table of contentswatermark.drivethrurpg.com/pdf_previews/206774-sample.pdf · for the first time,...

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TABLE OF CONTENTS INTRODUCTION � � � � � � � � � � � � 5 CONCERNING MAGIC � � � � � � 7 State of Mind . . . . . . . . . . . . . . . . . 7 e Nature of Sacrifice . . . . . . . . . . . . . 7 Are the Stars Right? . . . . . . . . . . . . . . 8 Wheel of the Year . . . . . . . . . . . . . . 10 CONCERNING SPELLS � � � � � 11 Spell Names . . . . . . . . . . . . . . . . . 11 Deeper Magic . . . . . . . . . . . . . . . . 11 Adjusting Spells . . . . . . . . . . . . . . . 12 Difficulties in Spellcasting . . . . . . . . . . 12 Folk Magic . . . . . . . . . . . . . . . . . . 13 Flawed Spells. . . . . . . . . . . . . . . . . 13 Dreamlands Magic . . . . . . . . . . . . . . 14 Spirit Attacks and Possession . . . . . . . . 14 Spell Components . . . . . . . . . . . . . . 15 Table 1: Spell Components . . . . . . . . . 17 Magical Residue . . . . . . . . . . . . . . . 18 Ley Lines. . . . . . . . . . . . . . . . . . . 19 SPELL CATEGORIES � � � � � � � 22 THE GRAND GRIMOIRE � � � 26 A . . . . . . . . . . . . . . . . . . . . . . . 26 B . . . . . . . . . . . . . . . . . . . . . . . 34 C . . . . . . . . . . . . . . . . . . . . . . . 53 NPC: Hestia Locksby . . . . . . . . . . . . 85 D. . . . . . . . . . . . . . . . . . . . . . . 93 E . . . . . . . . . . . . . . . . . . . . . . .102 F . . . . . . . . . . . . . . . . . . . . . . .116 G. . . . . . . . . . . . . . . . . . . . . . .120 H. . . . . . . . . . . . . . . . . . . . . . .127 I . . . . . . . . . . . . . . . . . . . . . . .128 J . . . . . . . . . . . . . . . . . . . . . . .131 K . . . . . . . . . . . . . . . . . . . . . . .131 NPC: omas Davenport . . . . . . . . . .133 L . . . . . . . . . . . . . . . . . . . . . . .134 M. . . . . . . . . . . . . . . . . . . . . . .138 N. . . . . . . . . . . . . . . . . . . . . . .144 O. . . . . . . . . . . . . . . . . . . . . . .146 P . . . . . . . . . . . . . . . . . . . . . . .147 Q. . . . . . . . . . . . . . . . . . . . . . .154 R . . . . . . . . . . . . . . . . . . . . . . .156 S . . . . . . . . . . . . . . . . . . . . . . .162 T . . . . . . . . . . . . . . . . . . . . . . .178 U . . . . . . . . . . . . . . . . . . . . . . .182 V . . . . . . . . . . . . . . . . . . . . . . .183 NPC: Niels-Viggo Schou . . . . . . . . . .185 W . . . . . . . . . . . . . . . . . . . . . .186 Y . . . . . . . . . . . . . . . . . . . . . . .192 Z . . . . . . . . . . . . . . . . . . . . . . .192 INDEX � � � � � � � � � � � � � � � � � � � � � 194 AUTHOR BIOGRAPHIES � � 200 Sample file

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Page 1: TABLE OF CONTENTSwatermark.drivethrurpg.com/pdf_previews/206774-sample.pdf · For the first time, the Grand Grimoire of Cthulhu Mythos Magic gathers together some 550+ Call of Cthulhu

