.
A particular loa must be chosen. Typically the ceremony
involves a small congregation of worshipers dancing to drum.
The particular loa's symbol (vè-vè) must be inscribed in the
floor of the humfor [place of worship]. Offers are made, and a
summons sung by those present. On second and later tries, a
random person among the congregation is chosen by the loa to
lose 1 POW. A random 1D6 participants each lose a Sanity
point. Again the chance of success equals the caster's present
POW x5 or less on D100.
If the result is a success, the sought-for loa possesses
someone other than the caster. The host's INT and POW are
replaced by those of the loa, and the loa's voice emerges from
the host's mouth. The loa may be questioned politely or asked
for advice, or may even agree to increase a supplicant's chance
to complete a particular task. Communication skill rolls may
be called for. The ceremony over, the possession ends.
Payment is not normally accepted for casting Contact Loa—
one must be invited to have it cast for him or her.
CONTACT DEITY / NODENS: opens communication with
Nodens. For each attempt, the caster must sacrifice 1 POW
and 1D6 Sanity points. The chance of success equals half of
POW x5 (round up). On second and later tries, sacrifice the
same amount and continue to decrease the Luck roll threshold
to reflect the changes in POW, but halve the Luck roll only on
the first cast. The Contact spell for Nodens can be cast only
from a remote, unpeopled place such as the edge of a seacliff.
If, later, Nodens contacts the caster, it will be when he or she
is alone, and in a similar inaccessible place.
CONTACT DEITY / NYARLATHOTEP: opens communication
with Nyarlathotep. For each attempt, the caster must sacrifice
1 POW and 1D6 Sanity points. The chance of success
equals half of POW x5 (round up). On second and later tries,
sacrifice the same amount and continue to decrease the luck
roll threshold to reflect the changes in POW, but halve the
Luck roll only on the first cast. This spell can be cast from anywhere,
as befits this omnipresent god, but Nyarlathotep
appears only at meetings of worshipers, or when new priests
of the Outer Gods are anointed.
CONTACT DEITY / SKINLESS ONE: Brothers of the Skin.
To contact the Skinless One, an avatar of Nyarlathotep, 1
POW and 1D10 Sanity points must be sacrificed, The chance
of success equals half of POW x5 (round up). On second and
later tries, sacrifice the same amount and continue to decrease
the Luck roll threshold to reflect the changes in POW, but
halve the Luck roll only on the first cast.
A freshly skinned corpse must be available. The Skinless
One manifests in this corpse and, before the corpse liquefies
and evaporates, answers up to three questions. Sanity loss for
viewing this is 1/1D10 SAN. Seeing the Skinless One costs
1D10/1D100 SAN.
CONTACT DEITY / TSATHOGGUA: opens communication
with Tsathoggua. For each attempt, the caster must sacrifice 1
POW and 1D6 Sanity points. The chance of success equals
half of POW x5 (round up). On second and later tries, sacrifice
the same amount and continue to decrease the Luck roll
threshold to reflect the changes in POW, but halve the Luck
roll only on the first cast. Tsathoggua may appear in spirit
form, as a hazy and translucent projection of his real self, to
which normal Sanity losses apply. He usually visits only if the
caster is alone. He speaks audibly to the caster.
CONTACT DEITY / Y'GOLONAC: opens communication
with Y'golonac. For each attempt, the caster must sacrifice 1
POW and 1D6 Sanity points. The chance of success equals
half of POW x5 (round up). On second and later tries, sacrifice
the same amount and continue to decrease the Luck roll
threshold to reflect the changes in POW, but halve the Luck
roll only on the first cast. This god responds by attempting to
convert the caster to its worship. If the deity feels that the caster
would be an unsuitable priest, it will psychically attack him
or her, and try to eat the soul and mind. If the caster might be
suitable, Y'golonac tries to possess a friend, who (controlled)
approaches the caster to tempt him or her into service.
CONTROL SKIN: Brothers of the Skin. For purposes of disguise,
the caster may meld, bend, and alter the skin of one general
the caster may meld, bend, and alter the skin of one general
body area per casting. The spell costs 5 magic points and
body area per casting. The spell costs 5 magic points and
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right leg and left leg. For 30 magic points, the entire body can
right leg and left leg. For 30 magic points, the entire body can
be changed, with a corresponding cost of 6D6 Sanity.
be changed, with a corresponding cost of 6D6 Sanity.
CREATE BAD-CORPSE DUST: creates a barrier which
 
zombies cannot cross, at a cost of 2 magic points and no Sanity
===D Spells===
points. This powder requires the intestines of a zombie, an
'''DAMPEN LIGHT''': music from enchanted pipes or a flute creates
ounce of flesh from the dust-maker (which he must bite out of
himself), and the dried and powdered flowers of a rare jungle
liana. The whole is carefully dried, pounded together, and
chanted over for several hours, then poured in the desired trail
or line, chanted over, and the magic points sacrificed. The dust
becomes a magical invisible wall which zombies cannot cross.
This barrier remains until the dust is washed or blown away.
One such creation of the dust results in enough to form a barrier
about 30 yards long.
CREATE BARRIER OF NAACH-TITH: this barrier provides
both physical and magical defense. Each participant in
this spell loses 1D10 Sanity points and a variable number of
magic points. Each magic point expended in the creation gives
the barrier 1D6 points of STR. The spell takes 1 game minute
to cast (during which time all magic points to be used must be
expended) and the resulting barrier lasts 1D4+4 hours. Anyone
who knows the spell may participate in the casting and contribute
magic points to the barrier.
The barrier is spherical in shape, and about 100 yards in
diameter. It can be cast around the user, to protect him or her
from harm, or it can be cast so as to englobe a monster or
enemy. Any creature bisected by the barrier's boundary upon
its creation is unharmed and thrust outside the barrier.
Anything trapped within the barrier can get out only by beating
down the barrier with a successful STR against STR roll
on the Resistance Table (multiple entrapped victims cannot
combine STR to escape). A bullet or missile can cross the barrier
if the rolled damage to the barrier overcomes the barrier's
STR on the Resistance Table. If penetrating the barrier, the
object does the damage rolled, as if the barrier did not exist,
and the barrier is destroyed.
A written copy of the spell is known to be in a great haunted
library on a planet orbiting the star Celaeno, one of the
Pleiades.
CREATE CURSE WHISTLE:
makes magical musical
pipes from owl bones. The
creator must expend 256
magic points over the course
of the night of the first full
moon following the summer
solstice. Creation costs no
Sanity points.
The creator must be an
Algonquian Indian shaman.
He may be assisted in the magic-point expenditure by other
shamans who know this spell. The finished whistle can be used
to cast the spells of Soul Singing and Pipes of Madness.
CREATE FETCH STICK: makes a spear-like weapon which
can damage or kill extraplanar monsters. To make a fetch
stick, the sorcerer first obtains a bamboo staff and attaches a
sharpened iron point to one end. Over the course of the next
year, the sorcerer then sacrifices two humans and 2 POW to
the fetch stick and attaches the second skull to the stick. This
process should cost at least 20 Sanity points, and the keeper
should describe it as gruesomely as possible. The result is used
as a magic spear, but creatures resistant to impaling resist it
normally. An impaling blow from a fetch stick instantly
destroys a zombie or other animated corpse.
CREATE GATE: The idea of a panel that would open on some
remote world impressed Eibon as being rather fantastic, not to
say farfetched.—Clark Ashton Smith, "The Door to Saturn."
This important spell allows the user to step between other
lands, dimensions, or worlds. A Gate connects to a single other
location. Creation of a Gate requires the permanent expenditure
of POW, in a sacrifice equal to the log to base 10 of the
distance the Gate connects in miles. A Gate may take many
forms, common ones being indicated by a pattern of painted
lines on a floor or a peculiar arrangement of stones in a field.
Using the Gate costs a number of magic points equal to the
POW originally used to make the Gate. Each trip through a
Gate costs 1 Sanity point.
Lacking enough magic points for a trip, the keeper might
rule that a traveler stays on this side, but unconscious and
drained of magic points, or that the investigator might complete
the trip but arrive unconscious, drained of magic points,
and having sacrificed 1 POW for the fare. Return trips through
a Gate always cost the same as the initial journey.
The far end of the Gate resembles the initial end. Ordinarily,
anyone or anything can move through a Gate, though some
have been built so that a certain word or gesture is needed to
activate the portal. Gate are also known that change those who
pass through, to aid survival on an alien world. There may also
be Gates capable of more than one destination.
CREATE MIST OF RELEH: causes a dense mist to appear
in an egg-shaped volume 10 x10 x15 feet, directly in front of
the caster. The spell requires 2 magic points and no Sanity
points. The long axis of the cloud is always at right angles to
the direction in which the caster faces. The spell obscures
vision for 1D6+4 game rounds, then evaporates without trace.
CREATE SCRYING WINDOW: makes a magic window
which looks into the past. Using it costs the viewer 1D3 Sanity
points per session, as well as incidental Sanity losses for viewing
particular monsters.
To make a scrying window, enchant a central clear viewing
glass with 10 points of POW. When the glass is enchanted, it
must be keyed to a specific time in the past, an assessment relative
to the date the glass is made. As a key, one could say,
"800 years past", but not "1125 B.C." After the central glass is
enchanted and keyed, 98 pieces of expensive colored glass
must be enchanted, requiring 1 magic point each, and fitted
carefully into a geometric mosaic with the clear viewing glass
at the center. When finished, the central glass shows the site at
which it is placed (though at the appropriate time in the past).
The viewing site may be changed by expending 1 magic point
and five game minutes of concentration per 100 miles or fraction
thereof moved.
The glass has an obvious limitation: a given scene can be
viewed once, for time passes on both sides of the glass, and the
glass must be tuned to a spot where things actually happen.
The scrying window has an inherent danger. Any being
viewed has a chance equal to its POW minus 20 or less on D100
to realize that it is being observed. It could then cast a spell
through the window, including a Summon or Call spell which
could manifest a monster on the observer's side of the window.
CREATE SELF-WARD: slows the advance of age as well as
protecting its user from physical damage, at a variable cost of
POW, magic points, and Sanity points. This is a rare and powerful
enchantment. The caster must gather together personal
effects, hair, nail clippings, etc., and place them within a small
leather or cloth bag. The caster then spends one or several days
in close contact with the bag, each day uttering ritual chants
while expending a chosen number of magic points.
The subsequent rate of aging depends on the days spent in
creating the Self-ward. If 3 days, 3 magic points per day are
spent, and the caster thereafter ages one year for every three.
If 6 days, 6 magic points per day are spent, and the caster
thereafter ages one year for every six, and so on. On the final
day of the ritual, the user must endow the bag with POW
points equal to the number of days spent creating the SelfWard,
and 1D6 Sanity points for every point of POW.
Besides the benefit of longer life, the ward-bag if held or
worn deflects damage equal to the number of POW points sacrificed
in creating it. If the bag is not in the possession of the
caster but has not been destroyed, he or she receives half of
such protection (round up fractions).
If the bag is destroyed or emptied, or the caster is killed,
this spell is broken. If the spell is broken, the caster rapidly
ages until physical age agrees with chronological age. He or
she also loses a number of CON points equal to the POW
placed in the Self-ward.
CREATE TIME GATE: opens a time gate to the future or to
the past. The spell resembles the Create Gate spell, but costs
POW for the number of years traveled, rather than the number
of miles. Use the nearby Gate Creation / Travel Costs Table,
and substitute distance in years for distance in miles. The spell
only yields a time approximate to that desired, though once
such a Gate is created the exact interval between "now" and
"then" remains the same. No written version of this spell exists.
CREATE WINDOW: a version of a Gate which is kept open
entirely by the will (minimum POW 25) of a god or great sorcerer,
and operated by him, her, or it. In this version, the energizing
magic points come from the deity or sorcerer, not from
those who actually use the window—the personal POW of the
traveler does not limit the distance traveled by the user. As the
creator wishes, no sign or symbol necessarily marks the exit or
entrance, which may open and close at the creator's will. A
Window may be one-way or two-way, as the caster wishes.
CREATE ZOMBI: Voodoo. The target is brought to near
death by a paralyzing powder made partly of blowfish innards
and alkaloids. (Costs for this are found in the last paragraph.)
This POT 25 poison must be inhaled. The target then falls into
a deep trance indistinguishable from death. Horribly, the target
is still conscious, but incapable of movement.
The victim is put in a coffin and buried alive in the cemetery.
So that he or she may breathe, a small tube connects the
coffin to the surface. During this time, the target's player must
succeed with a Sanity roll every three game hours, or lose 1D6
SAN. If the target goes insane during this period, he or she
embraces the will of the bokor, or sorcerer, grateful that the
terror of the grave has been dispelled.
Three nights later, the bokor comes to the grave site to cast
Create Zombi. The spell costs 10 magic points and 4 Sanity
points. If the bokor perceives mental resistance from the target,
the caster may then match POW vs. POW on the
Resistance Table to overcome the will of the target. Whether
the target is insane or still sane, success with the spell drains
away all but 1 POW. If the spell fails, the bokor may simply
cover up the breathing hole and leave the victim to suffocate.
CREATE ZOMBIE: another way to create zombies. The spell
requires a human corpse which retains sufficient flesh to allow
mobility after activation. The caster puts an ounce of his or her
own blood in the mouth of the corpse, then kisses the lips of the
corpse and "breathes part of the self into the body. One point of
POW is lost, a gift to the corpse, and the caster loses 1D10 Sanity
points. If the spell succeeds, the caster may give the zombie simple
commands which it will carry out. Should the caster die, the
zombie becomes inactive and rots away. Other than the caster's
POW, the number of zombies that can be created is unlimited.
Part of the invocation refers collectively to the Outer
Gods—every caster knows such entities exist, though no
names are used. These zombies are those from the Beasts and
Monsters chapter (p. 186), useful indefinitely.
CURSE OF CHAUGNAR FAUGN: eventually causes the target
to be devoured by Chaugnar Faugn. Casting the spell
requires a tiny fragment of flesh from the target as a focus and
twelve hours of chanting per week. The caster must be a sworn
worshiper of this Great Old One. The spell costs the caster 1
magic point per game hour of chanting. Each twelve hours of
chanting cost 1D3 Sanity points. The target is affected by the
spell regardless of distance, and success is automatic.
That night and for the nights thereafter, the victim's dreams
fill with horrible visions sent by Chaugnar Faugn. Soon he or
she suffers from trance states in which physical attempts are
made to reach the god and be accepted as a living sacrifice.
These trances become longer and more frequent until the victim
succeeds. That interval might be the victim's POW in
days, but strong-willed individuals may fight off the effects for
POWx2 or even POWx3 days, as the keeper chooses. Eventually
the victim is devoured. Then the flesh fragment possessed
by the caster instantly rots, demonstrating that the spell
need continue no longer.
CURSE OF DARKNESS: forces a being from another plane
or dimension to return whence it came. The spell costs 1D6
Sanity points to cast, and a variable amount of POW. A group
surrounds the person who casts the spell. All must know the
spell, and all chant it for at least two or three minutes. Each
participant must sacrifice 1 POW, except that the caster may
contribute none or as many as wished. For each POW point
sacrificed, the chance of success rises by 10 percentiles. The
entity has no chance to resist or evade the spell once it is
begun. To be effective, the being's name must be known, or it
must have been seen by one of the circle or the caster. The
alien must be nearby, within a couple of miles.
CURSE OF THE RAT-THING: a particularly horrible spell
that, when cast upon a corpse dead within 24 hours, causes the
target's spiritual essence to settle into the newly created body
of a rat-thing. This spell costs 1D10 Sanity points and 20
magic points, plus 1 POW, and to cast it is dire and ungodly—
not the sort of thing to do to a friend.
The disintegrating corpse forms the substance of the ratthing.
The rat-thing's face closely resembles a malevolent version
of the victim's own face. As the keeper wishes, being
reborn as a rat-thing may cost one's total Sanity, and perhaps
force full-fledged membership in the evil species.
CURSE OF THE PUTRID HUSK: Brothers of the Skin. A sanity-attacking
illusion. Cost to cast the spell is 5 magic points and
10 Sanity points; the victim's Sanity loss is 1D10 points.
The victim perceives that his or her skin is visibly rotting
and corrupting. The outward appearance seems to deteriorate
swiftly, so that great rents and tears occur through which internal
organs begin to tumble out. Thereupon the victim faints
and awakens in a few minutes whole and normal. The spell
takes effect or is blocked by matching INT vs. INT on the
Resistance Table; subtract 4 INT from the target at night, when
he or she is sleeping. The entire cycle of effect takes about
twenty minutes, including the faint.
This curse spell takes an hour to prepare and cast. The target
must be known to the caster, and the caster must have as a
focus some personal object belonging to the target. The experience
of the spell is devastating, but each successful session
of Psychoanalysis (the analyst gets a D100 roll equal to or less
than his or her own Psychoanalysis skill) can help the victim
come to terms with these inexplicable dreams and hallucinations,
and restore half of each such Sanity loss. Psychiatric
drugs do little to compensate for such an attack.
CURSE OF THE STONE: causes horrible hallucinations in
the mind of the target. The spell requires two rounds to cast
and costs 1D10 Sanity points and 9 magic points. The caster
must overcome the target's magic points with his or her own
on the Resistance Table or the spell fails. An ensorcelled stone
tablet is also needed; one could be enchanted for the purposes
of this spell by chiseling a sigil into a small stone slab and sacrificing
4 magic points.
Either the caster or the target of the spell must hold the
tablet. The target must be visible. The spell being cast, the target
is instantly overwhelmed with dreadful hallucinations, loses
1D4 Sanity points, and continues to be blinded and misled by
these phantoms each round until his or her player can roll the
character's POW or less on D100. Recovering, the target continues
to be plagued by nightmares costing one Sanity point
each night. To lift the curse the victim needs ingenuity: killing
the caster would be heinous and maybe ineffective.
DAMPEN LIGHT: music from enchanted pipes or a flute creates
a zone of darkness. The caster must be able to play the pan
a zone of darkness. The caster must be able to play the pan
pipes or flute, and the instrument itself must be already
pipes or flute, and the instrument itself must be already
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the music begins. All the light around the caster is drained
the music begins. All the light around the caster is drained
away, blinding everyone nearby including the caster.
away, blinding everyone nearby including the caster.
DEATH SPELL: causes the bewildered victim to burst into
 
'''DEATH SPELL''': causes the bewildered victim to burst into
flame. It costs 24 magic points and 3D10 Sanity points. The
flame. It costs 24 magic points and 3D10 Sanity points. The
target must be within ten yards of the caster, who must overcome
target must be within ten yards of the caster, who must overcome
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hair and flesh is overwhelming. It is impossible to render aid,
hair and flesh is overwhelming. It is impossible to render aid,
since the horrified victim burns from the inside out.
since the horrified victim burns from the inside out.
DEFLECT HARM: allows the caster to negate various physical
 
'''DEFLECT HARM''': allows the caster to negate various physical
attacks. The spell costs 1 magic point and 1 Sanity point.
attacks. The spell costs 1 magic point and 1 Sanity point.
The caster invokes the names of the Outer Gods, then stretches
The caster invokes the names of the Outer Gods, then stretches
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ends, and the blow or missile hits or misses as it would in ordinary
ends, and the blow or missile hits or misses as it would in ordinary
circumstances.
circumstances.
DETECT ENCHANTMENT: allows the caster to detect the
 
'''DETECT ENCHANTMENT''': allows the caster to detect the
baleful glow of curses, Evil Eyes, and other harmful enchantments
baleful glow of curses, Evil Eyes, and other harmful enchantments
that have been cast on humans, animals, or crops. It
that have been cast on humans, animals, or crops. It
costs 6 magic points but no Sanity points.
costs 6 magic points but no Sanity points.
DETRANSFERENCE: Brothers of the Skin. This spell reverses
 
'''DETRANSFERENCE''': Brothers of the Skin. This spell reverses
Transfer Body Part (see later in this list). It costs 10 magic
Transfer Body Part (see later in this list). It costs 10 magic
points and 2 POW to cast. It takes five rounds to complete.
points and 2 POW to cast. It takes five rounds to complete.
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Sanity points unless the caster has had medical experience, or
Sanity points unless the caster has had medical experience, or
experience as a butcher.
experience as a butcher.
DOMINATE: bends the will of the target to the caster's will.
 
'''DOMINATE''': bends the will of the target to the caster's will.
Dominate costs 1 magic point and 1 Sanity point. Match caster
Dominate costs 1 magic point and 1 Sanity point. Match caster
and target POW on the Resistance Table: with a success, the
and target POW on the Resistance Table: with a success, the
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costs and limits. Recasting is almost instantaneous: Dominate
costs and limits. Recasting is almost instantaneous: Dominate
can be cast once per round.
can be cast once per round.
DREAD CURSE OF AZATHOTH: can drain POW from victim.
 
