Grimoire Spells Specific
Specific Use Spells
These spells are of the Calling, Contact, Creation, Curses, Enchantment, and Summoning categories.
Calling Spells
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.
Contact Spells
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 Spells
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.
Creation Spells
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.
Curses
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.
Enchantment Spells
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.
Summoning Spells
SUMMON / BIND BAKA: Voodoo. The baka or evil spirit may grant a certain wish if the price is right. As with other Summon / Bind Servitor spells, the caster must contribute 1 magic point for each ten percentiles toward the chance for a successful spell, and both caster and client must sacrifice 1D3 Sanity points. Negotiations with a baka are usually tricky; only a successful Bargain roll creates payment terms that both parties understand and actually agree to. With a successful casting, however, the baka fulfills the wish within 1D6 days and then returns to the supplicant to exact payment.
SUMMON / BIND BROTHER OF CHAUGNAR FAUGN: diminutive versions of Chaugnar Faugn slumber in vaults of the Pyrenees, to awake when Chaugnar Faugn once more strides the Earth. Each magic point allotted to the spell increases the chance of success by 10%; a result of 96-00 is always a failure. Casting the spell costs 10 magic points, plus anything lost for the creature or creatures summoned. They are linked telepathically with their lord, who may choose to summon them when he wishes, or who can impart this right to favored humans. Brothers have statistics roughly half those of Chaugnar Faugn, and the Move entry is also less, 8/12 walk/fly. For greater Brothers, the Sanity loss is 1D3/1D8. For lesser Brothers, the Sanity loss is 1/1D4.
SUMMON / BIND BYAKHEE: a whistle must be blown during the chant. Magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. The spell also costs 1D3 Sanity points to cast. This spell is active only on nights when Aldebaran is above the horizon (October through March are the best months). The summoned byakhee will flap down out of the sky, still icy from space. If the whistle is enchanted, each point of POW in its enchantment adds 10 percentiles to the chance for success. Such a whistle may be used again and again.
SUMMON / BIND CHILD OF ATLACH-NACHA: revivifies a fossil spider form. Useful only on certain rocks in the Andaman Islands, this spell calls up and brings to life one of many fossil spiders in the rocks, which will then carry out one attack as commanded. Magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Each cast costs 1D3 Sanity points, and also requires expenditure of 1 magic point for every SIZ point of the chosen fossil. All children of Atlach-Nacha have statistics half those of Atlach-Nacha, plus or minus 1D6, including movement rate and Sanity loss.
SUMMON / BIND CHILD OF YIG: brings forth one of Yig's special snakes. Magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Each cast of this spell also costs 1D3 Sanity points. Summon/Bind Child of Yig can be cast only in an area where Yig's worship is strong, or where it has been strong within the last few hundred years. Yig's special snake appears coiled around the caster's leg. The first time this happens costs an additional 1/1D4 Sanity points for surprise and dismay.
SUMMON / BIND DARK YOUNG: brings present a single dark young. The magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Each cast of this spell also costs 1D3 Sanity points. A beast of at least SIZ 8 must be sacrificed. The summoner needs a knife to make certain ritual cuts in dispatching the victim. Cast this spell outdoors, in a wood, during the dark of the moon. A dark young will stalk out of the shadows after the summoning.
SUMMON / BIND DIMENSIONAL SHAMBLER: a single dimensional shambler gradually assembles itself out of thin air. The magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Each cast of this spell also costs 1D3 Sanity points. The spell requires a dagger made from any pure metal such as copper or iron. Alloys such as brass will not work. If the dagger is enchanted, the chance for success also rises by 10 percentiles per point of POW in the dagger. This spell may be cast day or night. One authority has written that shamblers are more easily confused in bright sunlight.
SUMMON / BIND FIRE VAMPIRE: causes one fire vampire to swoop down from the sky like a skittering star. The magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Each cast of this spell also costs 1D3 Sanity points. A bonfire or other source of flame is required. The spell may be cast only at night when the star Fomalhaut is above the horizon (September through November are the best times in moderately northern latitudes).