TABLE OF CONTENTSINTRODUCTION � � � � � � � � � � � � 5

CONCERNING MAGIC � � � � � � 7

State of Mind . . . . . . . . . . . . . . . . . 7

The Nature of Sacrifice . . . . . . . . . . . . . 7

Are the Stars Right? . . . . . . . . . . . . . . 8

Wheel of the Year . . . . . . . . . . . . . . 10

CONCERNING SPELLS � � � � � 11

Spell Names . . . . . . . . . . . . . . . . . 11

Deeper Magic . . . . . . . . . . . . . . . . 11

Adjusting Spells . . . . . . . . . . . . . . . 12

Difficulties in Spellcasting . . . . . . . . . . 12

Folk Magic . . . . . . . . . . . . . . . . . . 13

Flawed Spells. . . . . . . . . . . . . . . . . 13

Dreamlands Magic . . . . . . . . . . . . . . 14

Spirit Attacks and Possession . . . . . . . . 14

Spell Components . . . . . . . . . . . . . . 15

Table 1: Spell Components . . . . . . . . . 17

Magical Residue . . . . . . . . . . . . . . . 18

Ley Lines. . . . . . . . . . . . . . . . . . . 19

SPELL CATEGORIES � � � � � � � 22

THE GRAND GRIMOIRE � � � 26A . . . . . . . . . . . . . . . . . . . . . . . 26B . . . . . . . . . . . . . . . . . . . . . . . 34C . . . . . . . . . . . . . . . . . . . . . . . 53NPC: Hestia Locksby . . . . . . . . . . . . 85D . . . . . . . . . . . . . . . . . . . . . . . 93E . . . . . . . . . . . . . . . . . . . . . . .102F . . . . . . . . . . . . . . . . . . . . . . .116G . . . . . . . . . . . . . . . . . . . . . . .120H . . . . . . . . . . . . . . . . . . . . . . .127I . . . . . . . . . . . . . . . . . . . . . . .128J . . . . . . . . . . . . . . . . . . . . . . .131K . . . . . . . . . . . . . . . . . . . . . . .131NPC: Thomas Davenport . . . . . . . . . .133L . . . . . . . . . . . . . . . . . . . . . . .134M. . . . . . . . . . . . . . . . . . . . . . .138N . . . . . . . . . . . . . . . . . . . . . . .144O . . . . . . . . . . . . . . . . . . . . . . .146P . . . . . . . . . . . . . . . . . . . . . . .147Q . . . . . . . . . . . . . . . . . . . . . . .154R . . . . . . . . . . . . . . . . . . . . . . .156S . . . . . . . . . . . . . . . . . . . . . . .162T . . . . . . . . . . . . . . . . . . . . . . .178U . . . . . . . . . . . . . . . . . . . . . . .182V . . . . . . . . . . . . . . . . . . . . . . .183NPC: Niels-Viggo Schou . . . . . . . . . .185W . . . . . . . . . . . . . . . . . . . . . .186Y . . . . . . . . . . . . . . . . . . . . . . .192Z . . . . . . . . . . . . . . . . . . . . . . .192

INDEX � � � � � � � � � � � � � � � � � � � � � 194

AUTHOR BIOGRAPHIES � � 200

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Magick is the Science and Art of causing Change to occur in conformity with Will.

—Aleister Crowley

The Oxford English Dictionary describes magic as “the power of apparently influencing events by using mysterious or supernatural forces.” This definition works just fine but misses one important aspect when we consider the magic of the Cthulhu Mythos—namely, corruption. In many traditional fantasy games and fiction, magic is often a source of wonder, possibility, and utility, a tool used to achieve a result for little or no cost. Very much a tool used to achieve a result for little or no cost. However, the magic of the Cthulhu Mythos, while seemingly offering tangible benefits, is hostile. It gives with one hand and takes away with another. Mythos magic corrupts; it breaks down moral fiber and sinks its teeth into the mind, shredding both sanity and humanity.

Wielding otherworldly energies damns the wielder: the more one drinks of the unnatural power, the greater the infection becomes. If reading a tome can be likened to playing with fire, casting a spell is like pouring gasoline over your head and striking a match. The erosion of Sanity points combined with a thirst for magical knowledge drives people insane, destroys morality, and leaves only the insane will of the sorcerer to lust after even greater power and to plumb greater depths of horror.

The magic of the Cthulhu Mythos defines the cosmos and it is the awful truth that lurks beyond humanity’s perception of reality. Those who touch its flame are forever changed.

Ygnailh... ygnaiih... thflthkh’ngha.... Yog-Sothoth ...

—H. P. Lovecraft, The Dunwich Horror

For the first time, the Grand Grimoire of Cthulhu Mythos Magic gathers together some 550+ Call of Cthulhu spells from across thirty years’ worth of supplements, scenarios, and campaigns. A useful tool for Keepers, this tome is a resource to both inform and inspire. All of the spells have been revised and updated for Call of Cthulhu 7th Edition. Some spells have been changed to be more generally useful and less specifically tailored to a particular scenario; in other cases, where multiple spells were virtual duplicates, they have been amalgamated into a single entry. A small number of spells (usually found in campaigns or older scenarios) were found to be overly specific to their original plot and, having little particular use outside of that plot, have not been included. Nearly all spells have been given a number of alternative names, where appropriate, allowing Keepers to keep their players on their toes and ensure no spell becomes commonplace.