'''DREAD CURSE OF AZATHOTH''': can drain POW from victim.
It costs 4 magic points and 1D6 Sanity points to cast. By
It costs 4 magic points and 1D6 Sanity points to cast. By
repeating the secret Name of Azathoth, one can generate
repeating the secret Name of Azathoth, one can generate
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a foe. Match magic points on the Resistance Table. With a success,
a foe. Match magic points on the Resistance Table. With a success,
the target loses 1D3 POW.
the target loses 1D3 POW.
DREAM VISION: causes the caster or a chosen target to
 
'''DREAM VISION''': causes the caster or a chosen target to
experience a dream portending something about the future.
experience a dream portending something about the future.
The spell costs 3 magic points to cast. It may cost Sanity as
The spell costs 3 magic points to cast. It may cost Sanity as
well, depending on the content of the dream.
well, depending on the content of the dream.
DUST OF SULEIMAN: this gray-green powder has the ability
 
'''DUST OF SULEIMAN''': this gray-green powder has the ability
to harm unnatural beings from other planes. The powder
to harm unnatural beings from other planes. The powder
requires the dust from an Egyptian mummy at least 2,000 years
requires the dust from an Egyptian mummy at least 2,000 years
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a nightgaunt, a byakhee, or Azathoth, but is useless against a
a nightgaunt, a byakhee, or Azathoth, but is useless against a
shoggoth, Cthulhu, or a sand-dweller.
shoggoth, Cthulhu, or a sand-dweller.
EIBON'S WHEEL OF MIST: evokes a whirling cylinder
 
within which one or more persons can hide from select Mythos
===E Spells===
creatures. Each foot of height for the cylinder costs 1 magic
'''EIBON'S WHEEL OF MIST''': evokes a whirling cylinder within which one or more persons can hide from select Mythos creatures. Each foot of height for the cylinder costs 1 magic point. The spell costs only 1 Sanity point. A small bronze disk etched with a strange symbol resembling a three-legged swastika is needed. The caster lays the disk on the floor, stands atop it, intones the words of the spell, and expends the magic points and Sanity point. This generates a 5-foot-diameter wheel of spinning blue mist around the caster.<br>
point. The spell costs only 1 Sanity point.
Everything within the wheeling cylinder of mist is totally obscured. The desired wheel takes 1D3 minutes to form completely, and lasts for 1D20+10 minutes, then dissolves. The mist hides people from creatures summoned by Nyarlathotep or in the name of Nyarlathotep. Such a creature acts as if the mist and those obscured by it are not present. The creature will not move through the wheel's position, even by accident. If the wheel blocks a path, the creature stops where it is or goes backward without knowing why. The wheel only affects his summoned minions, never Nyarlathotep.<br>
A small bronze disk etched with a strange symbol resembling
As many people as can crowd into the mist can be obscured by the wheel, but if one's feet, head, etc., stick out then the illusion is ruined. To hide a group of normal-height investigators, 7 magic points are needed, unless players specifically indicate that they are crouching, bending, etc. Creatures present before the wheel of mist is cast, or creatures called up by power other than that of Nyarlathotep, can
a three-legged swastika is needed. The caster lays the
see the wheel and move into it. The wheel can be stepped out of, but this ruins the illusion if the stepper is spotted, as does passing anything through the mist, such as a bullet or a sword.<br>
disk on the floor, stands atop it, intones the words of the spell,
Anything passing from the outside of the wheel to the inside immediately gives away the illusion. Once the creature's attention is caught, and it realizes that an illusion might be in progress, the protection of the spell is lost.
and expends the magic points and Sanity point. This generates
 
a 5-foot-diameter wheel of spinning blue mist around the caster.
'''ELDER SIGN''': Its decoration. . . was, rather, in the rough shape of a star, in the center of which there appeared to be a caricature of a single giant eye; but it was not an eye, rather a broken lozenge in shape with certain lines suggestive of flames or perhaps a solitary pillar of flame.—August Derleth and H. P. Lovecraft, "The Lurker at the Threshold".<br>
Everything within the wheeling cylinder of mist is totally
The spell activates a previously drawn Elder Sign. Each active Elder Sign takes a sacrifice of 2 POW to create, but costs no Sanity points. An Elder Sign may be formed into a leaden seal, carved in rock, forged in steel, etc. When made active beside an opening or Gate, it makes that path unusable to minions of the Great Old Ones and Outer Gods, as well as to those greater beings themselves. Without the spell, the symbol
obscured. The desired wheel takes 1D3 minutes to form completely,
itself means nothing and has no effect.<br>
and lasts for 1D20+10 minutes, then dissolves.
The writings of certain scribes apart, the Elder Sign is worthless in personal defense if the monster or minion can evade the Sign—worn around the neck, for instance, an Elder Sign might protect a few square inches of flesh but the rest of the wearer's body would be completely vulnerable.
The mist hides people from creatures summoned by
 
Nyarlathotep or in the name of Nyarlathotep. Such a creature
'''ENTHRALL VICTIM''': entrances the target. The spell costs
acts as if the mist and those obscured by it are not present. The
creature will not move through the wheel's position, even by
accident. If the wheel blocks a path, the creature stops where
it is or goes backward without knowing why. The wheel only
affects his summoned minions, never Nyarlathotep.
As many people as can crowd into the mist can be
obscured by the wheel, but if one's feet, head, etc., stick out
then the illusion is ruined. To hide a group of normal-height
investigators, 7 magic points are needed, unless players specifically
indicate that they are crouching, bending, etc.
Creatures present before the wheel of mist is cast, or creatures
called up by power other than that of Nyarlathotep, can
see the wheel and move into it. The wheel can be stepped out
of, but this ruins the illusion if the stepper is spotted, as does
passing anything through the mist, such as a bullet or a sword.
Anything passing from the outside of the wheel to the inside
immediately gives away the illusion. Once the creature's attention
is caught, and it realizes that an illusion might be in
progress, the protection of the spell is lost.
ELDER SIGN: Its decoration. . . was, rather, in the rough
shape of a star, in the center of which there appeared to be a
caricature of a single giant eye; but it was not an eye, rather
a broken lozenge in shape with certain lines suggestive of
flames or perhaps a solitary pillar of flame.—August Derleth
and H. P. Lovecraft, "The Lurker at the Threshold".
The spell activates a previously drawn Elder Sign. Each
active Elder Sign takes a sacrifice of 2 POW to create, but
costs no Sanity points. An Elder Sign may be formed into a
leaden seal, carved in rock, forged in steel, etc. When made
active beside an opening or Gate, it makes that path unusable
to minions of the Great Old Ones and Outer Gods, as well as
to those greater beings themselves. Without the spell, the symbol
itself means nothing and has no effect.
The writings of certain scribes apart, the Elder Sign is
worthless in personal defense if the monster or minion can
evade the Sign—worn around the neck, for instance, an Elder
Sign might protect a few square inches of flesh but the rest of
the wearer's body would be completely vulnerable.
ENCHANT BOOK: aids in summoning star vampires by
enchanting any book in which is inscribed the words of the
spell Summon/Bind Star Vampire. The book's ink must contain
the ichor of a star vampire. The caster sacrifices a varying
amount of POW and loses 1D4 Sanity points, and meditates
for three days. For each point of POW given to the book, add
10 percentiles to the caster's chance of success with
Summon/Bind Star Vampire.
ENCHANT BRAZIER: allows the casting of Conjure Glass Of
Mortlan, this step costing 1 point of POW and 1D4 Sanity points.
On the night of a full moon
between the fall equinox and
the winter solstice, the caster
must sacrifice a small animal
while intoning a formula and
performing certain gestures.
The chosen brazier is soaked
in the animal's blood, and
sprinkled with a handful of
gold dust, platinum powder.
or fixed mercury granules.
The enchanter must then burn a piece of wood at least 500 years
old, holding the brazier in its smoke. Upon completion, the brazier
is enchanted and ready to use.
ENCHANT CANE: creates an artifact which drains POW
points from victims and stores them as magic points usable by
the owner. Casting the spell and creating the cane requires a
week's work, a human sacrifice, 6 points of POW, and 1D6
Sanity points. Each use of the cane costs 1D8 Sanity points.
Any inflexible object might be used, but a cane is typical.
When anyone but the cane's creator touches the enchanted
object for more than 30 seconds, he or she loses a point of
POW, and the object accumulates a magic point. The person
losing the POW immediately feels suspicious and profoundly
uneasy. The object usually is held against a victim who is held
by force until POW is drained away completely, and the soul
sucked into the enchanted object. When a magic point from the
object is used in casting a spell, it is gone permanently and a
point of POW may be drained from a victim to replace it.
ENCHANT CANDLE: Voodoo. Requires a day-long ritual,
grants a variety of permanent effects, and costs the caster 4
magic points but no Sanity. The supplicant must sacrifice 1
POW and 1D4 Sanity points by reciting certain words, and
may or may not be told what those words cause to happen.
The supplicant's fingernail clippings or hair scraps must be
mixed into the wax when the candle is made, as must droplets
of his or her blood, and the event the supplicant wishes to
influence must be written on the side. As the candle burns, the
supplicant must perform a pertinent activity—the skill to be
improved, picturing in mind the person from whom he or she
seeks undying love, and so forth.
ENCHANT DOLL: Voodoo. Requires a two-day ritual, causes
pain and harm to the target, and costs 1 POW and 1D4
Sanity points each from caster and supplicant. The supplicant
need only be present for the last hour of the ritual. The doll is
soaked in an elixir which includes human blood, and then a
lock of the target's pubic hair is affixed to the doll. When the
doll is stabbed, the target receives a corresponding excruciating
pain, or vertigo, nausea, impotence, etc. Roll D100 against
CON to avoid halving physical skills during these attacks.
ENCHANT GATE BOXES: allows creation of twin magical
boxes which, open, thereby form the two ends of a magical
Gate. Going through a gate box costs exactly the same magic
points and Sanity points as going through a normal Gate, and
the transit procedure is the same.
First, two identical wooden boxes must be made to any
desired SIZ. The boxes should be open only at one end. Then the
necessary ritual, consisting of placing one's hands on the boxes
and conceiving certain hyperdimensional lines and angles in
one's mind for about five hours, must be performed. 1 POW is
sacrificed at this time. Then the boxes automatically drain magic
points equal to half of the maker's POW each day, until they
have absorbed magic points equal to their total SIZ x 100. (If the
maker has odd-numbered POW, the boxes take an extra magic
point daily.) 1 SAN is lost for every full week of magic point
drain. Once the necessary magic points have been taken, the
boxes become operative.
ENCHANT GRIS-GRIS: Voodoo. Requires a long ritual,
grants a variety of permanent enhancements. It costs the caster
3 magic points, and from the new owner of the bag 1 POW,
1D4 Sanity points, and a variable number of magic points. A
small animal must be sacrificed. A magical aura produced by
items in the small drawstring bag improves one aspect of the
wearer's life, specified before the creation of the bag—
increasing by five percentiles a particular skill, for example,
for each magic point the owner invests in the bag.
ENCHANT FLESH: Brothers of the Skin. A spell known only
to one man. It allows the caster to preserve and ensorcel 1 SIZ
point of the skin and flesh of a victim. After a day of preparation,
the spell takes five minutes to cast and costs the user 1
POW and 3D4 Sanity points. The flesh must be cut away with
an enchanted knife while the blood flows, and immediately
thereafter the spell must be cast upon the flesh.
The SIZ point of flesh is now immune to damage from fire,
electricity, strangulation, blunt weapons, impaling weapons
(except for guns, which do minimum damage), and so forth.
Enchanted weapons and magic do normal damage. Further, the
flesh will age instead of the caster, adding a year to the caster's
life. By adding new flesh yearly, the caster gains an indefinite
extension of life.
If Graft Flesh is used, the flesh lasts forever. Otherwise the
enchanted flesh lasts only for a number of weeks equal to the
caster's POW x2. After that it loses its magical properties and
goes the way of all flesh.
That number of flesh blocks equal to a person's SIZ can
completely armor him or her. The resulting lumps and scars
are impressive. See also Graft Flesh.
ENCHANT JU-JU: Voodoo. Requires day-long preparation
and ritual to consecrate a ward defending against black magic.
A sacrifice of 1 POW and 1D4 Sanity points is needed, as well
as the sacrifice of a chicken with black feathers, to give notice
to the spirits. When created, a ju-ju will be shunned by evil
denizens of the voodoo world, sorcerers included. This ward
can be anything the supplicant wants. The ju-ju may be worn
to protect a person, or placed over a doorway or window to
protect a home.
ENCHANT KNIFE: the enchanted knife increases the success
chance for other spells. The caster sacrifices a point of
POW and 1D4 Sanity points. The spell enchants a knife or
dagger made of a pure metal such as gold or iron. With the
knife blade a diagram is drawn on a flat surface; then the blade
is used to kill an animal of at least SIZ 4. The creature's blood
is then traced out to follow the lines of the drawn diagram, and
the enchantment is complete.
Such a knife is suitable for use in casting Summon
Dimensional Shambler. Each extra point of POW placed into
it adds 10 percentiles to the chance for success in casting that
spell. If this knife is used to slay the small animal for Enchant
Brazier, the brazier so made adds 10 percentiles to the chance
for successfully casting Conjure Glass of Mortlan.
ENCHANT LANCE: does 1D10 damage to any creature, and
can impale any creature, including ones normally resistant to
impaling weapons. The spell requires 1 POW, a week's work,
1D4 Sanity points, and a bellows-driven fire hot enough to
melt steel. The lance must be made out of pure metal of some
kind, and at least once the metal must be quenched in blood.
The user needs good STR and DEX to wield the lance.To
make a lance properly requires an appropriate Craft roll.
ENCHANT PIPES: augments the chance for success in casting
particular spells. The spell enchants a set of pan pipes or a
flute. The instrument must be at least 90% metal. An hour-long
ritual of concentration and incantation must be performed over
the musical instrument, during which 1D6 Sanity points are
sacrificed by the caster, who must also sacrifice POW into the
instrument. For each point of POW sacrificed, the musical
instrument must steep in fresh warm blood for two hours. A
new animal, of at least cat or rabbit size, must be slaughtered
for each point of POW. For each point of POW it contains, the
finished instrument adds 10 percentiles to the success chance
of Summon/Bind Servitor of the Outer Gods, and other spells
requiring the use of pipes or flutes to cast.
ENCHANT SACRIFICIAL DAGGER: to activate, perform
this spell over a flame-shaped dagger. The dagger must then
be used to kill a living being of at least 20 POW. Simultaneously,
the enchanter sacrifices 6 points of his or her own
Power. From then on, when the dagger is used properly to sacrifice
chosen victims in the presence of Nyarlathotep, the
POW of the victim flows into the dagger, and from the dagger
the POW can be sent to any convenient storage site—the caster,
perhaps, or an inanimate object.
ENCHANT SPEAR: creates a spear which always hits the target
if the target is within range. The weapon must be a wooden
spear with a point made from bird bone. The caster loses 4
POW, and 1D4 Sanity points. The spear must be decorated with
feathers from at least 30 different species of birds, each plucked
from a living bird. If a feather is lost in use, a new one must be
obtained. To make the spear, the caster must perform a ritual
with the chosen spear on the spring equinox for two consecutive
years. At the end of the second ritual, the spear must be used to
kill something. It is then enchanted. It always hits when thrown,
but is otherwise an ordinary weapon. It does 1D10 damage,
impales, and acts as a magical weapon against a Mythos creature
unless the creature is resistant to impaling weapons.
ENCHANT STONE TABLET: this tablet must be made from
black stone taken from the sunken city of R'lyeh. It must be
carefully etched over a period of several weeks, and the caster
must put 2 POW into it. Both a deep one and a human must be
sacrificed to the tablet without shedding blood (usually by
strangling or smothering). The caster loses 1D8 Sanity points
and daily must place 1 magic point into the stone. When finished,
the stone is enchanted.
Anyone owning this stone has nightmares of alien vistas and
dimly-perceived oozing masses, all against a background of
shifting colors and forms. Far-off slithering and gurgling is
heard. If the stone's possessor destroys it, the effects of the
dreams intensify, with the same result as if the spell Curse of the
Stone had been cast upon the owner (except that he does not fall
prey to instant hallucinations). The tablet also can be used in the
spell Curse of the Stone.
If the tablet is tossed into the sea, it contacts (but does not
bind) 1D8 deep ones. They return the tablet to the person who
threw it away, perhaps sending the target over the edge of
insanity. The time it takes them to bring back the tablet
depends on the distance from the thrown tablet to the nearest
deep one city. The dreams stop while the deep ones possess the
tablet. If the thrower is very far inland, local cultists may do
the job.
ENCHANT WANGA: Voodoo. Requires a three-hour ritual
daily for eight days. It causes harm or bad luck to the wearer,
and costs 3 magic points and 1D3 Sanity points from the caster
and 1 POW and 1D4 Sanity points from the supplicant. A
wanga is an object "mounted" by evil spirits, causing illness or
bad luck while touched by the target. Often a personal object
belonging to the target will be spirited away to be turned into a
wanga—frequently a rosary or a crucifix. The victim's illness
or bad luck (-20 percentiles for all skill rolls and Luck rolls)
lasts until the wanga is identified and destroyed.
ENCHANT WHISTLE: augments the caster's chance to
Summon/Bind Byakhee. The spell enchants a whistle, which
must be an alloy of silver and iron meteorite. POW is sacrificed
to the whistle in a day-long ceremony, and a rooster also must
be sacrificed. The ritual costs the caster 1D4 Sanity points. For
each point of POW sacrificed to the whistle, add 10 percentiles
to the chance of successfully casting Summon/Bind Byakhee.
ENTHRALL VICTIM: entrances the target. The spell costs
the caster 1D6 Sanity points and 2 magic points. The caster
the caster 1D6 Sanity points and 2 magic points. The caster
must be able to speak calmly with the target before the spell
must be able to speak calmly with the target before the spell
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shocking event. If the caster fails to overcome the target,
shocking event. If the caster fails to overcome the target,
he or she may try the spell the following round.
he or she may try the spell the following round.
EVIL EYE: causes a victim to suffer from bad luck. The spell
 
'''EVIL EYE''': causes a victim to suffer from bad luck. The spell
costs 10 magic points and 1D4 Sanity points to cast. The target
costs 10 magic points and 1D4 Sanity points to cast. The target
must be within sight of the caster. The victim will not necessarily
must be within sight of the caster. The victim will not necessarily
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removes the spell, until the caster is found and blooded (hit
removes the spell, until the caster is found and blooded (hit
hard enough to bleed), or until the victim dies.
hard enough to bleed), or until the victim dies.
EXILE EIHORT: forces Eihort, a Great Old One, to remain in
 
'''EXILE EIHORT''': forces Eihort, a Great Old One, to remain in
his English labyrinth for a year and a day. Learning the spell
his English labyrinth for a year and a day. Learning the spell
requires a roll of INT x2 or less on D100 and 25-INT days of
requires a roll of INT x2 or less on D100 and 25-INT days of
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the Resistance Table, match the total against Eihort's POW 30.
the Resistance Table, match the total against Eihort's POW 30.
They'll need at least POW 21 to have a 5% chance.
They'll need at least POW 21 to have a 5% chance.
EXTEND: grants immortality to the caster. It costs 3 POW,
 
'''EXTEND''': grants immortality to the caster. It costs 3 POW,
3D6 Sanity points, and 100 magic points. During the spell the
3D6 Sanity points, and 100 magic points. During the spell the
caster builds a great fire and summons an ancient nameless
caster builds a great fire and summons an ancient nameless
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being replaces the caster on Earth, while the caster's corpse is
being replaces the caster on Earth, while the caster's corpse is
magically sent to the dimension from which the being came.
magically sent to the dimension from which the being came.
EYE OF LIGHT AND DARKNESS: weakens many Mythos"
 
'''EYE OF LIGHT AND DARKNESS''': weakens many Mythos"
agents and servants. This powerful spell requires very large
agents and servants. This powerful spell requires very large
sacrifices of POW, but of varying amount for each time the
sacrifices of POW, but of varying amount for each time the
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rate of 1 magic point per hour. If such a servant remains within
rate of 1 magic point per hour. If such a servant remains within
the Eye's effect until its magic points reach 0, it disinte-
the Eye's effect until its magic points reach 0, it disinte-
EYES OF THE ZOMBIE: allows the caster to take direct
grates. Contact, Call, and Summon/Bind spells may not be cast
within the reach of the Eye.
The effect of the Eye extends in a 10-mile radius from it,
but it does not penetrate more than 20 feet of rock or metal. If
placed on a mountainside, for instance, the Eye would protect
only that side of the mountain.
To destroy an Eye requires a spell unique to that Eye, the
characteristics of which may take years to deduce.
 
'''EYES OF THE ZOMBIE''': allows the caster to take direct
control of a specially prepared zombie, and thereafter to perceive
control of a specially prepared zombie, and thereafter to perceive
events from the zombie's viewpoint until the spell
events from the zombie's viewpoint until the spell
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and react as though actually in the zombie body.
and react as though actually in the zombie body.
Replacing the eyeballs requires a similar spell cast.
Replacing the eyeballs requires a similar spell cast.
FIND GATE: makes apparent to the caster any Gate to or
 
===F Spells===
'''FIND GATE''': makes apparent to the caster any Gate to or
from another world or plane, if it is within the caster's vision.
from another world or plane, if it is within the caster's vision.
The spell costs 1 magic point and 1D3 Sanity points. This spell
The spell costs 1 magic point and 1D3 Sanity points. This spell
locates: it does not empower anyone to open, close, create, or
locates: it does not empower anyone to open, close, create, or
pass through any Gate.
pass through any Gate.
FIST OF YOG-SOTHOTH: hits the target with an invisible
 
'''FIST OF YOG-SOTHOTH''': hits the target with an invisible
blow of varying intensity. This spell costs a varying amount of
blow of varying intensity. This spell costs a varying amount of
magic points as well as 1D6 Sanity points. The caster must be
magic points as well as 1D6 Sanity points. The caster must be
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keepers will have to determine these cases, perhaps by the
keepers will have to determine these cases, perhaps by the
result actually rolled.
result actually rolled.
FLESH WARD: grants protection against physical attack. The
 
'''FLESH WARD''': grants protection against physical attack. The
spell costs 1D4 Sanity points and a varying amount of magic
spell costs 1D4 Sanity points and a varying amount of magic
points. Each magic point spent gives the caster (or the chosen
points. Each magic point spent gives the caster (or the chosen
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spell may not be reinforced with further magic points, nor
spell may not be reinforced with further magic points, nor
recast until the old spell's protection has been used up.
recast until the old spell's protection has been used up.
FOOD OF LIFE: cruelly and unnaturally extends the life span
 
'''FOOD OF LIFE''': cruelly and unnaturally extends the life span
of an individual cultist. The spell costs 10 magic points and
of an individual cultist. The spell costs 10 magic points and
1D8+1 Sanity points to cast. An unholy feast of several days'
1D8+1 Sanity points to cast. An unholy feast of several days'
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of life for every SIZ point of human flesh therein consumed.
of life for every SIZ point of human flesh therein consumed.


FREE HASTUR: in conjunction with the nine stone monoliths
'''FREE HASTUR''': in conjunction with the nine stone monoliths
required for the Call Hastur spell, this chant permits
required for the Call Hastur spell, this chant permits
Hastur to enter and to remain freely within the area bounded
Hastur to enter and to remain freely within the area bounded
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region. That region may be millions of square miles.
region. That region may be millions of square miles.


GLASS FROM LENG: a great round window of a most curious
===G Spells===
'''GLASS FROM LENG''': a great round window of a most curious
clouded glass, of which [Wilbur] said only that it was a
clouded glass, of which [Wilbur] said only that it was a
work of great antiquity, which he had discovered and acquired
work of great antiquity, which he had discovered and acquired
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beings could also see through the glass to the user's side.
beings could also see through the glass to the user's side.


GRAFT FLESH: Brothers of the Skin. Allows the caster to
'''GRAFT FLESH''': Brothers of the Skin. Allows the caster to
graft enchanted flesh to his or her body, and have the flesh and
graft enchanted flesh to his or her body, and have the flesh and
its armoring effects last forever. The spell costs 10 magic
its armoring effects last forever. The spell costs 10 magic
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the spell the Enchanted Flesh.
the spell the Enchanted Flesh.


GRASP OF CTHULHU: immobilizes one or more targets
'''GRASP OF CTHULHU''': immobilizes one or more targets
with crushing pressure, temporarily robbing STR as well. The
with crushing pressure, temporarily robbing STR as well. The
charm costs 2D6 magic points per game minute, and 1D6
charm costs 2D6 magic points per game minute, and 1D6
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or she falls unconscious.
or she falls unconscious.


GRAY BINDING: a way to form an uncontrolled zombie. A ritual
'''GRAY BINDING''': a way to form an uncontrolled zombie. A ritual
liquid must be poured over a corpse. The keeper determines
liquid must be poured over a corpse. The keeper determines
the ingredients of the liquid. At least one part is costly or illegal.
the ingredients of the liquid. At least one part is costly or illegal.
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characteristics of which may take years to deduce.
characteristics of which may take years to deduce.