SUMMON / BIND HUNTING HORROR: a single horror appears head-first, as though entering through a hole in the air. The magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Each cast of this spell also costs 1D3 Sanity points. This spell may be cast only at night in the open air. The blood sacrifice of a sentient being is needed. The caster does not perform the sacrifice himself—the hunting horror seizes the sacrifice when it arrives. If no alternate sacrifice has been prepared, it takes the caster and vanishes.
SUMMON / BIND NIGHTGAUNT: a nearly silent swoosh of air comes, then the single ghastly form of the blank-faced flying servant of Nodens appears. The magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Each cast of this spell also costs 1D3 Sanity points. To summon, a stone emblazoned with the cryptic Elder Sign must be present, but the stone itself need not be star-shaped. The spell can be cast only at night when there is no moon.
SUMMON / BIND SERVITOR of the OUTER GODS: a single servitor arrives amid haunting echoes of insane piping. The magic point cost varies; for each three magic points sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 96-00 is always a failure. Spell costs are tripled because of the great power of these beings. Each cast of this spell also costs 3D3 Sanity points. A flute is also needed to cast this spell; if the flute is enchanted, it increases the chance for the spell's success by 10 percentiles per point of POW within the flute. Cultists cast this spell anywhere and at any time that is especially unhallowed—typical nights would be Midsummer's Eve, Mayday, Halloween, and Walpurgis Night.
SUMMON / BIND STAR VAMPIRE: curious rustling sounds are heard once this invisible thing lurks near. The magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10 percentiles; a result of 9600 is always a failure. Each cast of this spell also costs 1D3 Sanity points. The caster also needs a book in which are written or inscribed the words of the spell. If the book is enchanted, the chance for success is increased by 10 percentiles per point of POW within the book. This spell can be cast only at night under a cloudless sky. The creature is invisible save when its veins fill with blood from some visible creature.
SUMMON EFFIGY OF HATE: the ritual for this spell takes eight hours to perform and can only be cast at night. It requires 12 magic points and 3 points of POW, the latter usually donated by an unwilling slave or captive. The caster must supply the magic points but the spell allows for the POW to be drawn from a designated victim. Successfully summoned, the Effigy inhabits a tall war totem specially constructed for this purpose. Over the following two nights the Effigy emerges into our world, each night drawing three points of POW from the designated victim. Once the Effigy has fully coalesced, it begins to go about fulfilling the caster's deepest desire.
SUMMON PLAGUE: Dreamlands. Causes disease-infested rats and insects to swarm over an area, biting and stinging livestock and humans, spreading a terrible plague. If bitten or stung, a victim automatically contracts the plague, its first symptoms appearing in 1D3 days. The first day of illness sees the loss of 1D5 CON, followed by further losses of 1D4 CON every day until the victim dies or is cured. All skills drop by ten percentiles daily. An infected dreamer may be cured with a successful Medicine roll, regenerating all lost CON overnight. Although surviving the plague makes one immune to further infections of the same disease, the spell produces a different disease with every use, rendering immunity to this magic unlikely. The first disease-carrying rats and insects appear in 2D10 minutes, followed by additional hordes over the next 2D10 hours. The first day the affected area has a diameter of one mile, this area increasing by an additional mile until the plague is somehow banished. Summoned plagues are not contagious; the disease can only be transmitted by the bite of an insect or other animal. If an infected dreamer wakes before dying he is cured and shows no symptoms of the disease on his next visit to the Dreamlands. This summoned plague may be banished by successfully casting the spell in reverse. However, anyone already infected must still be cured with Medicine or face a lingering death. Casting the spell costs 20 magic points and 2D10 Sanity points. Bits of rotting mammal flesh and human feces are required for successful casting.
SUMMON THRALL OF CHAUGNAR FAUGN: thralls are creatures of their creator, and only Chaugnar Faugn can bind or command them, but anyone can summon them. For each cast, 1D6+1 thralls appear, each costing the caster 1D2 magic points and 0/1D2 Sanity points. Thralls can be summoned only in an underground room or chamber without windows or other close connection to the surface. The summoner squats naked upon the dirt or floor, concentrates on an image of Chaugnar Faugn, and chants and drums until self-entranced. In the caster's mind, Chaugnar Faugn may deign to appear. If it does, the vision of it speaks and roars, "To my greater glory!"