The opening chapters take a brief look at magic and spells in general and provide additional resources concerning astronomical considerations, spellcasting, and other relevant information for Keepers to use as they will. Flawed spells, deeper magic, folk magic, and Dreamlands magic are all discussed and advice and guidance is provided for developing such magical tangents in your games. Three magical non-player characters are detailed, each able to be dropped into games to help or hinder investigators.

Hopefully, the Grand Grimoire of Cthulhu Mythos Magic will provide you with not only a handy resource in the middle of a game, but also a deep well of inspiration to draw upon when creating your own scenarios, plots, and encounters.

In lucem, ita inspiratio. In tenebris secreta sapientiae.

Mike Mason, 2016

INTRODUCTION

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Many diverse matters should be taken into consideration when attempting to bend the cosmic forces of the universe to one’s own will.

Some guidance and ideas follow for Keepers wishing to add layers of verisimilitude to the magic in their games.

STATE OF MINDHaving the correct frame of mind when spellcasting can be vital to success. Distracted sorcerers risk spells performing poorly, not at all, or worse transforming into something undesirable. Ritualistic purification of mind and body are often requirements of more involved spells. Often all that is required is a clear and focused mind—hence, the reason why a number of spells call for periods of meditation. Some wizards will ritually bathe; others may use foul- or sweet-smelling oils to purify their flesh.

Outside concerns, such as dire conditions and combat, act to distract the spellcaster. When such matters might prevent the caster from clear thought, call for an INT roll to ensure clarity of mind and purpose.

Working SpaceEnsuring a clutter-free magical workspace is essential when executing complicated and involved magic. Appropriate vibrations, energy, and space are needed. Leaving the remains and aftereffects of old spells hanging around could, in theory, bring contamination to new spell work (with disastrous consequences).

The space should be ritually purified beforehand for significant summonings (the nature of the purification can vary widely, and “purification” might be an unfortunate choice of word when watching a sorcerer pouring fresh blood around the area to “cleanse” it). The area might also be consecrated to the spell caster’s favored Mythos deity, although as certain spells call upon a specific Outer God or Great Old One, it

is always prudent to ensure that such entities are “made to feel at home” lest they feel snubbed or slighted.

Watch the HeavensAstronomical configurations are often of great significance in the effectiveness of certain spells (particularly when invoking or petitioning a Mythos entity). Wizards who neglect research and who pay no heed to the turning of the Wheel of the Year will find themselves undone—their spells may fizzle or unexpected outcomes may arise. Great sorcerers plan years in advance to ensure they are in step for the perfect moment of astral alignment—this is why wizards will seek far-reaching revenge on those who vandalize such feats of planning (cue the investigators).

For more on astronomical considerations see Are the Stars Right? (see page 8).

THE NATURE OF SACRIFICEOh, there are little rhymes a mage might use to remember the sequence of what must be done, but the words themselves don’t do a thing. You could write every ‘spell ’ as high as a man on the barn wall, but if you don’t have the power to start with, all you’d have is a strange rhyme. And a bad one at that.

—Gail Z. Martin, The Blood King

Sacrifice is often an integral part of the pact, petition, or negotiation between the spellcaster and a Mythos power. Usually, some form of sacrifice is required for a successful outcome, be it in magic points, hit points, POW, or an offering like the blood of an animal or the life of a human sacrifice. Spell-casters must, in virtually all cases, sacrifice part of themselves to the spell (normally magic points or POW); however, at times a spellcaster will need to provide more. Understanding the nature of such sacrifice is a vital tool for the Keeper.

CONCERNING MAGICIndubitably, Magic is one of the subtlest and most difficult of the sciences and arts. There is more opportunity for errors of comprehension, judgment and practice than in any other branch of physics.

—Aleister Crowley

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A sacrifice must be of something that matters. The spell will usually state the required sacrifice (if it is more than simply channeling the sorcerer’s energy). Where the caster is desirous of greater power, often the sacrifice required is personal. Thus, in this case, sacrificing a captured enemy would not suffice, whereas severing and offering up one’s own hand would. If invoking a Mythos deity, the sacrifice of captured enemies (or just about anyone) will most likely suffice and sate the hunger of the entity (at least for a while). Wizards who forget the appropriate offerings to Mythos creatures will find that they themselves quickly become the sacrifice.