HANDS OF COLUBRA: turns the hands of the caster into the
===H Spells===
'''HANDS OF COLUBRA''': turns the hands of the caster into the
foreparts of venomous snakes. The spell costs 12 magic points
foreparts of venomous snakes. The spell costs 12 magic points
and 1D10 Sanity points. It can be used only on the caster, and
and 1D10 Sanity points. It can be used only on the caster, and
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Hands of Colubra.
Hands of Colubra.


HEAL: maximizes the healing rate possible: with it the natural
'''HEAL''': maximizes the healing rate possible: with it the natural
rate is 3 hit points per week, with First Aid it can be 6 hit
rate is 3 hit points per week, with First Aid it can be 6 hit
points the first week, and with Medicine it can be 9 hit points
points the first week, and with Medicine it can be 9 hit points
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spell must be reapplied each week to have effect for that week.
spell must be reapplied each week to have effect for that week.


HEALING: after 2D6 game rounds, it can immediately heal
'''HEALING''': after 2D6 game rounds, it can immediately heal
2D6 hit points lost to injury, disease, or poison. Ignore hit
2D6 hit points lost to injury, disease, or poison. Ignore hit
points restored in excess of normal. The spell cannot bring
points restored in excess of normal. The spell cannot bring
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Sanity point.
Sanity point.


HEART'S COURAGE: a protective spell against those who
'''HEART'S COURAGE''': a protective spell against those who
know spells of any sort. It costs 1 POW and 4 Sanity points to
know spells of any sort. It costs 1 POW and 4 Sanity points to
cast. Those knowing no spells are unaffected. The caster must
cast. Those knowing no spells are unaffected. The caster must
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POW in game rounds has passed.
POW in game rounds has passed.


IDENTIFY SPIRIT: this spell creates a magical powder
==Spell List I to P==
===I Spells===
'''IDENTIFY SPIRIT''': this spell creates a magical powder
which temporarily exposes any alien entity inhabiting the target's
which temporarily exposes any alien entity inhabiting the target's
mind or body. Making it costs 12 magic points and 2Sanity points. Anyone can
mind or body. Making it costs 12 magic points and 2Sanity points. Anyone can
use this powder. When sprinkled
use this powder. When sprinkled over a human and a word
over a human and a word
of power is spoken, the powder then reveals the possessing
of power is spoken, the powder
entity for a game round. The powder requires glass
then reveals the possessing
ground from a mirror at least 100 years old, a handful of
entity for a game round.
gold dust, and two special ingredients of the keeper's
The powder requires glass
ground from a mirror at least
100 years old, a handful of
gold dust, and two special
ingredients of the keeper's
choice. The caster then meditates for a day and a night in a silent
choice. The caster then meditates for a day and a night in a silent
cave or other lightless place. Once his or her mind is clear, the
cave or other lightless place. Once his or her mind is clear, the
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nor vampires or shape-changers. A wraith would be revealed.
nor vampires or shape-changers. A wraith would be revealed.


IMPECCABLE THROW: reciting a short verse allows the
'''IMPECCABLE THROW''': reciting a short verse allows the
caster to throw objects and have them land exactly where he or
caster to throw objects and have them land exactly where he or
she desires, for a period of the caster's POW in game rounds.
she desires, for a period of the caster's POW in game rounds.
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there must be sufficient force in the throw.
there must be sufficient force in the throw.


IMPLANT FEAR: grips the target with soul-chilling dread. It
'''IMPLANT FEAR''': grips the target with soul-chilling dread. It
costs the caster 12 magic points and 1D6 Sanity points. The
costs the caster 12 magic points and 1D6 Sanity points. The
sudden unnerving costs the target 0/1D6 Sanity points and
sudden unnerving costs the target 0/1D6 Sanity points and
causes him or her to stop work or end concentration.
causes him or her to stop work or end concentration.


