Grimoire Spells: Difference between revisions

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Spells located in various Grimoires.<br>
==Spell List A to H==
ALTER WEATHER: moderates or exacerbates any weather
ALTER WEATHER: moderates or exacerbates any weather
condition. Large groups may cast the spell to achieve great meteorological
condition. Large groups may cast the spell to achieve great meteorological
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POW in game rounds has passed.
POW in game rounds has passed.


==Spell List I to P==
IDENTIFY SPIRIT: this spell creates a magical powder
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
Line 1,976: Line 1,980:
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.
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 I 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.
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

Revision as of 16:13, 18 May 2013

Spells located in various Grimoires.

Spell List A to H

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 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 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. 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 considerable 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 I 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 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. 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 held by the caster. The spell costs the caster and other partici- pants a varying amount of magic points, and the caster loses 1D10 Sanity points. The arrival of the deity will cost more 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 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. CONTACT CHTHONIAN: the spell costs 5 magic points to cast, and 1D3 Sanity points. Unless there are no chthonians 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 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. CREATE BAD-CORPSE DUST: creates a barrier which zombies cannot cross, at a cost of 2 magic points and no Sanity points. This powder requires the intestines of a zombie, an 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 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. 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. 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 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- 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. 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.

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.

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

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. 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 I 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. 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