Where investigators are performing a spell requiring a sacrifice, the Keeper should think about using the sacrifice to drive the story. If something has little or no value to the investigators then it has little or no value as a sacrifice—perhaps the spell will fail or be weaker than imagined. The spell might call for the sacrifice of an animal and just stealing one from a farm might sound like a brilliant solution, but as the beast has no value to the caster the spell will fizzle, whereas the sacrifice of a favored pet or an animal of great significance to the caster is exactly what the spell is asking for.

Sacrifices should pose moral quandaries for the investigators (and players): they need to cast the spell to defeat some terrible outcome, yet to do so calls for a significant sacrifice of something very personal. Such acts have a cost. The Keeper should play on these to bring drama and consequences to the story. Often this can be accomplished through the loss of Sanity points, but where possible try to figure effects upon the investigators’ backstories: their key connections, relationships, ideology, and possessions. Just as a Keeper might corrupt a backstory element through insanity or a major wound, casting a particularly nasty spell may well entail the same result. Remember that Mythos magic is fundamentally inhuman and uncaring; it burns through the consciousness and damns those who partake fully of its cup.

ARE THE STARS RIGHT?Be hole, be dust, be dream, be windBe night, be dark, be wish, be mind,Now slip, now slide, now move unseen,Above, beneath, betwixt, between.

—Neil Gaiman, The Graveyard Book

Many spells (particularly summoning and calling spells) require certain astronomical events to be taking place for the caster to succeed in the performance of the spell. Unless noted in the spell’s text, astronomical considerations are the purview of the Keeper in terms of whether or how they might assist or hinder spellcasting. Spell descriptions, in the main, are purposely vague to allow the Keeper to develop, design, and impose plot and story considerations as they see fit. Most times, most spells just work and other considerations, like the current phase of the moon, are unimportant.

However, to assist Keepers when designing motives for despicable cult leaders, or when developing new spells, the following is a sample selection of possible astronomical factors that could be called upon as the Keeper sees fit. Perhaps the version of the Call Cyaegha spell in your game is best performed on a new moon or on the night of Samhain—how complicated and limiting such conditions could be is ultimately your decision.

For Keepers wishing to really play up astronomical considerations, it is suggested that a bonus be granted when the spellcaster has waited for the most opportune time for the spell to be cast. The bonus could be applied to the initial spellcasting success roll (decreasing the difficulty of the roll from Hard to Regular), or could be a bonus die awarded to the caster when an opposed POW with a target is made, and so on. Likewise, a penalty (raising the difficulty level to Hard or Extreme, or imposing a penalty die) could be applied if the conditions are not favorable. A word of caution: building up to a big magical event can be a very engaging point for the players and so overtly penalizing the spellcaster and increasing the likelihood of failure (i.e. of nothing happening) can be very anticlimactic and unsatisfactory for all concerned. If in doubt, have something (rather than nothing) happen. Better for the spell to go awry and cause some unexpected calamity than for it to fizzle and nothing to happen.

“Kla-ia!! Shub-Niggurath!Mother of the thousand!

Mistress of the grain!Come now! Kla-ia!”

—Rural invocation

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CONCERNING MAGIC

DAYS OF THE WEEKIn magical practice, each day corresponds to a particular planet, which is thought to bring beneficial associations for spells concerning certain spheres or desires.

Weekday Astronomical Associations Spell Associations

Monday Moon Dreams and spells concerning health and restorative magic.

Tuesday Mars Combative spells, bringing disaster or injury to enemies.

Wednesday Mercury Communication and divination, and spells concerning enhancing skills or abilities.

Thursday Jupiter Spells bringing luck or bad luck, fulfilling desire, and summoning.

Friday Venus Magic concerning creativity and relationships.

Saturday Saturn Protection spells, warding and banishing.

Sunday The Sun Magic that will bring power, strength, promotion, or a reward.

PHASES OF THE MOONThe positions of the Moon have long been believed to enhance certain types of spells.

Moon Phase Spell Associations Notes

Waxing Moon

Summoning, calling, and contact spells.

Increasing (from new to full); the Moon is 45–180 degrees ahead of the Sun.

Full Moon

Spells concerned with empowerment, forcing one’s will upon another, combative

spells.

The Moon has reached its zenith; 180–255 degrees ahead of the Sun.

Waning Moon

Banishing, binding, and releasing spells. Also

cleansing and healing.

Deceasing (from full to new); 225–315 degrees ahead of the Sun.

New Moon

Divination, prophecy, and communication spells.

The Moon is directly between the Earth and the Sun and therefore hidden; 0–45 degrees ahead of the Sun.

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