IMPLANT SUGGESTION: Dreamlands. This rare spell of
'''IMPLANT SUGGESTION''': Dreamlands. This rare spell of
compulsion is effective only against creatures with some
compulsion is effective only against creatures with some
human blood in them—Lengites, deep one hybrids, ghoul
human blood in them—Lengites, deep one hybrids, ghoul
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and so eventually decays into incapacity. The risen corpse
and so eventually decays into incapacity. The risen corpse
is otherwise identical to the zombie on p. 186.
is otherwise identical to the zombie on p. 186.
'''IMPRISON MIND''': destroys the ability of an entity to move
magically or naturally from mind to mind, possess other
beings, or leave in any other way the body in which it is currently.
The cost per participant is 10 magic points and 1D6
Sanity points.
The spell may be cast by an individual or a group. Once
cast, match the casters' POW against the target's on the
Resistance table. (The target is always the possessing mind.) If
the target is overcome, it is forever trapped in its current body.
If used against a Great Old One, Outer God, Elder God, or
avatar, the spell traps the being for only 100-POW minutes.
Y'golonac, for example, would be trapped for 72 minutes.
===J-K-L Spells===
'''JOURNEY TO THE OTHER SIDE''': self-entranced, the caster
sends his or her spirit to another plane as desired, conceivably
even to the location of a Cthulhu Mythos deity. This spell
costs 15 magic points to cast, and a day-long ritual to achieve.
The trance lasts 1D6+3 game hours. Unknown but possibly
large Sanity losses result from the particular experiences.
'''KEENNESS OF TWO ALIKE''': to a level which seems appropriate
to the keeper, this spell heightens mental clarity, concentration,
and retention for a period of 1D4+4 hours. It requires two
casters of blood relation. Costs to each caster are 4 magic points
and 0/1 Sanity point. Conclusions understood or perceived during
the spell's effect are remembered when the spell ends, though
the derivations of such conclusions may become mysterious.
Each casting takes one hour. The spell may be recast when
a casting concludes. Two casters must participate following an
elaborate ritual, one necessarily blood-incestuous. One caster
receives the temporary intellectual enhancement, nominally
equivalent to an extra 6 INT. Ritual and spell are from lefthand
or black Tantra, and are not Mythos-connected.
'''LAME / HEAL ANIMAL''': causes one animal, usually a farm
animal like a horse or cow, to suffer painful inflammation of its
tendons and ligaments or to become extraordinarily healthy and
vigorous, as the caster chooses. The spell costs 4 magic points
for either version, and 1D4 Sanity points to cast Lame Animal.
'''LAMP OF ALHAZRED''': The lamp of Alhazred was unusual
in its appearance. It was meant for burning oil, and seemed to
be of gold. It had the shape of a small oblong pot, with a handle
curved up from one side, and a spout for wick and flame
on the other. Many curious drawings decorated it, together
with letters and pictures arranged into words in a language
unfamiliar.—August Derleth and H. P. Lovecraft, "The Lamp
of Alhazred."
An enchantment. When lit, this lamp gives forth vapors
that sends the minds of those who inhale the vapors into
ecstasies of vision. These revelations are of the strange and
weird landscapes of Mythos places and dimensions, and the
ways of the entities there. If this lamp was actually used by alHazred,
the author of the Al Azif, some of the breadth of his
knowledge would be explained.
'''LEVITATE''': causes the caster or a chosen target to float slowly
through the air. Levitate requires 1 magic point per SIZ of
the thing levitated, and 1D6 Sanity points. The caster must be
able to see the levitation. The effect lasts several minutes. The
spell levitates the target 3-5 feet off the ground or floor. If
falling from a height, the target falls in slow motion and halts
several feet off the ground. Each extra magic point expended
after the spell is cast allows the user to move the target one
yard horizontally or vertically. (If the target is a living being
who is unwilling to be levitated, the caster must first overcome
the target's magic points with his or her own.)
The target floats as the caster wills, helpless to stop moving
except by grabbing a tree limb or similar brace. In that case
match target STR against the caster's magic points (both in the
spell and those still unexpended). If the target wins, the spell
is broken. The target falls, of course.
'''LOOK TO THE FUTURE''': hurls a willing target a varying
number of years into the future. After a group chant for a game
hour, all participants in the ceremony lose 1 POW each, except
the caster of the spell, who loses 2D6 Sanity points instead.
Upon completion of the chant, the chosen volunteer (who
need not himself chant) is then physically hurled into the
future. One year passes for each point of POW expended during
the ceremony. The spell is imprecise: subtract 1D10 years
from the desired target date. If the result is a trip into the past
instead, the target disappears from existence (one preferably
wants at least eleven contributors of POW therefore). After a
number of game hours elapse equal to the volunteer's POW, he
or she snaps back to the present. To witnesses, the volunteer
disappears, then reappears a round or two later.
Depending on what it achieves, this spell can provoke
important historical paradoxes. In keeping with the tradition of
the Cthulhu Mythos, a major paradox should lead swiftly,
grimly, and immediately to the madness and death of the person
initiating it. This powerful spell is known by Nyarlathotep,
who may or may not teach it to a worshiper.
===M-N Spells===
'''MELT FLESH''': Brothers of the Skin. It heats dead flesh to its
melting point in one round, requiring 1 magic point to melt 3
SIZ of flesh. This takes 5 rounds and costs 1D4 Sanity points
to cast. If used on animate flesh, the cost changes, to 1 POW
per 3 SIZ, and the attacker and target magic points first must
be matched on the Resistance Table. Seeing human flesh melt
off human bones costs 1/1D6 Sanity.
'''MENTAL SUGGESTION''': causes the target to be controlled
by the caster for one round, and to do exactly what is commanded.
The spell costs 8 magic points and 1D8 Sanity points,
and takes 3 rounds to cast. The sorcerer can cast it on any target
visible to the unaided eye. Match the caster's magic points
against the target's on the Resistance Table. Success is total,
and can include the command to attempt suicide or make a
murderous assault on a friend. The spell can be recast, as the
sorcerer is able.
'''MESMERIZE''': the user can command any being with human
blood in its veins. The caster loses 1D6 Sanity points, but no
magic points, and must have at least 50% Occult and 50%
Cthulhu Mythos. The spell takes a DEX rank to cast.
Match caster and target POW on the Resistance Table. If
successful, the target stops and accepts commands spoken by
the caster. The target must be close enough to see the caster's
eyes, which seem to glow while the spell operates.
Mesmerization lasts for 5 rounds for each point of INT the
caster possesses. If the INT of the target is higher than that of
the caster, a successful POW vs. POW Resistance Table roll
must be made every 10 rounds, or the spell is broken.
A single target is affected. The victim's physical action
skills are halved. The victim carries out all that is commanded
by the caster, even to self-destruction. The spell also works
against modern serpent folk and deep ones who have interbred
with humans, but doesn't work on nonhuman entities such as
shantaks or dimensional shamblers.
'''MI-GO HYPNOSIS''': Mi-Go. By introducing ultrahigh and
ultralow frequency tones into its buzzing, the mi-go can put
one or many humans listening to it into a trance state. An
investigator within forty feet of a buzzing mi-go must receive
a successful Resistance Table roll of POW vs. POW or become
incapable of action. Thoughts and commands can then be
given to a specific human via the Contact Human spell.
'''MINDBLAST''': the victim of this spell loses 5 Sanity points
and goes temporarily insane for at least one hour. The spell
costs the caster 1D3 Sanity points and 10 magic points. To succeed,
the caster must successfully match magic points with the
target on the Resistance Table. The target is affected for 1D10
x10 game hours, after which he or she recovers. The concept
of the insane insight would not apply to this induced temporary
insanity.
'''MIND EXCHANGE''': allows the caster to trade minds with
another individual. The caster loses 1D3 Sanity points and
must expend magic points equal to the target's POW the first
time the spell is cast. Thereafter, the cost goes down 1 magic
point per casting until it reaches 1, where it remains. The
Sanity point cost does not increase.
The target must know the spell-caster and love or strongly
favor him or her. If that affection is somehow lost before the
spell's cost is reduced to 1, the exchange can no longer occur.
Fresh affection renews the chance. The target loses Sanity
points upon finding arriving in another's body, 1/1D3 Sanity
points at minimum. Temporary insanity is a possible reaction.
This spell can be cast at any range. The caster must overcome
the target's magic points with his or her own each time
the spell is cast, until the cost for casting the spell has been
reduced to 1, when he or she no longer needs to do so and can
transfer at will, using only a strong mental effort. The spell
caster cannot initially stay more than a few minutes inside the
target's body, but progressively is able to longer and longer.
Once the cost for transfer is 1 magic point, he or she can stay
there indefinitely.
'''MIND TRANSFER''': allows the caster permanently to trade
minds with the target, perhaps to attain longer life at the target's
expense. The spell requires 10 magic points to cast, and
also takes a successful magic-points match on the Resistance
Table. With success, the caster loses 1D10 Sanity points, and
the victim loses 1D20 Sanity points.
If the exchange fails, the caster must immediately cast the
spell again (lose 10 more magic points) or his or her soul dissipates
into eternity. Running out of magic points has the same
result. Once the transfer is begun, it cannot be broken off.
'''MIRROR OF TARKHUN ATEP''': as harassment or warning,
the caster is able to project his image onto the surface of a mirror
or mirroring surface that is being gazed into by the caster's
intended victim. This spell costs 5 magic points and 1 Sanity
point. The victim can be anywhere on Earth.
The caster needs a mirror large enough to see his or her
head and neck. Gazing within it and keeping an image of the
target in mind, he or she utters the short incantation, makes the
sacrifice of Sanity and magic points, and waits. When the target
looks into a darkened window, a mirror, or any other mir-
roring surface, an image of the caster begins to form. If the
caster tires before the target looks into a mirror, that loss of
attention breaks the spell.
Sometimes the mirror image of the caster is looking directly
into the eyes of the victim. At other times the caster is seen
standing directly behind the victim in the reflection. If the victim
wears glasses, images reflected from the lenses may even be
resolved. Words and short phrases which the target can hear can
be uttered by the caster. The caster can see through his or her
mirror as well, and see the target and the target's surroundings.
'''NIGHTMARE''': causes the target to experience a horrible
nightmare, awake screaming, and lose 1D3 Sanity points. The
spell costs 8 magic points and 1 Sanity point to cast. It affects
a single sleeping individual, whose name must be known to
the caster. The spell can take effect at any range. The shaken
victim awakes in a cold sweat, but cannot remember the contents
of the dream unless benefiting from a successful
Psychoanalysis roll. The dream's content is chosen by the
keeper, not the caster, and must be closely related to the life
and habits of the caster.
===P Spells===
'''PARTING SANDS''': ancient Egyptian sorcery used to part
nonliving obstacles (walls, doors, rivers, and so forth). The
spell costs 2 magic points and 0/1D4 SAN to cast. Ordinary
desert sand is enchanted. For each point of SIZ above the first
two points, the spell costs an additional magic point. One
could use this spell to part the Red Sea, but that would take a
lot of magic points. To apply, spread a line of sand in the direction
desired, and sacrifice the necessary points. The way that
opens is wide enough and tall enough for men and horses. The
spell takes about ten rounds to complete.
'''PERFECTION''': given the permission of a god, the caster may
convert points of Power into points of other characteristics
with this spell, either for the caster or for his or her designated
target. The god designates any costs involved—usually one
for one in characteristic points. There is no Sanity charge per
se, but contact with an Outer God or Great Old One is necessary,
so the Sanity loss involved may be substantial.
'''PIPES OF MADNESS''': drives hearers insane. This spell must
be cast with the enchanted owl-bone pipes made by the ritual
in the spell Create Curse Whistle. The caster plays a specific
weird melody on the pipes and expends 5 magic points every
5 rounds of playing. It costs 1D6 Sanity points to cast the spell.
Call for Sanity rolls for all within earshot. Whoever
receives a failure loses 5 Sanity points and immediately goes
temporarily insane; roll on the longer duration table. With a
successful Sanity roll, the listener loses 1D3 Sanity points and
ordinarily does not go insane. Repeat the Sanity rolls every 5
rounds that the pipes are played and heard.
'''PLUTONIAN DRUG''': "I have here five pellets of the drug
Liao. It was used by the Chinese philosopher Lao Tze, and
while under its influence he visioned Too. Too is the most mysterious
force in the world; it surrounds and pervades all
things " — Frank Belknap Long, "The Hounds of Tindalos."
An enchantment. This drug has the ability to send the user's
mind back in time. In the story, it sometimes sent back users so
far that they encountered the hounds of Tindalos, entities capable
of traveling up and down time via its "corners." The hounds
are attracted by such intrusion and soon appear to devour the
interloper. The drug can appear in liquid or tablet form.
'''POSE MUNDANE (MASK)''': the spell makes a creature or
object totally unremarkable in the minds of viewers. The caster
must sacrifice magic points equal to the SIZ of the creature
or object, plus one magic point per round to maintain the
effect. An inanimate object can be masked indefinitely by the
sacrifice instead of 1 POW during the casting.
People fail to notice the strange appearance, though frequent
contact with the masked item allows a person to perceive that
something about the object or creature is very unusual.
'''POWDER OF IBN-GHAZI''': Those without the telescope saw
only an instant's flash of grey cloud—a cloud about the size of
a moderately large building—near the top of the mountain.
Curtis, who held the instrument, dropped it with a piercing
shriek into the ankle-deep mud of the road. He reeled, and
would have crumpled to the ground had not two or three others
seized and steadied him. All he could do was moan half inaudibly.
— H. P. Lovecraft, "The Dunwich Horror."
The spell makes visible magically invisible things by blowing
the powder against the invisible thing. The powder must be
compounded carefully, according to exacting instructions, and
involves three special ingredients and the sacrifice of 1 magic
point per dose. A dose is one application of the powder. The
keeper determines the special ingredients. The powder is either
blown from a tube or thrown over the target. The thing which
is dusted stays visible for no more than ten heartbeats.
That which could be made visible includes the magical
lines extending from a place enchanted for the Calling of a
Mythos deity, the aura around a Gate, and a normally invisible
creature such as a star vampire. Using the powder costs no
Sanity points, but seeing what it exposes may.
'''POWER DRAIN''': drains magic points from the target. The spell
costs 1D8 Sanity points. Match the caster's magic points against
the target's. If the caster wins, then the target loses 1D6 magic
points, and the caster gains them. If the caster fails to overcome
the target, the caster loses 6 magic points to the target.
'''POWER OF NYAMBE''': grants the caster additional magic
points perhaps useful in an emergency. The caster performs a
ritual which requires many components of African tribal
magic, and sacrifices 1 point of POW but no Sanity points. In
return, the caster receives 2D6 extra magic points usable for
any purpose. These points do not regenerate, and the POW
does not return.
'''PRINN'S CRUXANSATA''': the spell creates an ankh which can
temporarily or permanently banish individual Mythos creatures.
The cost of enchantment is 5 POW and 1D6 Sanity. The object
must be an ankh (looped cross) made of an unalloyed metal—
pure copper, iron, silver, gold, or lead would be the easiest metals
to find and to form. For 20-INT days the caster performs
episodic rites and sacrifices, and then sacrifices 5 POW and 1D6
Sanity to enchant the ankh. It is ready to use.
To combat the Mythos, the caster intones a chant for three
rounds, and expends any number of magic points to be matched
against those of the target on the Resistance Table. Companions
to the caster may contribute 1 magic point each; in token of the
5 POW, the caster adds 5 free magic points as well.
Any person who knows the chant may wield the ankh and
attempt to banish a creature, but does not get the 5-magicpoint
bonus granted to the original caster. If the ankh-wielder
and companions overcome the creature, it is dispelled to its
home plane. If they fail to dispel the thing, it attacks the ankhwielder
first before turning its attention to others present.
==Spells R-Z==
===R Spells===
'''RAISE NIGHT FOG''': draws up a dense ground fog from a
body of water. Casting it costs 3 magic points and 1D2 Sanity
points. The ritual takes about twenty game rounds to complete
and involves a bowl or cup for water, filled from the body of
water where the fog is to form, then blowing softly across the
surface of the container. The fog forms suddenly; if there is
wind, it drifts with the wind. The spell can be cast only at
night. The fog dissipates with the rising sun.
'''REACH''': allows the caster to reach through intervening surfaces
and volumes, to the physical extent of his or her arms or tentacles,
and adjust things, implant new elements, or withdraw existing
ones. Cost of the spell varies: match the number of magic
points sacrificed against the STR of the surface or surfaces to be
passed through. The spell also costs 5 points of Sanity.
'''RED SIGN OF SHUDDE M'ELL''': causes one or several victims
to die horribly. This spell takes 1 combat round, 3 magic
points, and 1D8 Sanity points to cast. When formed correctly,
a dull red symbol glows in the air as the caster's finger
describes it. The sign's malevolent effects manifest the round
after its creation. Once formed, the sign must be maintained by
concentration, and the expenditure of 3 more magic points
each additional round.
All those within 10 yards of the sign lose 1D3 hit points per
round as their bodies quake and spasm, and their internal
organs and blood vessels convulse. Those further than 10 yards
but nearer than 30 yards lose one hit point each round. Those
further than 30 yards take no damage. It is possible to escape
the sign's effect by crawling behind a wall or other opaque barrier.
The caster must stand next to the sign and concentrate. The
caster loses 1 hit point each round because of proximity.
'''REMORTIFICATION''': forces the appearance of the ghost of
one whom the caster has personally killed. The spell takes 1
round to cast, and costs 1D6+1 Sanity points. The spirit reenacts
movements made just before its death. The spirit is
immaterial. Objects pass right through it. It cannot physically
harm anyone or anything, but may cost Sanity to see.
'''RESURRECTION''': He turned from the inscriptions to face
the room with its bizarre contents, and saw that the kylix on the
floor, in which the ominous efflorescent powder had lain, was
giving forth a cloud of thick, greenish-black vapour of surprising
volume and opacity.—H. P. Lovecraft, "The Case of
Charles Dexter Ward."
The spell reduces a corpse to its essential salts and compounds,
a bluish-gray powder, or reverses the process to yield
ultimately the form and soul of the deceased. A complete
corpse is necessary. Either version of this rare, misleadingly
named spell costs the caster 3 magic points and 1D10 Sanity
points, for casting it is an unholy thing to do. Being Resurrected
in this manner costs the victim 1D20 Sanity points.
If only part of the ashy powder is available for the spell, the
sorcerer gets "onlie the liveliest awfullness" from what's then
made flesh. But the successfully resurrected need not be all in
one piece —as long as the coffin is intact and sufficient care is
taken to scrape together all the fragments and dust within, the
spell succeeds.
Reciting the spell backward returns the resurrected entity to
dust. It can be retained or thrown away. In this process, the cast-
er matches magic points against the resurrected's on the
Resistance Table. If the caster wins, the victim returns to dust. If
the victim wins, it may try to prevent the caster from reciting the
spell again. Reciting the spell backward takes two rounds. In
"The Case of Charles Dexter Ward", many of those resurrected
were interrogated and tortured to reveal secrets of the past.
'''RIVER GOD'S CURSE''': Dreamlands. This spell can be cast
only by the River God Oukranos, after the target has earned his
enmity. A devastating thirst plagues the target. In the
Dreamlands, this curse takes effect every 1D3 days and lasts
for 1D3 hours. In the Waking World, the afflicted cannot drink
enough water ever to slake thirst. The target loses 1 CON
daily, until death occurs or until he or she returns to the
Dreamlands and fulfills some obligation. Once the River God
is satisfied, the cursed recover 1 point of lost CON per week.
===S Spells===
'''SEAL OF ISIS''': protects inanimate objects against magical
attack within a 50-foot cube. This warding spell requires 1 hour,
1 Sanity point, and as many magic points as the caster thinks
useful. Spells cast at items in the warded area are resisted by the
magic points sacrificed to the warding. Match the points on the
Resistance Table. Seal of Isis does not defend people, and is not
a physical barrier against intruders.
'''SEEK HEART''': quickens and implants the will within a
corpse to pursue and acquire a fresh heart to replace the one
that has been taken from it. A cast of the spell costs six Sanity
points and 8 magic points. The caster must be within a hundred
yards of the corpse, and must be able to see the corpse to
activate it.
When the spell is cast, the corpse searches for the first
human target it can find. It attacks, striving to rip open the victim's
belly and reach up and scoop out the victim's living
heart. Insertion of the living heart within the attacker fulfills
the seeking corpse, which enjoys a few fleeting game rounds
of ecstasy. Shortly thereafter, the seeker collapses and begins
to decay. It has been drawing upon latent energies in existing
cells and muscles; once those energies have been drained, dissolution
of the corpse is speedy.
The effect of the spell lasts for the corpse's former STR
plus CON plus POW, in minutes. If by that amount of time the
corpse has not taken a new heart, it emits profound lamentations,
falls to earth, and putrefies. Seek Heart can be cast only
upon a corpse, and then only once.
Each cast of the spell requires a relatively fresh corpse, one
without significant putrefaction. The blood of the corpse must be
drained, and the corpse's heart somehow removed. Preparation
of the corpse and the casting of the spell take 1D3 hours.
'''SEKHMENKENHEP'S WORDS''': the caster creates an intense
bond with a large group of listeners. The spell costs 3 magic
points and 1D6 Sanity points to cast, and an additional 3 magic
points sacrificed at the end of each ten game minutes that the
spell lasts. The caster then must speak extemporaneously and
seemingly from the heart, and maintain the audience's attention.
Each ten minutes therefore the caster also needs a successful
communication roll as the keeper thinks appropriate (Bargain,
Credit Rating, Fast Talk, or Persuade), or the speech ends indecisively
and in confusion. At the end of a successful speech, the
audience believes what has been said for 1D3 days.
'''SEND DREAMING''': can be cast only during the dark of the
moon, and only by one who possesses Alcheringa Dream Lore.
The caster sacrifices 1 POW
into a fire. The fire burns yellow,
then white, then blue as
the night wears on. The caster
then entrances himself and
sends Dreamtime visions to
the sleeping target, plunging
that person's imagination
into the Dreamtime without
preparation or knowledge.
If the dream is horrifying,
the target can wake with a successful INT x 1 roll as it begins,
or by a successful POW x 1 roll at the end of each hour. A
dream costs caster and target alike 1D6 Sanity points, and lasts
for six hours. Once such a dream is underway, the target cannot
be awakened by someone else. The same dream might be
sent to two targets in one night for twice the cost of one.
'''SEND DREAMS''': subjects the target to dreams specified by
the caster. The spell costs a varying number of magic points,
and 1D3 Sanity points. The caster must use a special bowl
made of "the copper from above", an alien metal. Such a bowl
is etched with certain runes, and filled with specified herbs and
a dram of blood from the caster. The herbs are set afire. As
weird greenish smoke rises, the caster concentrates and casts
magic points into the spell. The magic points energizing the
spell are matched against the magic points of the target, and a
Resistance Table roll determines the winner. The spell lasts •
two minutes for every magic point put into it.
The target must be asleep and within 20 miles of the caster.
The dreams may be anything the caster desires, but one
usual use of the spell is to send visions of Mythos entities to
lower the Sanity of the target. Sanity losses from such visions
are one-tenth normal (round up fractions). A dream-vision of
Azathoth, for instance, costs 1 Sanity point if the Sanity roll
succeeded, and 1D10 Sanity points if it failed. The caster cannot
send a vision of any entity whom he or she has not seen.
The spell cannot transmit orders or wishes, nor hypnotize the
dreamer, who knows only that he or she is having strange
dreams.
'''SENDING OF THE DEAD''': Voodoo. Causes significant harm
or death to the target. It costs 10 magic points and 1D6 Sanity
points from the caster and supplicant. The caster uses Contact
Loa for Baron Samedi, who demands that the supplicant bring
specific symbols to his vè-vè at midnight, as well as several
handsful of earth. There the caster performs the spell. The supplicant
must now lay the earth where the target will walk on it.
When the victim does, the dead enter his or her body. Match
the caster's POW against the victim's POW. If the caster wins,
roll 1D8:
1-4 Victim immediately loses 1D10 SAN.
5-7 Illness costs victim 1D6 STR and 1D6 HP.
8 Victim falls into a coma and dies in 1D6 days
unless the dead are expelled.
'''SENSE LIFE''': allows the caster to detect the general nature of
life in a particular area. Casting this spell costs 1 magic point
and 1 Sanity point. The target is an area equivalent to an average
house. It must be within sight of the caster. The spell
allows the caster to distinguish species (such as a dog or a person),
but not to recognize specific individuals.
'''SHINING TRAPEZOHEDRON''': [it was] a nearly black, redstriated polyhedron with many irregular flat surfaces; either a very remarkable crystal of some sort, or an artificial object of carved and highly polished mineral matter. It did not touch the bottom of the box, but was held suspended by means of a metal band around its center, with seven queerly-designed supports extending horizontally to angles of the box's inner wall near the top .... exposed, [Blake] could scarcely tear his eyes from it, and as he looked at its glistening surfaces he almost fancied it was transparent, with half-formed worlds of wonder within. — H. P. Lovecraft, "The Haunter of the Dark."<br>
An enchantment. In the story, Robert Blake finds a peculiar metal box in which is mounted a stone about four inches thick. It rewards or damns those who look into it with visions of other worlds and dimensions—thus the stone shines with the interior light of things not of our world. The notes of a previous investigator refer to it as the Shining Trapezohedron, the correct description of the crystalline form. When the box is closed, a hideous avatar of Nyarlathotep comes, but one which either will not or dares not enter even the pale circles of light cast by street lamps. The stone exercises great command over human psyches. Getting rid of it proves too much for poor Blake, who perishes when the electric lights of Providence fail during a thunderstorm and the avatar emerges.
'''SHRIVELLING''': a powerful spell of attack. Casting it costs a
variable number of magic points and half that many Sanity
points (round up any fraction). It takes two rounds to intone.
To succeed, the caster must then use the Resistance Table to
overcome the target's magic points with the remainder of his
or her own. If successful, the spell blasts and blackens the target—subtract
1 hit point from the target for each magic point
invested in the spell.
'''SIREN'S SONG''': the caster sings the spell, which if successful
causes the target to believe that the caster is all that his or
her heart desires. The spell takes two rounds to cast. Casting
the spell costs 1 magic point and 5 Sanity points. The spell
lasts for 4D10 hours. The target may resist POW vs. POW on
the Resistance Table and, if the target succeeds, the spell has
no effect. Siren's Song affects as many people as can hear it.
'''SKIN OF THE SEDEFKAR''': Brothers of the Skin. Magically
defends the caster. Casting the spell costs 10 magic points and
1D3 Sanity points. For twenty-four hours, the caster is protected
against all kinetic attacks by ten points of invisible magical
armor. However, each attack reduces the stopping power
of that armor by 1 hit point; e.g., after two bullets hit, the spell
stops only the first 8 hit points of damage from the third, and
only the first 7 from the fourth. Casting the spell takes approximately
one uninterrupted hour of time.
'''SNARE DREAMER''': allows the caster to attract a particular
soul if it is currently out of body. The spell takes twenty minutes
to cast, and costs 8 magic points and 1 Sanity point. The
caster and target must be within five miles of each other, and
the target's player may attempt a POW vs. POW match on the
Resistance Table to escape. With a failure, the soul is drawn
into the presence of the caster and is subject to such spells as
Bind Soul. If the soul evades capture, it wanders off to participate
in more dreams. The dreamer sees the caster and location,
though he or she may not recognize the location, and
remembers this as a particularly vivid dream.
'''SONG OF HASTUR''': a magical attack, the song is a wailing
ululation costing the caster 1D4 Sanity points and 1D4 magic
points each round it is performed. Roll D100 equal to or less
than POW + DEX x2 in order to sing properly the alien melody.
The target must be visible to the caster. Though everyone
can hear the song, the spell affects only the person chosen as
target. This spell will not work except at night, and only if the
star Aldebaran is visible.
Successfully cast, this spell causes the skin and flesh of the
chosen victim to bubble and fester into pestilent blobs, costing
the target 1D6 hit points per round. After every two rounds,
scarring reduces the victim's APP by 1D6. After every four
rounds, internal ruptures lower the victim's CON by 1D6.
When the victim's hit points or CON reach 0, the body swells
up, then bursts with a sickening pop as steamy gore spills onto
the floor.
The song can be used defensively, to guard against another
caster of this spell. Successful opposing castings neutralize
each other.
'''SOUL EXTRACTION''': Voodoo. Allows a person's soul to be
hidden, for purposes of protecting it, often within a clay pot.
The elaborate ceremony costs 8 magic points to the caster. The
target then lives a relatively normal life, and benefits from a
Luck roll's chance of defeating any voodoo spell cast against
him or her. If an enemy gains control of the soul's container,
spells may be cast directly at it, with the effect that each spell
does maximum damage.
'''SOUL SINGING''': causes the target to see and hear only what
the caster desires. The spell costs the caster 8 magic points and
1D4 Sanity points. The caster also must play the enchanted
bone pipes (see Create Curse Whistle). The spell takes effect
when the caster's magic points overcome the target's on the
Resistance Table.
Soul Singing is aimed at a single victim who, seeing what
the piper wishes him to, is led entranced to some doom or
destruction. The spell affects one target. Others present cannot
hear the tune unless their players succeed in D100 rolls of
POW x3 or less. Then they hear a faint, nondirectional piping
of strange melodies.
'''SOUL-TRAP''': allows the caster to trap the soul of a victim
within a specially prepared talisman. Creating the talisman
costs the caster 1 POW and 1D4 SAN points. The victim must
be wearing it at his or her time of death, or the spell fails. If
wearing the talisman, capture of the soul is automatic.
Thereafter the victim's soul can be called forth by the caster
with a few simple words.
The summoned soul takes the physical form it possessed in
life, including clothes and accessories like rings or watches.
The spirit can be questioned or called upon to perform tasks,
but if it refuses or is hostile, the caster needs a successful POW
vs. POW roll on the Resistance Table to compel it. A failing
roll frees the soul, which quickly disappears.
Summoned, the soul remains apparent for the caster's
POW in rounds, and may be summoned again following the
same interval.
'''SPECTRAL RAZOR''': creates the effect of an invisible blade
which can be used to cut and slash victims. This immaterial
weapon can be used at a range in yards equal to the caster's
POW x3. Damage is 1D6 per round. The spell takes 2 rounds
to cast and costs 2 Sanity points and 2 magic points. For each
additional round of effect, the caster must pay another 2 magic
points.
A Spectral Razor target must be visible. If concealed or
half hidden behind obstacles or obstructions, the damage is
done to intervening objects until the keeper believes enough
damage has been done that the target is visible and vulnerable.
'''STEAL LIFE''': drains life from a victim to make the caster
younger. This cruel spell costs 8 magic points and 1D20 Sanity
points. To cast the spell, the target must be within sight and
hearing of the sorcerer, who must overcome the target's magic
points in a match with his or her own on the Resistance Table.
With a success, the target begins to age and decay while yet
alive, the innate life and vitality draining into the sorcerer.
Each combat round after the spell is cast, the target loses 1
point each of STR, CON, DEX, POW, and APR. For each point
of characteristic drained from the target, the caster becomes a
week younger. For example, if the spell were cast upon a random
derelict who had 8 points in each characteristic, the caster
would become 40 (8 times 5) weeks younger. Meanwhile,
the target withers, turns gray, and flakes away. At the end of
the spell, the target has become a horrid dry husk which costs
0/1D6 Sanity points just to see.
If this spell is not cast on the night of the full moon, the
caster does not gain the benefits of restored youth, but the victim
still dies. If the caster of the spell is slain before the victim
dies, the spell cancels and the victim's lost characteristics
return to him or her.
'''STOP HEART''': causes the target to lose 4D6 hit points to a
sudden massive heart attack. The spell costs 14 magic points
and 2D6 Sanity to cast. An involved ritual occupies the caster
for the day before the spell is cast. Once the ritual is ready, the
casting takes only a round, though the target must be within
sight of the caster. A POW vs. POW match on the Resistance
Table must be won, or the heart attack does not occur.
===T-U Spells===
'''TRANSFER BODY PART''': Brothers of the Skin. Allows the
willful substitution of another hand, arm, etc. Casting the spell
costs 1 POW, 1D10 magic points, and 1D10 Sanity points. If
the donor is already dead, the transfer costs 2 POW. More
complicated transfers cost more: the most expensive is 100
magic points for Transfer Head.
Preparation for the spell takes about an hour, including the
creation of the magical thread that provides the initial connection
of body to part, plus the transfer taking game minutes
equal to the magic points required. Since the procedure is
often clumsy, the caster usually Transfers the part to a second
Brother. The Brothers look for particularly prize pieces of
anatomy—an athlete's legs, a boxer's fists, and so on.
To return to an original body part, see the similar
spell Detransference.
'''TRANSFER ORGAN''': Brothers of the Skin. Replaces a
human internal organ with its match from another human.
Hearts cannot be moved or traded. The spell costs 63
magic points and 1 POW. Donor and receiver each lose
1D8 Sanity points. One of the participants can be the caster.
The donor must be alive. The donor's agreement is not
needed for the effect of the spell.
A paste is made of blood from both participants, mixed with
chameleon saliva. Donor, receiver, and caster are surrounded
by a group who link hands and sing an ancient poem; the 63
magic points are drawn from them in equal or nearly equal
amounts. This keeps both parties alive during the transfer.
Using the paste, the caster draws the symbol of the organ to
be transferred on the respective areas of the participants. After an
hour of meditation and visualization, the caster delves his hands
into the donor body where the symbol is. Pinching off major connections,
the organ is lifted out and placed on a circular stone
table. The process is repeated for the recipient, and then the parts
are installed in their new bodies and sewn into place.
'''UNMASK DEMON''': it destroys any magical disguise used by •
a target, and costs a variable number of magic points and no
Sanity points. The spell requires the participation of a group of
at least three people who chant clearly and rhythmically while
their leader breaks a raw unfertilized egg on which has been
drawn an image of the target. To succeed, the casters must
overcome the target's POW with their own combined magic
points. Each participant may contribute as many as half his
magic points to the spell. Sanity may be lost when the target's
true form is revealed.
'''UNSPEAKABLE PROMISE''': establishes a binding oath made
to He Who Is Not To Be Named, and costs the caster 2D8
Sanity points. In return, Hastur grants the caster some benefit—
a plausible gift would be an important ancient tome such as the
R'lyeh Text or the yearly award of 3 POW for the rest of the
recipient's life. Additionally, however, there is a non-cumulative
chance of 2% per year that the caster transforms into a
gruesome humanoid monster totally under Hastur's sway, one
which the keeper may create afresh or draw statistics from the
Unspeakable Possessor, in the Creature Companion.
===V Spells===
'''VANISH''': causes the caster to disappear in a puff of smoke, to
reappear instantly in a location beside a previously prepared box.
The box takes 2 POW to prepare. Each casting of the spell takes
about two seconds, and costs 5 magic points and 1 Sanity point.
The location is defined by creating a charm made of a box
containing components of the caster's body such as hair, teeth,
or nails. The box is magically prepared, taking about a day,
and the POW must be sacrificed. Then the Vanish spell may be
cast any number of times. If the box is destroyed, or opened
and its contents scattered, the POW points are lost. The box
must be remade before the spell can work again.
The location of the box might be as far as several hundred
miles distant. More than one box might be prepared at the
same time.
'''VIEW GATE''': cast at a suspected Gate, this spell allows the
caster and companions to see what, if anything, is on the other
side of the Gate without going through it. The cost varies with
the number of magic points needed to activate the Gate. It
always costs 1 magic point and 1 Sanity point to cast the spell.
Viewing is a variable cost, one tenth of the Gate cost (round up
fractions). Thus a Gate costing 7 magic points to pass through
requires 2 magic points and 2 Sanity points to view through.
The view lasts 1D6+1 rounds. The spell may be cast as often
as the caster's magic points and Sanity points allow.
If there is something horrific to see, additional Sanity
charges are in line for each viewer. If important to play, viewers
may attempt appropriate skill rolls to learn where or when
or what they are viewing.
'''VOICE OF RA''': temporarily increases caster APP and certain
related skills. The spell requires 5 magic points and 1 Sanity
point. The ritual takes two hours to complete, and a variety of
herbal components are burned during the casting. For 24
hours, the spell adds 1D10 APP to the caster, and increases by
20 percentiles each the caster's Bargain, Credit Rating, Fast
Talk, Persuade, and Psychology skills.
'''VOID LIGHT''': Mi-go. This spell subtly warps space, creating
a sink from which photons will not emerge. The mi-go must
spend one magic point for every cubic yard of blackness
desired. No light can escape the affected area, making useful
visual protection for these sometimes fragile aliens.
Depending on how the spell is prepared, the darkness may be
like a sheet or a spherical volume.
'''VOORISH SIGN''': They from outside will help, but they cannot
take body without human blood. That upstairs looks it will
have the right cast. I can see it a little when I make the Voorish
sign — H. P. Lovecraft, "The Dunwich Horror."
These magical hand gestures aid in Mythos magic. Making
the Voorish Sign costs the user 1 magic point and 1 Sanity
point. The passes and hand movements take only a few seconds,
but they increase the chance to cast successfully a
Mythos spell by 5 percentiles, and in some cases seem to make
visible the invisible. In the canon, this sign is never described.
===W Spells===
'''WANDERING SOUL''': while he sleeps, this spell can send the
caster's soul to some location, and thus scry out his enemies.
The caster then wakes twelve hours later, having spent all but
one magic point and sacrificed 1D4 SAN, and with a sense of
exhaustion. The dream-like vision reveals information readily
observable, but lamps cannot be lit, nor boxes and drawers
opened, nor papers rifled.
While it is so wandering, those of POW 20 or more can see
and identify the scrying soul. Those of POW 15 or more have
the feeling of being watched. Those asleep see the face of the
scrying soul and can identify it, for the soul has always the
appearance of the caster, and cannot be disguised.
'''WARDING''': makes a warding arrangement. Costs 1 magic
point per stone used in the ward, and costs no Sanity points. A
number of ordinary white stones are required. They are placed
on the ground as the caster pleases, except that each must be
within a yard of each of the others. The spell takes about fifteen
seconds to cast, during which a shimmering heat haze can
be seen over the stones. Thereafter if any stone is moved, the
caster will be aware of the fact, even if asleep until then. Once
this has occurred, the spell is broken.
'''WARDING THE EYE''': this spell protects completely against
the Evil Eye spell. It costs 2 magic points and no Sanity points,
and involves a number of complicated hand gestures which
may be made prior to or at the same time as the Evil Eye. Like
the Evil Eye, this spell expires at midnight.
'''WAVE OF OBLIVION''': causes a powerful ocean wave to
smash down at the caster's direction. The caster must be in or
on the water himself. The spell costs 30 magic points and 1D8
Sanity points to cast. Sufficient quantities of salt water must be
present to create the wave, and the caster must be able to see
the target. The wave volume is 3,000 cubic feet, enough to
swamp or capsize a small sloop. Were several or many spells
cast at once, a large ship could be swamped. Needless to say,
people swallowed up by such waves vanish forever below the
surface.
In another version, one sorcerer must know the spell and
expend all but one of his or her magic points, but others can
also contribute magic points to allow the creation of vast
waves capable of sinking ocean liners, battleships, or
Manhattan island. Those knowing the spell can contribute as
many magic points as desired, and must expend 1D8 Sanity
points. Those who do not know the spell can contribute 1
magic point each. The variant requires a minimum of 30 magic
points, creating a wave ten feet long, ten feet wide, and thirty
feet high. Each additional magic point adds a foot to the length
and width of the wave.
'''WITHER LIMB''': causes permanent damage to the target. The
spell costs the caster 8 magic points and 1D6 Sanity points. It
takes 1 round to cast and the target must be within 10 yards.
Overcoming the target's magic points with his or her own on
the Resistance Table, the caster causes the nominated arm or
leg to wither and shrivel, leaving to the victim 1D8 hit points
of damage and a permanent loss of 3 CON. The victim and any
witnesses lose 0/1D3 Sanity points each.
'''WRACK''': temporarily incapacitates a single target. It costs 3
magic points and one Sanity point to cast. The caster must be
10 yards or less distant. Match caster and target magic points
with those of the target on the Resistance Table. Succeeding,
the spell takes effect after one round of confusing hand gestures.
Intense, wracking pains seize the target, the face and
hands blister and drip fluid, and the eyes cloud with blood and
become temporarily sightless. The effect lasts 1D6 rounds,
after which sight returns. In 3D10 minutes, the target fully
recovers and resumes normal activity. Traces of physical corruption
[[Category: Grimoires]]
fade quickly, and in 24 hours only faint blemishes can
be seen on the skin. Each such experience costs the target
1/1D6+1 Sanity points.

Latest revision as of 21:35, 20 May 2013

Spells located in various Grimoires. It is important to note that most Grimoires do not have access to ALL these spells, especially the spells referring to specific Elder Deities and otherworldly creatures. Several Grimoires are very specifically devoted to one or two particular Old Ones, and do not speak of others within their pages. Assume knowledge of all these spells is at least referenced, but the Grimoire may not have the capacity to cast all of them.

Grimoires also have categories of spells they may contain, but these are usually more specific on the Elder and Outer Things discussed within each individual Grimoire.

Spell List A to H

General Spells, separated by alphabetical order. These are all-purpose spells, and likely to be found in many Grimoires.

A Spells

ALTER WEATHER: moderates or exacerbates any weather condition. Large groups may cast the spell to achieve great meteorological effects. The keeper establishes the base conditions. Every ten magic points sacrificed effects one level of change (see further below). The caster may expend as many magic points as he or she is able, as can any participant who knows the spell. Those ignorant of the spell can contribute 1 magic point only. Casting the spell costs every participant 1 current Sanity point, and requires a song-like chant to be uttered for three minutes per level of weather change. The effective radius of the base spell is two miles; this area can be widened for a cost of ten magic points for each additional mile. The change in the weather lasts thirty minutes for every ten magic points of the total contributed, but violent weather such as a tornado lasts a much shorter time.
Five weather components can be changed, in varying levels of effect. One level costs 10 magic points to change: thus to change the two levels from partly cloudy to heavy clouds takes 20 magic points to change. For snow to fall, the temperature must be 30°F or lower, otherwise the precipitation is rain, not snow.

  • Cloud Cover Levels: (1) clear, (2) foggy, (3) partly cloudy, (4) cloudy, (5) heavy clouds.
  • Wind Direction Levels, the eight compass points: (1) north, (2) northeast, (3) east, (4) southeast, (5) south, (6) southwest, (7) west, (8) northwest.
  • Wind Speed Levels: (1) calm, (2) breezy, (3) gusty, (4) strong steady wind, (5) gale, (6) local hurricane, (7) tornado.
  • Temperature Levels: one level raises or lowers the temperature in the area of effect by five degrees Fahrenheit.
  • Precipitation Levels: (1) dry, (2) drizzle or mist, (3) rain [snow], (4) hail [snow], (5) heavy rain [heavy snow], (6) thunderstorm [blizzard].

APPORTION KA: the caster can place a portion of his life essence, or ka, into one or more of his vital organs. This done, the wizard can then remove the enchanted organ from his or her body. The organ continues to live and sustain the caster's identity. Having one's own insides removed costs 2D10 SAN and the permanent loss of 1 POW per organ removed. This spell was first used by followers of the Dark Pharaoh, Nephren-Ka, who would remove vital organs and lock them away in safe places. This would make the caster virtually impossible to kill, if not for the spell's one weakness. The brain is the seat of the spell's power and, as such, could not be removed. If the brain was destroyed the other organs would lose their magical properties and the caster would die. (Other spells no doubt supplied the priests with means for seeing, touching, and so on.)
The priests of Nephren-Ka could not transplant themselves into other people. With transplant technology, today's sorcerer can. Even while disembodied, the caster is able to sense where the other parts are, and subtly guide the bodies toward each other. When two bodies are as close as a block or two, the caster regains full consciousness, with access to all memories, knowledge, and spells. The caster also takes command of these proximal bodies, and they all become of one mind. POW is his or her own, but the magic points are the sum of those he or she controls as well as owns. His or her own magic points regenerate, but the rest are one-time use only, and only as long as the caster maintains sway.

ATTRACT FISH: a fisherman's aid, to be cast over salt or fresh water. The cost is 2 magic points and no Sanity. Bait must be placed in the water and a simple sing-song chant uttered for two minutes. In 1D6 minutes, D100 local fish congregate in the area.

AUGUR: grants portents of the future if the caster is clever enough to understand them. Augur costs 4 magic points and 1D2 SAN to cast. Media varies, from animal entrails to tea leaves to the casting of stalks. The chance of understanding an augury is equal to or less than the augurer's POW x5. A portent may be vague, subtle, dream-like, or in a cryptic verse; if the future were easy to know, everyone would know it.

AWAKE ABHOTH: this spell wakens the sleeping god Abhoth to begin the great feast for which it waits and hungers. The spell costs 12 magic points, 1D10+2 Sanity points, and long rituals that prove the caster's faithfulness to the god.

B Spells

BAIT HUMANS: causes the image of a fabulously large and beautifully cut diamond to float in the air before the target. The spell costs the caster 1 magic point per casting, lasts for five minutes, and can be repeated indefinitely. Approximate range of the spell is one mile. As a target approaches the illusion, the diamond recedes at approximately the same speed, in the direction the caster wills, presumably to where the hungry chthonian waits. As in sport fishing, the target decides whether or not to take the bait. Only chthonians have this spell. A variation, Bait Sand Dwellers, exchanges the image of a floating diamond for that of a tender human haunch, dripping flesh blood.

BALK BROOD: calls forth the Brood of Eihort from a victim. The spell requires three rounds to intone and costs 1D3 Sanity points per participant. The caster and other people who know the spell can expend as many magic points as desired. Those who touch the caster while the spell is intoned can add 1 magic point per person, though the Sanity cost remains at 1D3 points each. Learning the spell requires a roll of INT x2 or less on D100 and 15-INT days of study.
Using the Resistance Table, match the total of the magic points expended against the number of days elapsed since the injection of the Brood. If the spell succeeds, the Brood infesting the victim promptly cascade out of the victim's orifices, costing him or her 1D3 Sanity points for pain and embarrassment. The victim also loses 1 hit point for each day of infestation. The infestation may already have caused the victim great harm, which their presence keeps from being obvious. Removing the Brood actually may kill the victim, but he or she is doomed in any case. At each casting of this spell, the participants risk the appearance of Eihort: the chance accumulates at 10 percentiles per cast. Eihort will attack the caster first.

BANEFUL DUST OF HERMES TRISMEGISTUS: similar to the Dust of Suleiman, it only affects creatures of nonterrestrial origin (that excludes humans, deep ones, ghouls, servants of Glaaki, sand dwellers, serpent people, and chthonians, but not flying polyps, elder things, mi-go, star-spawn of Cthulhu, or shoggoths). It costs 4 magic points and no Sanity to cast the creation spell; thereafter anyone may use the gold-colored dust created. Only the most fearsome entities continue to fight after an application of this powerful dust.
To apply the dust requires that the target be within reasonable Throw range. With a successful Throw roll, the dust burns the extraterrestrial creature for 2D6 points of damage. Armor does not protect against the dust. Each successful Throw of the dust does the same damage. If Thrown and missed, the nimbus of the dust still does 1 hit point of damage. The creature escapes damage only if the Throw roll is fumbled.
The dust's effects are horrible, and cost sensitive observers 0/1D3 Sanity points to see. The creature flinches and flails, and sometimes screams. Its body smokes and burns as if eaten by powerful acid.
The formula for the dust requires common chemicals and ingredients in a proportion of combined weight about equal to two pounds. Two ounces of this concoction is enough for one dose. Sixteen doses would be made each time the formula is followed. A successful Chemistry or Pharmacy roll is required for a batch to work; the keeper should make this roll, for the caster should have no idea if a batch will be effective.

BANISHMENT OF YDE ETAD: It sends home most transdimensional human or human-like intelligences that are under their own volition. It is not effective against servitors, hirelings, thralls, or any creature commanded by another intelligence. Correctly performed, the banishment is permanent and irrevocable. Each banishment is of an individual, not of a class. At least three people must participate in the spell. All participants must know the spell. More participants add to the effectiveness. The total number of participants must be divisible by three. Each participant donates 1D4+3 magic points and loses 1D4 Sanity points. Learning this spell requires twelve hours of time, a roll of INT x4 or less, and 1D3 Sanity points. This banishment works by destroying with ritual flames a sigil representing the target. The target's personal sigil is best, but a substitute can be prepared according to a formula described with the spell.
The spell must be performed in the open air in the middle of the night, ideally in a place of power associated with the subject. The target's known haunts, its last known location, or its point of entry into this dimension are all suitable sites. The spell casters must divide their numbers: one third remain outside a protective circle and the rest stand within. Using a mixture of ground silicon dioxide, lime, or magnesium silicate, combined with dried and ground henbane or garlic, the larger group of spell casters inscribes a circle on the ground around them, one large enough to accommodate the group as well as leaving room for a fire in the center. As the circle is made, the casters must recite a complicated verse. Then more of the compound is used to trace a series of complicated symbols, accompanied at all times by the chanting of verses read aloud or declaimed from memory.
The spell casters outside the circle then trace a second larger circle of the compound, surrounding all. The casters in the central circle place their personal sigils (a sigil can be a handwritten signature, or something equally characteristic) at evenly spaced intervals around the inside perimeter of the inner circle. As the sigil is placed, that participant must speak his or her name aloud to the heavens. These personal sigils must remain in place until the ritual is completed. The protective circles complete, the casters in the inner circle build a ritual fire upon a grate suspended two to six inches above the ground. The fire must be of moderate size, with plainly visible flame. As the ritual fire is lit, all casters repeat yet another complicated verse. The fire must burn steadily from this time until the sigil is utterly consumed. If the fire flags or dies, the banishment fails, so the inner circle also must contain plenty of fuel. Once the fire is burning steadily, the casters within the inner circle throw locks of their own hair and nail clippings into the flames, accompanied by more chanting. As the smoke rises from the clippings, the casters within the inner circle place the sigil of the intended target on the fire so that it is clearly visible to all the spell casters, and it must remain visible until utterly consumed. At that point the image of the thing to be banished appears, howls in fiery agony, and gradually returns to its own plane of existence. As it burns, the casters within the circle repeat a final verse, then remain silent until the fire dies, an additional 3D10 game minutes. The casters then may destroy the circles and freely move about.

BAT FORM: lets the caster assume the form and capabilities of a flying fox, while retaining his or her intelligence and intentions. The spell costs 12 magic points to cast; assuming the form of a bat costs 1D8 Sanity points. The spell must be cast while the sun is down, and its effects last only until the sun rises. Capabilities of a bat include those of flight and of acute hearing.

BECOME SPECTRAL HUNTER: turns the target into a monster which can attack while invisible. The spell requires 2 POW from the caster (who also may be the recipient), a small specially made figurine, the blood of several animals, and the loss of all Sanity points by the target of the spell. The target must be a knowledgeable volunteer. If the caster is not also the recipient, he or she loses 3D6 Sanity points in performing the ritual. The target transforms into a spectral hunter, a hideous humanoid described in the 1982 supplement Shadows of YogSothoth.
The new spectral hunter is psychically linked to the figurine which holds its soul. If this figurine is destroyed, the spectral hunter is injured or killed.

BIND ENEMY: either by physical attack or magical attack, the spell renders the target unable to harm the caster for the next seven days. A variable number of magic points are sacrificed into a small effigy of the target, and then matched against the target's POW on the Resistance Table. If the target wins, the spell fails. No Sanity points are expended. It takes about a day to gather the materials, construct the effigy, and chant the ritual that seals the magic points into the effigy. The effigy must contain a few hairs or nail clippings from the target, or something else of a personal nature. The spell is broken if the caster attacks the target or if the effigy is destroyed.

BIND LOUP-GAROU (Cage of Kind): Removes a werecreature's desire to control his or her shape-changing, quickly condemning him or her to the life of whatever animal the character's animal alternate is. Bind Loup-Garou needs 14 magic points per targeted loup-garou. It consumes 2D4 Sanity points per ceremony, no matter how many loups-garous are involved. A loup-garou so bound sheds its human side in a number of game days equal to its POW. Once the spell is cast, the target loup-garou steadily loses his or her ability to choose when to shape-change. More and more he or she becomes the animal alternate when primal emotions such as rage, fear, lust, or hunger become strong. The shape-change is more and more triggered, and not a choice. The effect strengthens over time. After 1/2 POW days, the target spends half its time in its animal form. After POW days, the human side is utterly unattractive and tedious. The loup-garou then lives out the remainder of its life as an animal in the wild. To perform this spell, the caster needs a bowl of solid silver or gold. The bowl must be inscribed with the incantations of the spell on its inner surface. The caster must also carve a circular talisman into the surface of the area where the spell is to be cast. Six candles are placed and lit clockwise around this talisman. Once the candles are lit, the caster may not leave the circle, or he or she must repeat the ceremony from the beginning. At least six drops of uncoagulated human blood must be added to the bowl. To target an individual, place some of his or her body hair, fingernail clippings, personal possessions, etc., in the bowl. More than one person may be targeted at a time. Incantations must be chanted without interruption for an hour. If all goes well, the bowl briefly glows and the spell begins its work. After the spell is cast, the targeted loup-garou experiences growing fears and desires based on the need of its animal side. For instance, if the loup-garou is half mountain lion, then while on the human side the loup-garou becomes increasingly aloof, predatory, and territorial with rivals. The affected loupgarou loses no Sanity unless it understands what has happened to it; then the Sanity loss is 1D3+1 SAN per day, until POW days have passed. Then it loses all remaining SAN and as a human is permanently insane.

BIND SOUL: allows the caster to imprison a human soul and thereby control or murder the body from which the soul came. Cost to cast the spell is 10 magic points and 3 Sanity points. The caster must be able to find the soul before it can be imprisoned; see Snare Dreamer for one way to achieve that. See Compel Flesh for a way to control the body. The caster must defeat the target soul by matching POW vs. POW on the Resistance Table. If the soul is trapped, the victim's body begins to die, at the rate of 2 CON per day. When CON reaches zero, the body dies and the soul is released. If the soul is not trapped, the magic points and Sanity points are lost without effect.
A special vessel for the soul must have been prepared. That ritual takes three days. Anything that can be closed (a jar, a box, a bottle, etc.) will do as a vessel. The soul can be released by opening or breaking the vessel, if the vessel can be found. The powder of Ibn-Ghazi and similar magic can trace the link between body and soul: the location of the vessel can be calculated by triangulation or by expending onsiderable powder and simply following the spider-web-like link left tangible by the powder.

BLACK BINDING: offers a way to create an ordinary zombie, at a cost of 16 magic points and 1D6 Sanity points. A ritual liquid must be poured over a corpse, or into the grave in which a corpse lies. The keeper determines the ingredients of the liquid: at least one part should be difficult to obtain legally. The corpse is left to mature. At the end of a week, the caster comes to the grave and intones the Black Binding. At the end of the half-hour ritual, the corpse claws its way from the grave, and thereafter does the caster's will. A zombie made this way continues to rot after it has risen. A replacement must be created periodically.

BLESS BLADE: creates a blade capable of damaging or killing entities which cannot be harmed by ordinary weapons. Requires the blood sacrifice of an animal of at least SIZ 10, a point of POW, and 1D4 Sanity points from the creator. The blade of the knife must be of an elemental metal such as iron or silver. The blade may be of any size, but larger blades do greater damage; see the weapons table (p. 58) for sample damages. If the blade is broken, melted, or otherwise damaged, it permanently loses this ability, but it will not be harmed in attacks against supernatural entities.

BLIGHT / BLESS CROP: as the caster chooses, the spell causes one acre of vegetation to wither and die slowly, as if parched, or to blossom and grow with vigor. The spell in either version costs 6 magic points and as Blight Crop an additional 1D6 SAN to cast. "Blooding" the caster (striking the face hard enough to draw blood) breaks the spell.

BODY WARPING OF GORGOROTH: allows the caster to change his or her physical form. The caster must invoke Nyarlathotep and repeat the phrases of the spell for 1D6+4 minutes while expending 6 magic points and an additional magic point for each point of SIZ to be gained or lost in the body warping. This spell also costs 2D6 Sanity points and 1 point of POW each time cast. Only one alteration per casting is possible, and the effect is permanent until the spell is recast to change back again. This spell cannot be cast on another being.
The sorcerer can change to any shape and appearance, though retaining personal abilities. The form must be fleshly, thought it can appear to be of stone, wood, a rug, etc. Once changed into a new shape, the caster has the mobility of that shape. The caster's STR, CON, 1NT, POW, and DEX never change. If emulating a person, the sorcerer's APP becomes that of the individual emulated. The caster can take on only the form of what he knows.

BREATH OF THE DEEP: his or her lungs fill with sea water, drowning the target. The caster must be able to see the target. After mentally intoning the spell for a round, the caster sacrifices 8 magic points and 1D6 Sanity. Match POWs on the Resistance Table. If the caster wins, consult the drowning rules in the Game System chapter. D100 rolls begin at CON x5, then CON x4, etc., and the target must make them for 1D6 rounds. Each missed CON roll costs the target 1D8 hit points.

BREW DREAM DRUG: creates a drug which facilitates group entry into a world of dream. Casting the spell and making the drug takes about five hours and costs 4 magic points and 2 Sanity points to cast. After the first, each additional draught made at the same time costs one additional magic point—to make five draughts, for instance, would cost a total of 8 magic points and 2 Sanity points.
The drinker of a draught falls asleep very quickly, for about four hours. The subjective length of the dream may be long or short, and memories of the dream may be distorted. All who drink of the same drug ogether are together in the dream. By the origin and proportion of the ingredients (and by arrangement with the keeper), the caster may guide dream entry into a specific area correlative to the Waking World, such as a specific city or to some special place or other dimension.
A large number of herbs are required, some commonplace, others mystical and difficult to find. The result is a thin brown liquid. A mild narcotic effect relaxes the drinker and inclines him or her toward dreams.

BREW SPACE-MEAD: a wonderfully golden liquid, which he kept in a carafe in his desk and served in tiny Belgian liqueur glasses in such small amounts that it seemed futile even to raise it to one's lips—and yet its bouquet and its taste ... outdid even the oldest Chianti and the best Chateau Yquem to such an extent that to mention them in the same breath was to do injustice to the professor's brew. Fiery though it was, it had the additional effect of making me drowsy . . . —August Derleth, "The House on Curwen Street."
This spell creates a magical drink that allows a human to withstand journeys through the vacuum and vicissitudes of space. For all such journeys, the effectiveness of space-mead also requires the expenditure of an equal number of magic points and current Sanity points, each equal to the log to base 10 of the journey's distance in light years (see the Space-Mead Effectiveness Table nearby). Brewing the drink and taking the journey represent separate stages for the caster/user. Different types of space-mead exist, each with the same effects but all of them requiring different ingredients.
Brewing space-mead requires five special ingredients to be chosen by the keeper, and requires at least a week of brewing time. Once the mead is foaming and bubbling, the caster must sacrifice 20 magic points per dose into the brew. These magic points may be sacrificed over several or many days; the more points, the more doses. Each dose allows a person to withstand one journey through space of varying distance and time. Once the space-mead has been enchanted, the traveler must find a mount: among others, the spell Summon/Bind Byakhee can provide an interstellar steed. The traveler then drinks a dose (presumably bringing a return dose along), climbs on and commands the mount, and the journey begins. While in space, the traveler is in mental and physical stasis, nearly insensible to surroundings. Upon arrival at the destination, the effects of the brew conclude.

BRING HABOOB (Sandstorm): The caster focuses strong swirling winds. In a desert or among coastal dunes, this produces a sandstorm. The cost of the spell is 20 magic points, it takes an hour to cast, and also requires 1D4 Sanity points. This very cost-effective spell produces a whirling storm roughly 20 miles across with winds averaging 30 mph and gusts of roughly twice that. See Alter Weather for a more systematic spell of greater extremes.

BRING PESTILENCE: Dreamlands. This foul spell infests its victims with dreadful diseases. Casting the spell costs 10 magic points and 1D10 Sanity points. The target must be touched by the caster and the target can resist the spell by matching POW against the caster's POW. A bit of decayed human flesh is required as a material component. The first symptoms of the disease show up in 1D10 rounds. Symptoms of the illness vary, but its game effect is always the daily loss of 1D3 CON until the victim is cured or dead. Victims also suffer a daily cumulative 5-point loss from each skill. The victim may be cured with a successful Medicine roll, and cured dreamers regenerate all lost CON points in 2D6 hours. Should an infected dreamer wake before perishing, he or she is saved. On the next visit to the Dreamlands no sign of the sickness exists. This spell may be cast only in the Dreamlands.

C Spells

CANDLE COMMUNICATION: allows two sentient beings to communicate magically by voice at a distance, without other apparatus. This requires two casters, and costs each 5 magic points and 1 Sanity point. At a pre-arranged time, each participant lights a candle and speaks the words of the spell over and over until the other's voice can be heard. This spell works clearly at up to ten miles; for each additional hundred miles or fraction thereof, the spell costs an additional magic point and is 10% less likely to be understood. Maximum range is one thousand miles. A blown-out candle flame breaks communication. The spell can be recast by both parties.

CAST OUT DEVIL: frees the target of possession by alien entities. This elaborate spell takes a full day to cast, requiring many components of African tribal magic. It costs no Sanity points. After a contribution of 10 magic points to energize the spell, match the POW of the exorcist against the POW of the foe possessing the victim. Willing assistants who also know the spell may add half of their POW (round fractions down) to the effort, and this spell is seldom attempted without such help. It might be used against many foes—to help a person possessed by Y'golonac, perhaps, or by a mind from the Great Race of Yith.

CAST OUT SHAN: expels a shan (insect from Shaggai) from any living host standing within a five-foot-wide pentagram drawn with the herb arnica. The caster performs a ritual which takes one hour and costs 10 magic points, as well as 1 POW from the caster and each victim. (The caster could perform it on himself or herself for 2 POW.) After the ceremony, the pentagram is proof against a new shan intrusion for the next twelve hours. The spell does not destroy the shan, but has that effect if performed in direct sunlight.

CAUSE / CURE BLINDNESS: the target suffers complete and permanent blindness, as if by a stroke. The same spell can reverse blindness if the eyes and optic nerves are essentially intact. The spell costs 8 magic points for either version, and an additional 2D6 Sanity points for Cause Blindness. A day of ritual and a successful POW vs. POW match on the Resistance Table are also needed.

CAUSE DISEASE: afflicts the target victim with a feverish illness resembling cholera, malaria, pneumonia, etc. The caster may invest as many magic points as he or she can; match them against the target's POW on the Resistance Table. Casting time is five game rounds. If the target wins, there is no effect. If the caster wins, symptoms such as high fever, nausea, vomiting, dehydration, and loss of concentration follow. The victim loses 2D6 STR, CON, and DEX (roll separately for each), at the rate of one point daily for each. If the victim survives, he or she regains these points. If any of the characteristics reach zero, the victim dies. To cast the spell, the attacker obtains some personal item of the target, especially something that has touched the mouth. The object is buried in a deep hole with shreds of poisonous plants or bamboo. The hole is filled and a specially carved stone place on top. A short chant follows, and the spell is cast. Bed rest is the only treatment that seems to maintain clarity of mind. Only curative magic truly helps. Retrieving the buried object breaks the spell, otherwise the spell runs its course.

CHANT OF THOTH: may increase the caster's chance to solve a particular intellectual problem. To cast it requires 30 minutes of time and 1D4 Sanity points. For every magic point spent in the chant, the caster adds 2 percentiles to his or her chance to gain knowledge, learn a spell, translate a passage, deduce the meaning of a symbol, etc. If the user's chance is less than 10%, the Chant of Thoth cannot help: thus for it to aid in translating a passage in Latin, the caster must know at least Latin 10%.

CHARM ANIMAL: causes the target animal to treat the caster as a friend. The spell costs 1 magic point for every SIZ point of the animal, and lasts for 24 hours. When it expires, the animal remembers nothing of its previous friendliness. No communication occurs. The animal friend cannot be used to run errands or engage in combat, but all will share their warmth during sleep, and a predator will share some of the game that it has killed.

CHIME OF TEZCHAPTL: with it, the caster can enchant a small bell or chime made of a pure metal such as gold or iron. Silver gives the best tone. The ritual takes six hours, and costs 1D6 Sanity points and the sacrifice of 2 POW. For each 100 feet above sea level, the effectiveness of the created chime increases by one percentile: made at 5500 feet, a chime works 55% of the time it is rung. Additionally, the caster must enact the Unspeakable Promise (in this chapter), imperiling his or her sanity and life. The resulting chime defends against many spells which require song or music instruments in their casting—Free Hastur, Song of Hastur, Dampen Light, and Soul Singing are four examples. Rung softly, the chime absorbs the spell or spells if a D100 roll equals or is less than the chime's percentile rating. As the chime absorbs magic, its metal takes on a peculiar sheen and the chime's tone alters in timbre. Once it has absorbed a spell, the chime retains the spell's essence for 2D6 minutes. During that interval, if the holder of the chime rings it loudly, the spell energy in it is released violently back at the caster who sang the spell, costing the target 1D6 hit points for each 2 magic points or point of POW the chime absorbed. A target's blood vessels erupt, and he or she bleeds from every pore. With the loss of more than half his or her total hit points, the eyeballs burst, inflicting total blindness. Using the chime in this fashion costs no magic points and no Sanity points. Witnessing the reflection of spell energy may cost Sanity.

CIRCLE OF NAUSEA: creates a powerful protective circle around the caster that will cause nausea and pain in anyone approaching it. Creating the circle costs 4 magic points, 2 points of Sanity, and 5 game minutes. The caster must inscribe a circle on the ground, then fortify the circle with four enchanted stones— one at each of the four cardinal points of the compass. Enchanting the stones in this case requires the previous sacrifice of 4 magic points into each. Breaching the circle requires a successful resistance struggle matching the character's POW against the magical STR of the circle (equal to the POW of the caster). Anyone who touches the circle but fails the POW struggle vomits for the next five minutes, or until he or she retreats at least 100 yards away. If anyone successfully breaches the circle, the spell collapses.

CLOAK OF FIRE: at the cost of great pain to the caster, this spell increases the caster's movement and augments his or her combat defense. Cloak of Fire costs 12 magic points and 1D10 Sanity to cast. Only the caster can benefit from the spell. It takes one round to cast, and its effect lasts 4D4 rounds. Viewing the Cloak in action costs 1/1D3 Sanity points. The spell wreathes the caster in weaving, glittering points of light, each spark dragging a luminous trail and flickering whitehot. Sealed within the Cloak, the caster rises several inches off the floor so that his feet no longer touch. Nonetheless, body movements are precise. The nimbus of the Cloak is agonizing, costing 1D6 Sanity points to feel during the first cast. No hit points are lost because of the pain, however, and if the caster has not touched anyone, the pain stops when the spell does. While the spell is in effect, double the caster's MOV and DEX. Decrease all chances for attack against the caster by 20 percentiles. All weapon attacks do minimum damage. Anyone attacking with Fist/Punch, Kick, etc., suffers exactly the damage done to the caster. If the caster touches someone, treat it as a Fist/Punch attack doing 1D8 hit points of damage: each time this happens, the caster also suffers half of that rolled damage (round down) as his or her skin and flesh flash away to feed the Cloak's magical surface. Thus it is possible that this spell could lower the caster's hit points to zero, and cause death.

CLOUD MEMORY: blocks the target's ability to remember consciously a particular event. The spell costs 1D6 magic points and 1D2 Sanity points. The spell takes effect immediately. The caster must be able to see the target, and the target must be able to receive the caster's instructions. If the caster's magic points overcome the target's on the Resistance Table, the target's mind is mentally blocked with respect to one specified incident. If the incident was terrifying, the victim may thereafter still have nightmares vaguely relating to it. If the spell fails, the event in question becomes vivid in the target's mind. The caster must know the specific event to be blocked. The caster cannot command something vague like "Forget what you did yesterday." Instead, he or she must cite a certain event, such as "Forget you were assaulted by a monster." This spell cannot block knowledge of spells or of the Cthulhu Mythos unless the knowledge is firmly tied to a specific event, nor can it undo a Sanity loss, or undo insanity.

CLUTCH OF NYOGTHA: a hideous attack spell costing 1D20 Sanity points. The caster must spend 1 magic point to start the spell, and the target must be within a conversational distance. If the caster overcomes the target's magic points with his or her own on the Resistance Table, the target feels as though a large hand is crushing his or her heart, and loses 1D3 hit points for each combat round that the spell is in effect. While under such attack, the target is temporarily paralyzed, as though having a heart attack. In the round that the target's hit points fall to zero or less, the target's chest ruptures and bursts, and the target's smoking heart appears in the hand of the caster. Each round the spell lasts, the caster must spend magic points equal to twice the number of hit points in damage actually done. The caster must concentrate on the spell each round that it is to remain in effect, and the caster must overcome the target's magic points each round that he or she concentrates. If the caster is distracted or if the target successfully resists, the spell ends. Any damage already done remains.

COMMAND ANIMAL SPELLS: causes a specific animal or insect to swarm to obey a specific command. Published spells include ones for Driver Ant Column, Green Mamba, Leopard, and Spider Monkey. Though each such spell must be learned separately, all require 1 magic point each and no Sanity points. The command is answered naturally (the animal or insects moving by natural means to the caster). One does not want to call on some sort of creature which must take months to reach the caster. Command spells for any natural animal may exist, known by witch doctors or shamans somewhere. Reaching the caster, the creature is able to comprehend and perform a command appropriate to it. To instruct a snake to "fly to Mexico" has no meaning to it, and the order to "bite Jonathan Kingsley" baffles a tarantula, since it has no way to identify the target. On the other hand, the command to "bite all humans in front of you" could be attempted by a creature of minimal intelligence.

COMMAND DHOLE: the spell must be chanted together by a large group of people, each of whom must know the spell, though not necessarily the intent. Each contributes 1 magic point to the summoning. The chant leader loses 1D6 magic points and 1D3 Sanity points. The chant lasts hours, until the dhole appears. The chant leader can attempt to overcome the magic points of the summoned dhole with his own and, if successful, he commands the dhole when it appears. It remains controlled until the caster frees it, either voluntarily or by losing his concentration, falling asleep, etc., and at that point it disappears. If the command roll fails, the dhole attempts to eat everyone, then disappears. At present this spell does not exist in any earthly writing.

COMMAND GHOST: compels a ghost to come forth to answer specific questions. Casting the spell costs 10 magic points and 1D3 Sanity points. The casting must be performed at night. A mammal's blood is poured upon the grave or ashes of the dead person whom the caster wishes to contact. The spirit will refuse to re-enter this world, so the caster must overcome its magic points with his or her own on the Resistance Table, forcing it to appear. Sanity loss for viewing the ghost varies with the ghost, which appears in its form at death. The ghost summoned by this spell responds to questions about events occurring while the spirit lived. Each question costs the caster one magic point and another Resistance Table struggle. When the spirit is victorious, or when a game hour elapses, it departs.

COMMAND SHARK / PORPOISE: for committing a human sacrifice to the gods of the sea. The spells originated in the South Pacific. Each casting costs 1 magic point; for each additional point, the chance of successfully bringing the creature rises by ten percentiles. The spell must be cast over salt water. To bring a shark, splash blood into the sea; for a porpoise, drop in small live fish. The creature follows the shouted commands of the caster. With a successful Luck roll, a second shark or porpoise accompanies the one called for, but the second one is not subject to magical control.

COMPEL FLESH: a person becomes a living zombie, capable only of following simple, understandable, spoken instructions. Compel Flesh costs 3 Sanity points and 5 magic points to cast plus an additional magic point for every ten game rounds that the spell is to remain in effect. First the soul of the target must be bound; see Bind Soul above. Then the caster can use this spell to force the body of the target to perform actions. The body will follow instructions until a task is completed, or the body is killed, or the spell ends.

CONJURE GLASS OF MORTLAN: creates a way to view scenes from the past. Costs the caster 1D8 Sanity points and each viewer 1D6 Sanity points, plus any Sanity loss for what is viewed. A crystal ball and an enchanted brazier are required as well. Let the light from a candle shine through the crystal ball onto smoke from the brazier: a vision forms. The caster expends 6 magic points per spell attempt, with a chance for success equal to his or her Cthulhu Mythos skill. The Voorish Sign can help. The vision is of the past. Unless the vision comes under the sway of a Great Old One (20% chance), the scene viewed is of the caster's choice. A Great Old One might cause visions to appear that were pertinent to itself or some artifact, instead of what was desired by the caster.

CONSUME LIKENESS: the caster can assume the living likeness of a person freshly dead, as seen by eye, video camera, X-ray, etc. The victim may be no more than 3 SIZ points different from the caster. For the next few days the caster consumes the victim and works the spell, expending 10 magic points every six hours, and permanently sacrificing 1 POW point. The caster could consume several likenesses, and thereby take on several guises. When a victim is consumed, the caster loses 1D20 Sanity points. This spell is known by many serpent people. Once the spell is complete, the caster takes on the appearance of the victim at will, for as long as desired. The shadow of the caster remains as original. Similarly, the caster's skills and memories remain intact-the victim's are foregone. Upon losing one or more hit points, the caster must revert to original form and rest 1D3 hours. To go from an assumed form to the original form takes 20 seconds. The original form must be reverted to before another form can be assumed. To go from the original to an assumed form takes 1D3 minutes.

CONTROL SKIN: Brothers of the Skin. For purposes of disguise, the caster may meld, bend, and alter the skin of one general body area per casting. The spell costs 5 magic points and 1D6 Sanity to cast, and then the caster must overcome the target's magic points on the Resistance Table unless the target is willing. A spell for a single body area would take about thirty minutes to prepare and enact. The effect lasts 15 minutes to an hour. For permanent change, 1 POW per general body area is also needed. A second casting of Control Skin can undo the change, of course. General body areas are head, torso, right arm, left arm, right leg and left leg. For 30 magic points, the entire body can be changed, with a corresponding cost of 6D6 Sanity.

D Spells

DAMPEN LIGHT: music from enchanted pipes or a flute creates a zone of darkness. The caster must be able to play the pan pipes or flute, and the instrument itself must be already enchanted. Casting the spell requires music from the pipes or flute, sacrifice of 1 or more magic points, and 1D8 Sanity points. Each magic point expended gives the zone of darkness 1 yard more of radius, centered on the musician and moving with him or her. The music must be played continuously for the spell's duration. The effect takes place three rounds after the music begins. All the light around the caster is drained away, blinding everyone nearby including the caster.

DEATH SPELL: causes the bewildered victim to burst into flame. It costs 24 magic points and 3D10 Sanity points. The target must be within ten yards of the caster, who must overcome the target's magic points with his or her own during each round of concentration. After 1D3 rounds of concentration, the victim's skin forms large blisters and he or she loses 1D3 hit points. In the next round, the victim loses 1D6 more hit points. On the third round, the victim bursts into flames, losing 1D10 hit points then and each round thereafter. The stench of burning hair and flesh is overwhelming. It is impossible to render aid, since the horrified victim burns from the inside out.

DEFLECT HARM: allows the caster to negate various physical attacks. The spell costs 1 magic point and 1 Sanity point. The caster invokes the names of the Outer Gods, then stretches out a hand toward an attacker. Until dropping the hand, the caster may deflect successive attacks by expending magic points equal to the rolled damage for each attack. If an attack would have missed, no magic points are expended. Upon dropping of the hand, the spell ends. The spell may be recast. The caster may deflect any number of attacks until out of magic points. He or she may choose which attacks to deflect and from which attacks to take damage, but must choose before knowing what the damage will be. Lacking the magic points to stop a particular attack, the spell ends, and the blow or missile hits or misses as it would in ordinary circumstances.

DETECT ENCHANTMENT: allows the caster to detect the baleful glow of curses, Evil Eyes, and other harmful enchantments that have been cast on humans, animals, or crops. It costs 6 magic points but no Sanity points.

DETRANSFERENCE: Brothers of the Skin. This spell reverses Transfer Body Part (see later in this list). It costs 10 magic points and 2 POW to cast. It takes five rounds to complete. Match the caster's magic points against those of the target on the Resistance Table. If the caster succeeds, then the borrowed organs and members appear in the caster's hands, sodden and rotting. Bereft of something vital, the target dies quickly. The spell costs no Sanity unless it succeeds, in which case the rotting parts appear in the caster's hands. That costs 1D10 Sanity points unless the caster has had medical experience, or experience as a butcher.

DOMINATE: bends the will of the target to the caster's will. Dominate costs 1 magic point and 1 Sanity point. Match caster and target POW on the Resistance Table: with a success, the target obeys the commands of the caster until the next combat round concludes. The spell affects one individual at a time, and has a maximum range of 10 yards. Obviously the command or commands must be intelligible to the target, and the spell may be broken if a command contradicts the target's basic nature. Dominate can be cast and recast as many times as the caster finds possible, allowing a target to be controlled without interruption for several minutes. Each cast of the spell has the same costs and limits. Recasting is almost instantaneous: Dominate can be cast once per round.

DREAD CURSE OF AZATHOTH: can drain POW from victim. It costs 4 magic points and 1D6 Sanity points to cast. By repeating the secret Name of Azathoth, one can generate respect and fear in any being conversant with the Mythos, for to know the Name implies that one knows the secret Last Syllable. Said alone, the Last Syllable may be directed against a foe. Match magic points on the Resistance Table. With a success, the target loses 1D3 POW.

DREAM VISION: causes the caster or a chosen target to experience a dream portending something about the future. The spell costs 3 magic points to cast. It may cost Sanity as well, depending on the content of the dream.

DUST OF SULEIMAN: this gray-green powder has the ability to harm unnatural beings from other planes. The powder requires the dust from an Egyptian mummy at least 2,000 years old, and each such mummy suffices for three doses of the magic dust. Also required are frankincense, sulfur, and saltpeter. An incantation must be said over the dust while it is being sprinkled. No Sanity points are needed to make or use this dust. Sprinkled over an other-plane being, the entity loses 1D20 hit points per dose. It takes one round to apply a dose. The powder works only on beings for which a Summon/Bind or Call spell exists in this grimoire. Thus the powder would harm a nightgaunt, a byakhee, or Azathoth, but is useless against a shoggoth, Cthulhu, or a sand-dweller.

E Spells

EIBON'S WHEEL OF MIST: evokes a whirling cylinder within which one or more persons can hide from select Mythos creatures. Each foot of height for the cylinder costs 1 magic point. The spell costs only 1 Sanity point. A small bronze disk etched with a strange symbol resembling a three-legged swastika is needed. The caster lays the disk on the floor, stands atop it, intones the words of the spell, and expends the magic points and Sanity point. This generates a 5-foot-diameter wheel of spinning blue mist around the caster.
Everything within the wheeling cylinder of mist is totally obscured. The desired wheel takes 1D3 minutes to form completely, and lasts for 1D20+10 minutes, then dissolves. The mist hides people from creatures summoned by Nyarlathotep or in the name of Nyarlathotep. Such a creature acts as if the mist and those obscured by it are not present. The creature will not move through the wheel's position, even by accident. If the wheel blocks a path, the creature stops where it is or goes backward without knowing why. The wheel only affects his summoned minions, never Nyarlathotep.
As many people as can crowd into the mist can be obscured by the wheel, but if one's feet, head, etc., stick out then the illusion is ruined. To hide a group of normal-height investigators, 7 magic points are needed, unless players specifically indicate that they are crouching, bending, etc. Creatures present before the wheel of mist is cast, or creatures called up by power other than that of Nyarlathotep, can see the wheel and move into it. The wheel can be stepped out of, but this ruins the illusion if the stepper is spotted, as does passing anything through the mist, such as a bullet or a sword.
Anything passing from the outside of the wheel to the inside immediately gives away the illusion. Once the creature's attention is caught, and it realizes that an illusion might be in progress, the protection of the spell is lost.

ELDER SIGN: Its decoration. . . was, rather, in the rough shape of a star, in the center of which there appeared to be a caricature of a single giant eye; but it was not an eye, rather a broken lozenge in shape with certain lines suggestive of flames or perhaps a solitary pillar of flame.—August Derleth and H. P. Lovecraft, "The Lurker at the Threshold".
The spell activates a previously drawn Elder Sign. Each active Elder Sign takes a sacrifice of 2 POW to create, but costs no Sanity points. An Elder Sign may be formed into a leaden seal, carved in rock, forged in steel, etc. When made active beside an opening or Gate, it makes that path unusable to minions of the Great Old Ones and Outer Gods, as well as to those greater beings themselves. Without the spell, the symbol itself means nothing and has no effect.
The writings of certain scribes apart, the Elder Sign is worthless in personal defense if the monster or minion can evade the Sign—worn around the neck, for instance, an Elder Sign might protect a few square inches of flesh but the rest of the wearer's body would be completely vulnerable.

ENTHRALL VICTIM: entrances the target. The spell costs the caster 1D6 Sanity points and 2 magic points. The caster must be able to speak calmly with the target before the spell can take effect. After a round or so of talking, the caster matches his magic points against the target's on the Resistance Table. If overcome, the victim stands struck, numb and dumb, until relieved from the trance by physical assault or some similarly shocking event. If the caster fails to overcome the target, he or she may try the spell the following round.

EVIL EYE: causes a victim to suffer from bad luck. The spell costs 10 magic points and 1D4 Sanity points to cast. The target must be within sight of the caster. The victim will not necessarily sense the Evil Eye, but feels an odd chill or unease when the Evil Eye is cast. The victim's chance for a Luck roll is halved. His or her chance for a DEX roll is halved. His or her guns jam on every roll of 75% or higher. The chances for Summon / Bind spells are halved. The effects continue until sunrise, until the caster removes the spell, until the caster is found and blooded (hit hard enough to bleed), or until the victim dies.

EXILE EIHORT: forces Eihort, a Great Old One, to remain in his English labyrinth for a year and a day. Learning the spell requires a roll of INT x2 or less on D100 and 25-INT days of study. The spell requires 3 rounds to intone and costs 1D4 Sanity points per participant. The caster and other people who know the spell can expend as many magic points as desired. Additional participants who touch the caster can add 1 magic point per person, though the Sanity cost per participant remains 1D4. Using the Resistance Table, match the total against Eihort's POW 30. They'll need at least POW 21 to have a 5% chance.

EXTEND: grants immortality to the caster. It costs 3 POW, 3D6 Sanity points, and 100 magic points. During the spell the caster builds a great fire and summons an ancient nameless being which costs 1D6/1D20 SAN to see. The ritual then creates a pact between the caster and the being, in which the being ages instead of the caster. If the caster dies somehow, the being replaces the caster on Earth, while the caster's corpse is magically sent to the dimension from which the being came.

EYE OF LIGHT AND DARKNESS: weakens many Mythos" agents and servants. This powerful spell requires very large sacrifices of POW, but of varying amount for each time the spell is cast. A great sigil of the Eye is worked into a hard natural substance such as granite, and then placed on a high place in the area to be warded. The Eye must be created in the afternoon before the full moon rises. At moonrise, the blood of an innocent (that is, someone without Cthulhu Mythos knowledge) must be used to fill the pupil of the Eye once per hour until the moon sets. Thus only a few ounces of blood are needed. A number of participants must chant together as the first blood is given, repeating aloud sa-ma, sa-ma, te-yo, sa-ma and so on till the moon sets. When the moon next rises, the pupil of the Eye is activated and begins to glow. Once activated, the symbol disappears within the substance into which it has been chiseled or inscribed, and cannot then be removed by physical or ordinary magical agent or spell. When nearby, those who created it (and only they) always can see the dim nimbus emanate from the Eye. The ward requires 100 POW from the people chanting for the spell, not necessarily given with their knowledge. Each hour of the chant, the Eye randomly leeches 1D4 POW from each chanter until exactly 100 POW or slightly more have been absorbed. A character losing all Power drops dead. If 100 POW or more is not accumulated before moonset, the activation of the ward fails, all leeched Power is lost, and the procedure must be started again from scratch if the ward is to be created. An Eye of Light And Darkness is powerful. It weakens agents, monsters, and minions of the Outer Gods and Great Old Ones who enter the area it protects, damaging them at the rate of 1 magic point per hour. If such a servant remains within the Eye's effect until its magic points reach 0, it disinte- grates. Contact, Call, and Summon/Bind spells may not be cast within the reach of the Eye. The effect of the Eye extends in a 10-mile radius from it, but it does not penetrate more than 20 feet of rock or metal. If placed on a mountainside, for instance, the Eye would protect only that side of the mountain. To destroy an Eye requires a spell unique to that Eye, the characteristics of which may take years to deduce.

EYES OF THE ZOMBIE: allows the caster to take direct control of a specially prepared zombie, and thereafter to perceive events from the zombie's viewpoint until the spell expires. Each cast costs 3 magic points and 15 Sanity points, and is effective for 1D3 months. The eyes of the zombie are removed and placed in a special chemical bath. The caster's eyes are similarly removed as part of the ritual, and stored away for safety. Then the zombie's eyes are inserted into the caster's empty sockets, and a short phrase murmured. Then the caster can move, perceive, and react as though actually in the zombie body. Replacing the eyeballs requires a similar spell cast.

F Spells

FIND GATE: makes apparent to the caster any Gate to or from another world or plane, if it is within the caster's vision. The spell costs 1 magic point and 1D3 Sanity points. This spell locates: it does not empower anyone to open, close, create, or pass through any Gate.

FIST OF YOG-SOTHOTH: hits the target with an invisible blow of varying intensity. This spell costs a varying amount of magic points as well as 1D6 Sanity points. The caster must be able to see the target. The spell takes effect instantaneously. It affects a single target. Each magic point included in the spell yields 1D6 STR of force. For every 30 feet of distance that the caster stands from the target, the STR of the blow decreases by 1D6. When the target is struck, match the rolled STR of the blow against the target's CON+STR on the Resistance Table. If the blow overcomes the target, then the target is knocked unconscious. Whether or not the target is left unconscious, the target always is pushed away from the caster for a distance in feet equal to the rolled STR of the blow minus the target's SIZ. The spell can be used against the STR of inanimate objects such as doors or walls. Results may be obvious, but sometimes keepers will have to determine these cases, perhaps by the result actually rolled.

FLESH WARD: grants protection against physical attack. The spell costs 1D4 Sanity points and a varying amount of magic points. Each magic point spent gives the caster (or the chosen target) 1D6 points of armor against nonmagical attacks. This protection wears off as it blocks damage. If a character had 12 points of Flesh Ward as armor, and was hit for 8 points of damage, his Flesh Ward would be reduced to 4 points, but he or she would take no damage. The spell takes five rounds to cast, and lasts 24 hours or until the protection is used up. Once cast, the spell may not be reinforced with further magic points, nor recast until the old spell's protection has been used up.

FOOD OF LIFE: cruelly and unnaturally extends the life span of an individual cultist. The spell costs 10 magic points and 1D8+1 Sanity points to cast. An unholy feast of several days' duration is key to the ritual. The cultist cannibal adds one month of life for every SIZ point of human flesh therein consumed.

FREE HASTUR: in conjunction with the nine stone monoliths required for the Call Hastur spell, this chant permits Hastur to enter and to remain freely within the area bounded by the monoliths. Only the leader of the chant needs to know the chant. Everyone else involved in the chant loses 1 POW For every 10 such points sacrificed, 1-POW-worth of Hastur or his creatures gain access to Earth. Thus 350 chanters would be needed to bring Hastur, and 210 chanters needed to bring the average star-spawn of Cthulhu. Once Hastur can freely remain, he need not return to the sky at sunrise and can remain active all year round. Hasturconnected spells are usable day or night within the bounded region. That region may be millions of square miles.

G Spells

GLASS FROM LENG: a great round window of a most curious clouded glass, of which [Wilbur] said only that it was a work of great antiquity, which he had discovered and acquired in the course of his travels in Asia. He referred to it at one time as "the glass from Leng " and at another as "possibly Hyadean in origin ", neither of which enlightened me in the slightest. August Derleth and H. P. Lovecraft, "The Gable Window." An enchantment. This magical glass allows the possessor to see in it random visions of other places. The previous owner would inscribe a pentagram in red chalk (presumably for protection), recite a brief verse, and then the glass would show a scene of beings from the Cthulhu Mythos. Unfortunately, such beings could also see through the glass to the user's side.

GRAFT FLESH: Brothers of the Skin. Allows the caster to graft enchanted flesh to his or her body, and have the flesh and its armoring effects last forever. The spell costs 10 magic points and 2D6 Sanity points to cast. The lengthy ritual involves hours of chanting and prayer to Nyarlathotep or another significant Mythos deity. The caster must also remove from his or her own body a corresponding area of flesh (costing 1D4 hit points and 2D6 Sanity points) before the enchanted flesh can be Grafted. After the spell has been completed, the properties of enchanted flesh are immediately available. See the spell the Enchanted Flesh.

GRASP OF CTHULHU: immobilizes one or more targets with crushing pressure, temporarily robbing STR as well. The charm costs 2D6 magic points per game minute, and 1D6 Sanity points for the cast. It can be extended for as many minutes as the caster's magic points can buy without additional Sanity point cost, but the caster must concentrate on the spell during that time. The spell's range is ten yards. Cast, the spell's effect begins immediately, and can affect more than one person at a time, but each additional target costs an additional 2D6 magic points per game minute. Resolve this spell on the Resistance Table, separately matching the POW of the caster against the POW of each target. If the caster wins, the victim feels great pressure and is unable to move, as though wrapped by the mighty tentacles of Great Cthulhu. If there are multiple targets, one target may be attacked successfully while another target fends off the attack. For each minute the spell lasts, the target temporarily loses 1D10 STR points. If the target's STR drops to zero or less, he or she falls unconscious.

GRAY BINDING: a way to form an uncontrolled zombie. A ritual liquid must be poured over a corpse. The keeper determines the ingredients of the liquid. At least one part is costly or illegal. grates. Contact, Call, and Summon/Bind spells may not be cast within the reach of the Eye. The effect of the Eye extends in a 10-mile radius from it, but it does not penetrate more than 20 feet of rock or metal. If placed on a mountainside, for instance, the Eye would protect only that side of the mountain. To destroy an Eye requires a spell unique to that Eye, the characteristics of which may take years to deduce.

H Spells

HANDS OF COLUBRA: turns the hands of the caster into the foreparts of venomous snakes. The spell costs 12 magic points and 1D10 Sanity points. It can be used only on the caster, and takes a full round to cast. The effect lasts 1D3+3 combat rounds. The transformed snakes can bite targets up to 8 feet distant. Each snake has the caster's DEX x5 chance to hit, each bite does 1D3 damage by itself, and each hit injects a venom of potency equal to the current magic point total of the caster. Match the potency of the venom against the target's CON on the Resistance Table. If the venom attack succeeds, the victim loses 1D10 hit points per round until the hit points lost equal the venom's potency. At that point the poison is neutralized and does no further damage, but a second bite starts a second, new attack. Sanity loss is 0/1D6 for witnessing the use of Hands of Colubra.

HEAL: maximizes the healing rate possible: with it the natural rate is 3 hit points per week, with First Aid it can be 6 hit points the first week, and with Medicine it can be 9 hit points the first week. The spell costs 3 magic points and no Sanity points. It takes 25 game rounds to cast. The recipient must be touched by the caster or the spell cannot take effect, and the spell must be reapplied each week to have effect for that week.

HEALING: after 2D6 game rounds, it can immediately heal 2D6 hit points lost to injury, disease, or poison. Ignore hit points restored in excess of normal. The spell cannot bring back the dead to life. Each cast costs 12 magic points and 1 Sanity point.

HEART'S COURAGE: a protective spell against those who know spells of any sort. It costs 1 POW and 4 Sanity points to cast. Those knowing no spells are unaffected. The caster must be a worshiper of Chaugnar Faugn, though the god may have other names than that. The caster carves certain runes into the wall or floor of the area to be protected, then prays to Chaugnar Faugn and sacrifices POW. From time to time, such a ward may need a new sacrifice of POW, but there is no automatic expiration. When a target nears the runes, he or she must intone the god's name to be let past. Failing that, the target's player may attempt POW x3 or less on D100. With a success, the investigator keeps on walking and the spell has no effect. With a failure, the target finds himself or herself paralyzed and frozen in place. The body otherwise functions normally. The target can speak and see. With a result of 96-00, the target falls before going rigid. If left at the warding runes or carried past them, paralysis continues indefinitely, and the target may die in two or three days. If carried back away from the runes, the paralysis ends after the target's POW in game rounds. A character who was frozen by the ward can attempt to pass it again after his or her POW in game rounds has passed.

Spell List I to P

I Spells

IDENTIFY SPIRIT: this spell creates a magical powder which temporarily exposes any alien entity inhabiting the target's mind or body. Making it costs 12 magic points and 2Sanity points. Anyone can use this powder. When sprinkled over a human and a word of power is spoken, the powder then reveals the possessing entity for a game round. The powder requires glass ground from a mirror at least 100 years old, a handful of gold dust, and two special ingredients of the keeper's choice. The caster then meditates for a day and a night in a silent cave or other lightless place. Once his or her mind is clear, the caster combines the ingredients, adds the blood of a mammal, sacrifices 12 magic points and 2 Sanity points, and utters a short incantation. If the vessel's contents burst into flame, the spell has succeeded. If not, the magic points are lost, and the ritual may be begun anew. The chance for success is the caster's POW x5 or less, rolled on D100. The result is a fine gray-blue powder as soft as fresh wood ash. It keeps indefinitely. A pinch or two is enough. Sprinkled, blown, or thrown over a possible victim, the form of any existing foreign entity becomes visible as a life-size shadow superimposed over the host; the shadow vanishes at the end of the game round. Sanity losses are half normal, since only a shadow is revealed. Y'golonac, a Great Race member, or an insect from Shaggai would be revealed. Serpent people using Cast Illusion would not be revealed by this spell, nor would people of ghoulish tendency, nor vampires or shape-changers. A wraith would be revealed.

IMPECCABLE THROW: reciting a short verse allows the caster to throw objects and have them land exactly where he or she desires, for a period of the caster's POW in game rounds. The spell costs 3 magic points and 1 hit point (for the effort), but no Sanity is lost. The spell guides a thrown object to a trajectory that will hit the target. The spell will adjust aim, but there must be sufficient force in the throw.

IMPLANT FEAR: grips the target with soul-chilling dread. It costs the caster 12 magic points and 1D6 Sanity points. The sudden unnerving costs the target 0/1D6 Sanity points and causes him or her to stop work or end concentration.

IMPLANT SUGGESTION: Dreamlands. This rare spell of compulsion is effective only against creatures with some human blood in them—Lengites, deep one hybrids, ghoul changelings, Little People, etc. Magic point and Sanity point costs for the spell vary. The range is 10 yards or less, and the target must be able to hear and understand the caster. The caster needs two rounds to intone the spell and to relate the suggestion to the target. When the spell is cast, the caster must overcome the target's POW with his or her own on the Resistance Table; extreme suggestions involving death or great harm require a second successful Resistance Table roll just before the suggestion is implemented. The cost for the spell varies with the suggestion. For ordinary unthreatening suggestions (drop your sword, hand over your money and leave, etc.), the cost is 5 magic points and 1D3 Sanity points. Riskier suggestions, but not ones antithetical to the target (go to Inquanok, set fire to a building, etc.), cost 10 magic points and 2D3 Sanity. Dangerous or suicidal suggestions (kill a companion, kidnap King Kuranes, etc.) cost 15 magic points and 3D3+1 Sanity. Immediately after, the caster intones the spell, spending 8 magic points and 1D6 Sanity points. The ritual takes five minutes, after which the corpse rouses. It is nearly mindless, and is not under the control of its creator. The thing continues to rot after its creation, and so eventually decays into incapacity. The risen corpse is otherwise identical to the zombie on p. 186.

IMPRISON MIND: destroys the ability of an entity to move magically or naturally from mind to mind, possess other beings, or leave in any other way the body in which it is currently. The cost per participant is 10 magic points and 1D6 Sanity points. The spell may be cast by an individual or a group. Once cast, match the casters' POW against the target's on the Resistance table. (The target is always the possessing mind.) If the target is overcome, it is forever trapped in its current body. If used against a Great Old One, Outer God, Elder God, or avatar, the spell traps the being for only 100-POW minutes. Y'golonac, for example, would be trapped for 72 minutes.

J-K-L Spells

JOURNEY TO THE OTHER SIDE: self-entranced, the caster sends his or her spirit to another plane as desired, conceivably even to the location of a Cthulhu Mythos deity. This spell costs 15 magic points to cast, and a day-long ritual to achieve. The trance lasts 1D6+3 game hours. Unknown but possibly large Sanity losses result from the particular experiences.

KEENNESS OF TWO ALIKE: to a level which seems appropriate to the keeper, this spell heightens mental clarity, concentration, and retention for a period of 1D4+4 hours. It requires two casters of blood relation. Costs to each caster are 4 magic points and 0/1 Sanity point. Conclusions understood or perceived during the spell's effect are remembered when the spell ends, though the derivations of such conclusions may become mysterious. Each casting takes one hour. The spell may be recast when a casting concludes. Two casters must participate following an elaborate ritual, one necessarily blood-incestuous. One caster receives the temporary intellectual enhancement, nominally equivalent to an extra 6 INT. Ritual and spell are from lefthand or black Tantra, and are not Mythos-connected.

LAME / HEAL ANIMAL: causes one animal, usually a farm animal like a horse or cow, to suffer painful inflammation of its tendons and ligaments or to become extraordinarily healthy and vigorous, as the caster chooses. The spell costs 4 magic points for either version, and 1D4 Sanity points to cast Lame Animal.

LAMP OF ALHAZRED: The lamp of Alhazred was unusual in its appearance. It was meant for burning oil, and seemed to be of gold. It had the shape of a small oblong pot, with a handle curved up from one side, and a spout for wick and flame on the other. Many curious drawings decorated it, together with letters and pictures arranged into words in a language unfamiliar.—August Derleth and H. P. Lovecraft, "The Lamp of Alhazred." An enchantment. When lit, this lamp gives forth vapors that sends the minds of those who inhale the vapors into ecstasies of vision. These revelations are of the strange and weird landscapes of Mythos places and dimensions, and the ways of the entities there. If this lamp was actually used by alHazred, the author of the Al Azif, some of the breadth of his knowledge would be explained.

LEVITATE: causes the caster or a chosen target to float slowly through the air. Levitate requires 1 magic point per SIZ of the thing levitated, and 1D6 Sanity points. The caster must be able to see the levitation. The effect lasts several minutes. The spell levitates the target 3-5 feet off the ground or floor. If falling from a height, the target falls in slow motion and halts several feet off the ground. Each extra magic point expended after the spell is cast allows the user to move the target one yard horizontally or vertically. (If the target is a living being who is unwilling to be levitated, the caster must first overcome the target's magic points with his or her own.) The target floats as the caster wills, helpless to stop moving except by grabbing a tree limb or similar brace. In that case match target STR against the caster's magic points (both in the spell and those still unexpended). If the target wins, the spell is broken. The target falls, of course.

LOOK TO THE FUTURE: hurls a willing target a varying number of years into the future. After a group chant for a game hour, all participants in the ceremony lose 1 POW each, except the caster of the spell, who loses 2D6 Sanity points instead. Upon completion of the chant, the chosen volunteer (who need not himself chant) is then physically hurled into the future. One year passes for each point of POW expended during the ceremony. The spell is imprecise: subtract 1D10 years from the desired target date. If the result is a trip into the past instead, the target disappears from existence (one preferably wants at least eleven contributors of POW therefore). After a number of game hours elapse equal to the volunteer's POW, he or she snaps back to the present. To witnesses, the volunteer disappears, then reappears a round or two later. Depending on what it achieves, this spell can provoke important historical paradoxes. In keeping with the tradition of the Cthulhu Mythos, a major paradox should lead swiftly, grimly, and immediately to the madness and death of the person initiating it. This powerful spell is known by Nyarlathotep, who may or may not teach it to a worshiper.

M-N Spells

MELT FLESH: Brothers of the Skin. It heats dead flesh to its melting point in one round, requiring 1 magic point to melt 3 SIZ of flesh. This takes 5 rounds and costs 1D4 Sanity points to cast. If used on animate flesh, the cost changes, to 1 POW per 3 SIZ, and the attacker and target magic points first must be matched on the Resistance Table. Seeing human flesh melt off human bones costs 1/1D6 Sanity.

MENTAL SUGGESTION: causes the target to be controlled by the caster for one round, and to do exactly what is commanded. The spell costs 8 magic points and 1D8 Sanity points, and takes 3 rounds to cast. The sorcerer can cast it on any target visible to the unaided eye. Match the caster's magic points against the target's on the Resistance Table. Success is total, and can include the command to attempt suicide or make a murderous assault on a friend. The spell can be recast, as the sorcerer is able.

MESMERIZE: the user can command any being with human blood in its veins. The caster loses 1D6 Sanity points, but no magic points, and must have at least 50% Occult and 50% Cthulhu Mythos. The spell takes a DEX rank to cast. Match caster and target POW on the Resistance Table. If successful, the target stops and accepts commands spoken by the caster. The target must be close enough to see the caster's eyes, which seem to glow while the spell operates. Mesmerization lasts for 5 rounds for each point of INT the caster possesses. If the INT of the target is higher than that of the caster, a successful POW vs. POW Resistance Table roll must be made every 10 rounds, or the spell is broken. A single target is affected. The victim's physical action skills are halved. The victim carries out all that is commanded by the caster, even to self-destruction. The spell also works against modern serpent folk and deep ones who have interbred with humans, but doesn't work on nonhuman entities such as shantaks or dimensional shamblers.

MI-GO HYPNOSIS: Mi-Go. By introducing ultrahigh and ultralow frequency tones into its buzzing, the mi-go can put one or many humans listening to it into a trance state. An investigator within forty feet of a buzzing mi-go must receive a successful Resistance Table roll of POW vs. POW or become incapable of action. Thoughts and commands can then be given to a specific human via the Contact Human spell.

MINDBLAST: the victim of this spell loses 5 Sanity points and goes temporarily insane for at least one hour. The spell costs the caster 1D3 Sanity points and 10 magic points. To succeed, the caster must successfully match magic points with the target on the Resistance Table. The target is affected for 1D10 x10 game hours, after which he or she recovers. The concept of the insane insight would not apply to this induced temporary insanity.

MIND EXCHANGE: allows the caster to trade minds with another individual. The caster loses 1D3 Sanity points and must expend magic points equal to the target's POW the first time the spell is cast. Thereafter, the cost goes down 1 magic point per casting until it reaches 1, where it remains. The Sanity point cost does not increase. The target must know the spell-caster and love or strongly favor him or her. If that affection is somehow lost before the spell's cost is reduced to 1, the exchange can no longer occur. Fresh affection renews the chance. The target loses Sanity points upon finding arriving in another's body, 1/1D3 Sanity points at minimum. Temporary insanity is a possible reaction. This spell can be cast at any range. The caster must overcome the target's magic points with his or her own each time the spell is cast, until the cost for casting the spell has been reduced to 1, when he or she no longer needs to do so and can transfer at will, using only a strong mental effort. The spell caster cannot initially stay more than a few minutes inside the target's body, but progressively is able to longer and longer. Once the cost for transfer is 1 magic point, he or she can stay there indefinitely.

MIND TRANSFER: allows the caster permanently to trade minds with the target, perhaps to attain longer life at the target's expense. The spell requires 10 magic points to cast, and also takes a successful magic-points match on the Resistance Table. With success, the caster loses 1D10 Sanity points, and the victim loses 1D20 Sanity points. If the exchange fails, the caster must immediately cast the spell again (lose 10 more magic points) or his or her soul dissipates into eternity. Running out of magic points has the same result. Once the transfer is begun, it cannot be broken off.

MIRROR OF TARKHUN ATEP: as harassment or warning, the caster is able to project his image onto the surface of a mirror or mirroring surface that is being gazed into by the caster's intended victim. This spell costs 5 magic points and 1 Sanity point. The victim can be anywhere on Earth. The caster needs a mirror large enough to see his or her head and neck. Gazing within it and keeping an image of the target in mind, he or she utters the short incantation, makes the sacrifice of Sanity and magic points, and waits. When the target looks into a darkened window, a mirror, or any other mir- roring surface, an image of the caster begins to form. If the caster tires before the target looks into a mirror, that loss of attention breaks the spell. Sometimes the mirror image of the caster is looking directly into the eyes of the victim. At other times the caster is seen standing directly behind the victim in the reflection. If the victim wears glasses, images reflected from the lenses may even be resolved. Words and short phrases which the target can hear can be uttered by the caster. The caster can see through his or her mirror as well, and see the target and the target's surroundings.

NIGHTMARE: causes the target to experience a horrible nightmare, awake screaming, and lose 1D3 Sanity points. The spell costs 8 magic points and 1 Sanity point to cast. It affects a single sleeping individual, whose name must be known to the caster. The spell can take effect at any range. The shaken victim awakes in a cold sweat, but cannot remember the contents of the dream unless benefiting from a successful Psychoanalysis roll. The dream's content is chosen by the keeper, not the caster, and must be closely related to the life and habits of the caster.

P Spells

PARTING SANDS: ancient Egyptian sorcery used to part nonliving obstacles (walls, doors, rivers, and so forth). The spell costs 2 magic points and 0/1D4 SAN to cast. Ordinary desert sand is enchanted. For each point of SIZ above the first two points, the spell costs an additional magic point. One could use this spell to part the Red Sea, but that would take a lot of magic points. To apply, spread a line of sand in the direction desired, and sacrifice the necessary points. The way that opens is wide enough and tall enough for men and horses. The spell takes about ten rounds to complete.

PERFECTION: given the permission of a god, the caster may convert points of Power into points of other characteristics with this spell, either for the caster or for his or her designated target. The god designates any costs involved—usually one for one in characteristic points. There is no Sanity charge per se, but contact with an Outer God or Great Old One is necessary, so the Sanity loss involved may be substantial.

PIPES OF MADNESS: drives hearers insane. This spell must be cast with the enchanted owl-bone pipes made by the ritual in the spell Create Curse Whistle. The caster plays a specific weird melody on the pipes and expends 5 magic points every 5 rounds of playing. It costs 1D6 Sanity points to cast the spell. Call for Sanity rolls for all within earshot. Whoever receives a failure loses 5 Sanity points and immediately goes temporarily insane; roll on the longer duration table. With a successful Sanity roll, the listener loses 1D3 Sanity points and ordinarily does not go insane. Repeat the Sanity rolls every 5 rounds that the pipes are played and heard.

PLUTONIAN DRUG: "I have here five pellets of the drug Liao. It was used by the Chinese philosopher Lao Tze, and while under its influence he visioned Too. Too is the most mysterious force in the world; it surrounds and pervades all things " — Frank Belknap Long, "The Hounds of Tindalos." An enchantment. This drug has the ability to send the user's mind back in time. In the story, it sometimes sent back users so far that they encountered the hounds of Tindalos, entities capable of traveling up and down time via its "corners." The hounds are attracted by such intrusion and soon appear to devour the interloper. The drug can appear in liquid or tablet form.

POSE MUNDANE (MASK): the spell makes a creature or object totally unremarkable in the minds of viewers. The caster must sacrifice magic points equal to the SIZ of the creature or object, plus one magic point per round to maintain the effect. An inanimate object can be masked indefinitely by the sacrifice instead of 1 POW during the casting. People fail to notice the strange appearance, though frequent contact with the masked item allows a person to perceive that something about the object or creature is very unusual.

POWDER OF IBN-GHAZI: Those without the telescope saw only an instant's flash of grey cloud—a cloud about the size of a moderately large building—near the top of the mountain. Curtis, who held the instrument, dropped it with a piercing shriek into the ankle-deep mud of the road. He reeled, and would have crumpled to the ground had not two or three others seized and steadied him. All he could do was moan half inaudibly. — H. P. Lovecraft, "The Dunwich Horror." The spell makes visible magically invisible things by blowing the powder against the invisible thing. The powder must be compounded carefully, according to exacting instructions, and involves three special ingredients and the sacrifice of 1 magic point per dose. A dose is one application of the powder. The keeper determines the special ingredients. The powder is either blown from a tube or thrown over the target. The thing which is dusted stays visible for no more than ten heartbeats. That which could be made visible includes the magical lines extending from a place enchanted for the Calling of a Mythos deity, the aura around a Gate, and a normally invisible creature such as a star vampire. Using the powder costs no Sanity points, but seeing what it exposes may.

POWER DRAIN: drains magic points from the target. The spell costs 1D8 Sanity points. Match the caster's magic points against the target's. If the caster wins, then the target loses 1D6 magic points, and the caster gains them. If the caster fails to overcome the target, the caster loses 6 magic points to the target.

POWER OF NYAMBE: grants the caster additional magic points perhaps useful in an emergency. The caster performs a ritual which requires many components of African tribal magic, and sacrifices 1 point of POW but no Sanity points. In return, the caster receives 2D6 extra magic points usable for any purpose. These points do not regenerate, and the POW does not return.

PRINN'S CRUXANSATA: the spell creates an ankh which can temporarily or permanently banish individual Mythos creatures. The cost of enchantment is 5 POW and 1D6 Sanity. The object must be an ankh (looped cross) made of an unalloyed metal— pure copper, iron, silver, gold, or lead would be the easiest metals to find and to form. For 20-INT days the caster performs episodic rites and sacrifices, and then sacrifices 5 POW and 1D6 Sanity to enchant the ankh. It is ready to use. To combat the Mythos, the caster intones a chant for three rounds, and expends any number of magic points to be matched against those of the target on the Resistance Table. Companions to the caster may contribute 1 magic point each; in token of the 5 POW, the caster adds 5 free magic points as well. Any person who knows the chant may wield the ankh and attempt to banish a creature, but does not get the 5-magicpoint bonus granted to the original caster. If the ankh-wielder and companions overcome the creature, it is dispelled to its home plane. If they fail to dispel the thing, it attacks the ankhwielder first before turning its attention to others present.

Spells R-Z

R Spells

RAISE NIGHT FOG: draws up a dense ground fog from a body of water. Casting it costs 3 magic points and 1D2 Sanity points. The ritual takes about twenty game rounds to complete and involves a bowl or cup for water, filled from the body of water where the fog is to form, then blowing softly across the surface of the container. The fog forms suddenly; if there is wind, it drifts with the wind. The spell can be cast only at night. The fog dissipates with the rising sun.

REACH: allows the caster to reach through intervening surfaces and volumes, to the physical extent of his or her arms or tentacles, and adjust things, implant new elements, or withdraw existing ones. Cost of the spell varies: match the number of magic points sacrificed against the STR of the surface or surfaces to be passed through. The spell also costs 5 points of Sanity.

RED SIGN OF SHUDDE M'ELL: causes one or several victims to die horribly. This spell takes 1 combat round, 3 magic points, and 1D8 Sanity points to cast. When formed correctly, a dull red symbol glows in the air as the caster's finger describes it. The sign's malevolent effects manifest the round after its creation. Once formed, the sign must be maintained by concentration, and the expenditure of 3 more magic points each additional round. All those within 10 yards of the sign lose 1D3 hit points per round as their bodies quake and spasm, and their internal organs and blood vessels convulse. Those further than 10 yards but nearer than 30 yards lose one hit point each round. Those further than 30 yards take no damage. It is possible to escape the sign's effect by crawling behind a wall or other opaque barrier. The caster must stand next to the sign and concentrate. The caster loses 1 hit point each round because of proximity.

REMORTIFICATION: forces the appearance of the ghost of one whom the caster has personally killed. The spell takes 1 round to cast, and costs 1D6+1 Sanity points. The spirit reenacts movements made just before its death. The spirit is immaterial. Objects pass right through it. It cannot physically harm anyone or anything, but may cost Sanity to see.

RESURRECTION: He turned from the inscriptions to face the room with its bizarre contents, and saw that the kylix on the floor, in which the ominous efflorescent powder had lain, was giving forth a cloud of thick, greenish-black vapour of surprising volume and opacity.—H. P. Lovecraft, "The Case of Charles Dexter Ward." The spell reduces a corpse to its essential salts and compounds, a bluish-gray powder, or reverses the process to yield ultimately the form and soul of the deceased. A complete corpse is necessary. Either version of this rare, misleadingly named spell costs the caster 3 magic points and 1D10 Sanity points, for casting it is an unholy thing to do. Being Resurrected in this manner costs the victim 1D20 Sanity points. If only part of the ashy powder is available for the spell, the sorcerer gets "onlie the liveliest awfullness" from what's then made flesh. But the successfully resurrected need not be all in one piece —as long as the coffin is intact and sufficient care is taken to scrape together all the fragments and dust within, the spell succeeds. Reciting the spell backward returns the resurrected entity to dust. It can be retained or thrown away. In this process, the cast- er matches magic points against the resurrected's on the Resistance Table. If the caster wins, the victim returns to dust. If the victim wins, it may try to prevent the caster from reciting the spell again. Reciting the spell backward takes two rounds. In "The Case of Charles Dexter Ward", many of those resurrected were interrogated and tortured to reveal secrets of the past.

RIVER GOD'S CURSE: Dreamlands. This spell can be cast only by the River God Oukranos, after the target has earned his enmity. A devastating thirst plagues the target. In the Dreamlands, this curse takes effect every 1D3 days and lasts for 1D3 hours. In the Waking World, the afflicted cannot drink enough water ever to slake thirst. The target loses 1 CON daily, until death occurs or until he or she returns to the Dreamlands and fulfills some obligation. Once the River God is satisfied, the cursed recover 1 point of lost CON per week.

S Spells

SEAL OF ISIS: protects inanimate objects against magical attack within a 50-foot cube. This warding spell requires 1 hour, 1 Sanity point, and as many magic points as the caster thinks useful. Spells cast at items in the warded area are resisted by the magic points sacrificed to the warding. Match the points on the Resistance Table. Seal of Isis does not defend people, and is not a physical barrier against intruders.

SEEK HEART: quickens and implants the will within a corpse to pursue and acquire a fresh heart to replace the one that has been taken from it. A cast of the spell costs six Sanity points and 8 magic points. The caster must be within a hundred yards of the corpse, and must be able to see the corpse to activate it. When the spell is cast, the corpse searches for the first human target it can find. It attacks, striving to rip open the victim's belly and reach up and scoop out the victim's living heart. Insertion of the living heart within the attacker fulfills the seeking corpse, which enjoys a few fleeting game rounds of ecstasy. Shortly thereafter, the seeker collapses and begins to decay. It has been drawing upon latent energies in existing cells and muscles; once those energies have been drained, dissolution of the corpse is speedy. The effect of the spell lasts for the corpse's former STR plus CON plus POW, in minutes. If by that amount of time the corpse has not taken a new heart, it emits profound lamentations, falls to earth, and putrefies. Seek Heart can be cast only upon a corpse, and then only once. Each cast of the spell requires a relatively fresh corpse, one without significant putrefaction. The blood of the corpse must be drained, and the corpse's heart somehow removed. Preparation of the corpse and the casting of the spell take 1D3 hours.

SEKHMENKENHEP'S WORDS: the caster creates an intense bond with a large group of listeners. The spell costs 3 magic points and 1D6 Sanity points to cast, and an additional 3 magic points sacrificed at the end of each ten game minutes that the spell lasts. The caster then must speak extemporaneously and seemingly from the heart, and maintain the audience's attention. Each ten minutes therefore the caster also needs a successful communication roll as the keeper thinks appropriate (Bargain, Credit Rating, Fast Talk, or Persuade), or the speech ends indecisively and in confusion. At the end of a successful speech, the audience believes what has been said for 1D3 days.

SEND DREAMING: can be cast only during the dark of the moon, and only by one who possesses Alcheringa Dream Lore. The caster sacrifices 1 POW into a fire. The fire burns yellow, then white, then blue as the night wears on. The caster then entrances himself and sends Dreamtime visions to the sleeping target, plunging that person's imagination into the Dreamtime without preparation or knowledge. If the dream is horrifying, the target can wake with a successful INT x 1 roll as it begins, or by a successful POW x 1 roll at the end of each hour. A dream costs caster and target alike 1D6 Sanity points, and lasts for six hours. Once such a dream is underway, the target cannot be awakened by someone else. The same dream might be sent to two targets in one night for twice the cost of one.

SEND DREAMS: subjects the target to dreams specified by the caster. The spell costs a varying number of magic points, and 1D3 Sanity points. The caster must use a special bowl made of "the copper from above", an alien metal. Such a bowl is etched with certain runes, and filled with specified herbs and a dram of blood from the caster. The herbs are set afire. As weird greenish smoke rises, the caster concentrates and casts magic points into the spell. The magic points energizing the spell are matched against the magic points of the target, and a Resistance Table roll determines the winner. The spell lasts • two minutes for every magic point put into it. The target must be asleep and within 20 miles of the caster. The dreams may be anything the caster desires, but one usual use of the spell is to send visions of Mythos entities to lower the Sanity of the target. Sanity losses from such visions are one-tenth normal (round up fractions). A dream-vision of Azathoth, for instance, costs 1 Sanity point if the Sanity roll succeeded, and 1D10 Sanity points if it failed. The caster cannot send a vision of any entity whom he or she has not seen. The spell cannot transmit orders or wishes, nor hypnotize the dreamer, who knows only that he or she is having strange dreams.

SENDING OF THE DEAD: Voodoo. Causes significant harm or death to the target. It costs 10 magic points and 1D6 Sanity points from the caster and supplicant. The caster uses Contact Loa for Baron Samedi, who demands that the supplicant bring specific symbols to his vè-vè at midnight, as well as several handsful of earth. There the caster performs the spell. The supplicant must now lay the earth where the target will walk on it. When the victim does, the dead enter his or her body. Match the caster's POW against the victim's POW. If the caster wins, roll 1D8: 1-4 Victim immediately loses 1D10 SAN. 5-7 Illness costs victim 1D6 STR and 1D6 HP. 8 Victim falls into a coma and dies in 1D6 days unless the dead are expelled.

SENSE LIFE: allows the caster to detect the general nature of life in a particular area. Casting this spell costs 1 magic point and 1 Sanity point. The target is an area equivalent to an average house. It must be within sight of the caster. The spell allows the caster to distinguish species (such as a dog or a person), but not to recognize specific individuals.

SHINING TRAPEZOHEDRON: [it was] a nearly black, redstriated polyhedron with many irregular flat surfaces; either a very remarkable crystal of some sort, or an artificial object of carved and highly polished mineral matter. It did not touch the bottom of the box, but was held suspended by means of a metal band around its center, with seven queerly-designed supports extending horizontally to angles of the box's inner wall near the top .... exposed, [Blake] could scarcely tear his eyes from it, and as he looked at its glistening surfaces he almost fancied it was transparent, with half-formed worlds of wonder within. — H. P. Lovecraft, "The Haunter of the Dark."
An enchantment. In the story, Robert Blake finds a peculiar metal box in which is mounted a stone about four inches thick. It rewards or damns those who look into it with visions of other worlds and dimensions—thus the stone shines with the interior light of things not of our world. The notes of a previous investigator refer to it as the Shining Trapezohedron, the correct description of the crystalline form. When the box is closed, a hideous avatar of Nyarlathotep comes, but one which either will not or dares not enter even the pale circles of light cast by street lamps. The stone exercises great command over human psyches. Getting rid of it proves too much for poor Blake, who perishes when the electric lights of Providence fail during a thunderstorm and the avatar emerges.

SHRIVELLING: a powerful spell of attack. Casting it costs a variable number of magic points and half that many Sanity points (round up any fraction). It takes two rounds to intone. To succeed, the caster must then use the Resistance Table to overcome the target's magic points with the remainder of his or her own. If successful, the spell blasts and blackens the target—subtract 1 hit point from the target for each magic point invested in the spell.

SIREN'S SONG: the caster sings the spell, which if successful causes the target to believe that the caster is all that his or her heart desires. The spell takes two rounds to cast. Casting the spell costs 1 magic point and 5 Sanity points. The spell lasts for 4D10 hours. The target may resist POW vs. POW on the Resistance Table and, if the target succeeds, the spell has no effect. Siren's Song affects as many people as can hear it.

SKIN OF THE SEDEFKAR: Brothers of the Skin. Magically defends the caster. Casting the spell costs 10 magic points and 1D3 Sanity points. For twenty-four hours, the caster is protected against all kinetic attacks by ten points of invisible magical armor. However, each attack reduces the stopping power of that armor by 1 hit point; e.g., after two bullets hit, the spell stops only the first 8 hit points of damage from the third, and only the first 7 from the fourth. Casting the spell takes approximately one uninterrupted hour of time.

SNARE DREAMER: allows the caster to attract a particular soul if it is currently out of body. The spell takes twenty minutes to cast, and costs 8 magic points and 1 Sanity point. The caster and target must be within five miles of each other, and the target's player may attempt a POW vs. POW match on the Resistance Table to escape. With a failure, the soul is drawn into the presence of the caster and is subject to such spells as Bind Soul. If the soul evades capture, it wanders off to participate in more dreams. The dreamer sees the caster and location, though he or she may not recognize the location, and remembers this as a particularly vivid dream.

SONG OF HASTUR: a magical attack, the song is a wailing ululation costing the caster 1D4 Sanity points and 1D4 magic points each round it is performed. Roll D100 equal to or less than POW + DEX x2 in order to sing properly the alien melody. The target must be visible to the caster. Though everyone can hear the song, the spell affects only the person chosen as target. This spell will not work except at night, and only if the star Aldebaran is visible. Successfully cast, this spell causes the skin and flesh of the chosen victim to bubble and fester into pestilent blobs, costing the target 1D6 hit points per round. After every two rounds, scarring reduces the victim's APP by 1D6. After every four rounds, internal ruptures lower the victim's CON by 1D6. When the victim's hit points or CON reach 0, the body swells up, then bursts with a sickening pop as steamy gore spills onto the floor. The song can be used defensively, to guard against another caster of this spell. Successful opposing castings neutralize each other.

SOUL EXTRACTION: Voodoo. Allows a person's soul to be hidden, for purposes of protecting it, often within a clay pot. The elaborate ceremony costs 8 magic points to the caster. The target then lives a relatively normal life, and benefits from a Luck roll's chance of defeating any voodoo spell cast against him or her. If an enemy gains control of the soul's container, spells may be cast directly at it, with the effect that each spell does maximum damage.

SOUL SINGING: causes the target to see and hear only what the caster desires. The spell costs the caster 8 magic points and 1D4 Sanity points. The caster also must play the enchanted bone pipes (see Create Curse Whistle). The spell takes effect when the caster's magic points overcome the target's on the Resistance Table. Soul Singing is aimed at a single victim who, seeing what the piper wishes him to, is led entranced to some doom or destruction. The spell affects one target. Others present cannot hear the tune unless their players succeed in D100 rolls of POW x3 or less. Then they hear a faint, nondirectional piping of strange melodies.

SOUL-TRAP: allows the caster to trap the soul of a victim within a specially prepared talisman. Creating the talisman costs the caster 1 POW and 1D4 SAN points. The victim must be wearing it at his or her time of death, or the spell fails. If wearing the talisman, capture of the soul is automatic. Thereafter the victim's soul can be called forth by the caster with a few simple words. The summoned soul takes the physical form it possessed in life, including clothes and accessories like rings or watches. The spirit can be questioned or called upon to perform tasks, but if it refuses or is hostile, the caster needs a successful POW vs. POW roll on the Resistance Table to compel it. A failing roll frees the soul, which quickly disappears. Summoned, the soul remains apparent for the caster's POW in rounds, and may be summoned again following the same interval.

SPECTRAL RAZOR: creates the effect of an invisible blade which can be used to cut and slash victims. This immaterial weapon can be used at a range in yards equal to the caster's POW x3. Damage is 1D6 per round. The spell takes 2 rounds to cast and costs 2 Sanity points and 2 magic points. For each additional round of effect, the caster must pay another 2 magic points. A Spectral Razor target must be visible. If concealed or half hidden behind obstacles or obstructions, the damage is done to intervening objects until the keeper believes enough damage has been done that the target is visible and vulnerable.

STEAL LIFE: drains life from a victim to make the caster younger. This cruel spell costs 8 magic points and 1D20 Sanity points. To cast the spell, the target must be within sight and hearing of the sorcerer, who must overcome the target's magic points in a match with his or her own on the Resistance Table. With a success, the target begins to age and decay while yet alive, the innate life and vitality draining into the sorcerer. Each combat round after the spell is cast, the target loses 1 point each of STR, CON, DEX, POW, and APR. For each point of characteristic drained from the target, the caster becomes a week younger. For example, if the spell were cast upon a random derelict who had 8 points in each characteristic, the caster would become 40 (8 times 5) weeks younger. Meanwhile, the target withers, turns gray, and flakes away. At the end of the spell, the target has become a horrid dry husk which costs 0/1D6 Sanity points just to see. If this spell is not cast on the night of the full moon, the caster does not gain the benefits of restored youth, but the victim still dies. If the caster of the spell is slain before the victim dies, the spell cancels and the victim's lost characteristics return to him or her.

STOP HEART: causes the target to lose 4D6 hit points to a sudden massive heart attack. The spell costs 14 magic points and 2D6 Sanity to cast. An involved ritual occupies the caster for the day before the spell is cast. Once the ritual is ready, the casting takes only a round, though the target must be within sight of the caster. A POW vs. POW match on the Resistance Table must be won, or the heart attack does not occur.

T-U Spells

TRANSFER BODY PART: Brothers of the Skin. Allows the willful substitution of another hand, arm, etc. Casting the spell costs 1 POW, 1D10 magic points, and 1D10 Sanity points. If the donor is already dead, the transfer costs 2 POW. More complicated transfers cost more: the most expensive is 100 magic points for Transfer Head. Preparation for the spell takes about an hour, including the creation of the magical thread that provides the initial connection of body to part, plus the transfer taking game minutes equal to the magic points required. Since the procedure is often clumsy, the caster usually Transfers the part to a second Brother. The Brothers look for particularly prize pieces of anatomy—an athlete's legs, a boxer's fists, and so on. To return to an original body part, see the similar spell Detransference.

TRANSFER ORGAN: Brothers of the Skin. Replaces a human internal organ with its match from another human. Hearts cannot be moved or traded. The spell costs 63 magic points and 1 POW. Donor and receiver each lose 1D8 Sanity points. One of the participants can be the caster. The donor must be alive. The donor's agreement is not needed for the effect of the spell. A paste is made of blood from both participants, mixed with chameleon saliva. Donor, receiver, and caster are surrounded by a group who link hands and sing an ancient poem; the 63 magic points are drawn from them in equal or nearly equal amounts. This keeps both parties alive during the transfer. Using the paste, the caster draws the symbol of the organ to be transferred on the respective areas of the participants. After an hour of meditation and visualization, the caster delves his hands into the donor body where the symbol is. Pinching off major connections, the organ is lifted out and placed on a circular stone table. The process is repeated for the recipient, and then the parts are installed in their new bodies and sewn into place.

UNMASK DEMON: it destroys any magical disguise used by • a target, and costs a variable number of magic points and no Sanity points. The spell requires the participation of a group of at least three people who chant clearly and rhythmically while their leader breaks a raw unfertilized egg on which has been drawn an image of the target. To succeed, the casters must overcome the target's POW with their own combined magic points. Each participant may contribute as many as half his magic points to the spell. Sanity may be lost when the target's true form is revealed.

UNSPEAKABLE PROMISE: establishes a binding oath made to He Who Is Not To Be Named, and costs the caster 2D8 Sanity points. In return, Hastur grants the caster some benefit— a plausible gift would be an important ancient tome such as the R'lyeh Text or the yearly award of 3 POW for the rest of the recipient's life. Additionally, however, there is a non-cumulative chance of 2% per year that the caster transforms into a gruesome humanoid monster totally under Hastur's sway, one which the keeper may create afresh or draw statistics from the Unspeakable Possessor, in the Creature Companion.

V Spells

VANISH: causes the caster to disappear in a puff of smoke, to reappear instantly in a location beside a previously prepared box. The box takes 2 POW to prepare. Each casting of the spell takes about two seconds, and costs 5 magic points and 1 Sanity point. The location is defined by creating a charm made of a box containing components of the caster's body such as hair, teeth, or nails. The box is magically prepared, taking about a day, and the POW must be sacrificed. Then the Vanish spell may be cast any number of times. If the box is destroyed, or opened and its contents scattered, the POW points are lost. The box must be remade before the spell can work again. The location of the box might be as far as several hundred miles distant. More than one box might be prepared at the same time.

VIEW GATE: cast at a suspected Gate, this spell allows the caster and companions to see what, if anything, is on the other side of the Gate without going through it. The cost varies with the number of magic points needed to activate the Gate. It always costs 1 magic point and 1 Sanity point to cast the spell. Viewing is a variable cost, one tenth of the Gate cost (round up fractions). Thus a Gate costing 7 magic points to pass through requires 2 magic points and 2 Sanity points to view through. The view lasts 1D6+1 rounds. The spell may be cast as often as the caster's magic points and Sanity points allow. If there is something horrific to see, additional Sanity charges are in line for each viewer. If important to play, viewers may attempt appropriate skill rolls to learn where or when or what they are viewing.

VOICE OF RA: temporarily increases caster APP and certain related skills. The spell requires 5 magic points and 1 Sanity point. The ritual takes two hours to complete, and a variety of herbal components are burned during the casting. For 24 hours, the spell adds 1D10 APP to the caster, and increases by 20 percentiles each the caster's Bargain, Credit Rating, Fast Talk, Persuade, and Psychology skills.

VOID LIGHT: Mi-go. This spell subtly warps space, creating a sink from which photons will not emerge. The mi-go must spend one magic point for every cubic yard of blackness desired. No light can escape the affected area, making useful visual protection for these sometimes fragile aliens. Depending on how the spell is prepared, the darkness may be like a sheet or a spherical volume.

VOORISH SIGN: They from outside will help, but they cannot take body without human blood. That upstairs looks it will have the right cast. I can see it a little when I make the Voorish sign — H. P. Lovecraft, "The Dunwich Horror." These magical hand gestures aid in Mythos magic. Making the Voorish Sign costs the user 1 magic point and 1 Sanity point. The passes and hand movements take only a few seconds, but they increase the chance to cast successfully a Mythos spell by 5 percentiles, and in some cases seem to make visible the invisible. In the canon, this sign is never described.

W Spells

WANDERING SOUL: while he sleeps, this spell can send the caster's soul to some location, and thus scry out his enemies. The caster then wakes twelve hours later, having spent all but one magic point and sacrificed 1D4 SAN, and with a sense of exhaustion. The dream-like vision reveals information readily observable, but lamps cannot be lit, nor boxes and drawers opened, nor papers rifled. While it is so wandering, those of POW 20 or more can see and identify the scrying soul. Those of POW 15 or more have the feeling of being watched. Those asleep see the face of the scrying soul and can identify it, for the soul has always the appearance of the caster, and cannot be disguised.

WARDING: makes a warding arrangement. Costs 1 magic point per stone used in the ward, and costs no Sanity points. A number of ordinary white stones are required. They are placed on the ground as the caster pleases, except that each must be within a yard of each of the others. The spell takes about fifteen seconds to cast, during which a shimmering heat haze can be seen over the stones. Thereafter if any stone is moved, the caster will be aware of the fact, even if asleep until then. Once this has occurred, the spell is broken.

WARDING THE EYE: this spell protects completely against the Evil Eye spell. It costs 2 magic points and no Sanity points, and involves a number of complicated hand gestures which may be made prior to or at the same time as the Evil Eye. Like the Evil Eye, this spell expires at midnight.

WAVE OF OBLIVION: causes a powerful ocean wave to smash down at the caster's direction. The caster must be in or on the water himself. The spell costs 30 magic points and 1D8 Sanity points to cast. Sufficient quantities of salt water must be present to create the wave, and the caster must be able to see the target. The wave volume is 3,000 cubic feet, enough to swamp or capsize a small sloop. Were several or many spells cast at once, a large ship could be swamped. Needless to say, people swallowed up by such waves vanish forever below the surface. In another version, one sorcerer must know the spell and expend all but one of his or her magic points, but others can also contribute magic points to allow the creation of vast waves capable of sinking ocean liners, battleships, or Manhattan island. Those knowing the spell can contribute as many magic points as desired, and must expend 1D8 Sanity points. Those who do not know the spell can contribute 1 magic point each. The variant requires a minimum of 30 magic points, creating a wave ten feet long, ten feet wide, and thirty feet high. Each additional magic point adds a foot to the length and width of the wave.

WITHER LIMB: causes permanent damage to the target. The spell costs the caster 8 magic points and 1D6 Sanity points. It takes 1 round to cast and the target must be within 10 yards. Overcoming the target's magic points with his or her own on the Resistance Table, the caster causes the nominated arm or leg to wither and shrivel, leaving to the victim 1D8 hit points of damage and a permanent loss of 3 CON. The victim and any witnesses lose 0/1D3 Sanity points each.

WRACK: temporarily incapacitates a single target. It costs 3 magic points and one Sanity point to cast. The caster must be 10 yards or less distant. Match caster and target magic points with those of the target on the Resistance Table. Succeeding, the spell takes effect after one round of confusing hand gestures. Intense, wracking pains seize the target, the face and hands blister and drip fluid, and the eyes cloud with blood and become temporarily sightless. The effect lasts 1D6 rounds, after which sight returns. In 3D10 minutes, the target fully recovers and resumes normal activity. Traces of physical corruption fade quickly, and in 24 hours only faint blemishes can be seen on the skin. Each such experience costs the target 1/1D6+1 Sanity points.