THE LAUNDRY AND SPELLS:
At my playgroup it was decided that if 50% drive got you a permanent vehicle, and 50%
firearms gave you a permanent firearm, then 50% gave you a permanent spell... Aside
from that spell the dm could decide on a higher amount of spells based on status%
SPELL-LEVEL:
I'm working on a "formula" to calculate the level. By adding mp and mythos and
looking at a pointbased system
it's easy to see what level a spell is. Currently all myt+mp values below 10 are easy to
requisit, but demands sorcery of 50% to be allowed by the player.
General coverage of spells:
Myt=mythos: this indicates how much cthulhu mythos a player gains when learning the
spell. Gaining mythos decreases the maximum sanity available to the player, so high
mythos is a bad thing.
mp=the amount of magicpoints the spell needs to be cast.
(P)=means that the loss in mp is permanent. The maximum possible mp of that player is
decreased by the mp-cost permanently.
Castingtime: In my own game spells have immediate and are treated as faster than
firearms. If you dislike this you may decide to let either mythos or mp be the number of
turns to cast a spell, however, such an approach degrade cultists and the overall feel of
mysticism.
Treat the effects of each spell very "verbally" Some spells have effects on keywords in
other spells, and whats in the text is the full effect of the spell.
AGE-CURSE OF THE WARLOCK: myt=3, mp=8.
Caster must spend 2 hours enchanting an item stolen personally from a being. Each
midnight the being ages 10 years until it is dead. If the stolen item is reclaimed the spell
is broken and the lost years will return.
AURA-READING: myt=1, mp=1.
For three rounds the caster can see the aura of all beings, living and dead, within sight,
including astral, spiritual and invisible beings, but not any any being hiding behind
something. The sight is disturbing and costs d3 san. The caster see's how many mp each
creature has and how much % they have in their religion-skill.
BECOME A VAMPIRE: myt=6, mp=8.
After an hour of rituals and chanting the caster becomes a vampire, but starts with ALL
weaknesses, and cannot infect others. The casters strength is doubled, the caster gains
bite +50% for dam d4 + victim is paralyzed while drained for d6 hp each turn. Caster
gains claw +50% dam=d4+db+mp drain (mp vs mp or drained for d3 mp). caster gains
+55% to human psychology and +75% to scent blood.
BLOCK METAL: myt=1, mp=3(p).
The caster spends 20 minutes of murmuring to create a 3X3 metres invisible field in the
air.
(this field can be cast within solid materials and if it is, will follow them around until
they are ruined).
Metal cannot cross through the field.
BRAIN-RAPE: myt=5, mp=6.
The caster targets a being whose name is known by the caster. The target loses d6-2
sanity points and becomes immune to this spell for 24 hours.
BROOM-SALVE: myt=3, mp=15.
Demands either alchemy at 10% or chemistry at 20% to cast.
The caster must shop for d6-1 days, then brew the salve during 30 minutes of witchy
rituals.
This creates a salve that must be smeared on a traditional wooden broom to work.
After smearing the broom can be ridden by anyone for three hours at a maximum move
of xxx
Base skill for broom-ridding is 5%, and skill must be rolled at difficult maneuvers.
(Failure ends in a crash).
The "smear" can be dissolve by hard rain unless the rider rolls a successfull luckroll
each 10 minutes.
BUILD DREAM-CATCHER: myt=3, mp=1(p).
Demands natural materials for at least 3$.
caster builds then enchants the dreamcatcher over d6X10 minutes.
All beings within 5 metres of the dreamcatcher are immune to dreamattacks unless they
are somehow physically in the dreamlands.
CANIBALISTIC RITE: myt=4, mp=12.
the caster spends d4X10 minutes consuming certain parts from a being of the same race.
Caster gets +2 to con permanently, unless that would bring the caster above 20 hp.
CLINGING HANDS: myt=1, mp=4.
The caster gains +25% to climb for an hour, but the hands release pheromones that
might drive some creatures to a frenzy.
CLOSE/OPEN PORTAL: myt=2, mp=3(p).
Caster creates or closes a size portal.
If the caster creates a portal, the next time he creates one they will be linked and things
can move through.
If an unlinked portal is moved through it will link to a random portal in another
dimension (also random).
If a portal is cast in a room or vessel the portal will follow it as if stuck in it until it's
somehow destroyed.
A natural barier prevents air, earth, fire and water from flowing through the portal, and
these can only be moved through with hermetically closed containers. Travelling
through a portal drains d6 mp and a sanroll d1/d6.
each portals front/back connects to the other portals front/back, but the caster may
decide which way the portal is turned. this can be put to advanced use in several ways.
CONTACT DECEASED: myt=1, mp=5.
The caster needs to be within 25 meters of the remains of the deceased or must have an
object the deceased cared for in life. 5 wax-candless must be lit and remain lit during
questioning or the spell is cancelled.
The deceased manifests itself in ghostform, and has any ghostpowers or spells it might
have gained in the afterlife. The ghost is forced to answer 3 questions honestly, but
between each question it may use one of it's powers or spells or question the caster and
get a honest answer. Few newly deceased does anything but answer 3 questions, but
older malevolent spirits might raise hell between questions!
CTHUGA'S FLAME: myt=2, mp=4(p).
A visible target must roll difficult dodge or difficult jump to avoid 2d10 firedamage. If
hit, the target must roll luck or burn 2d4 turns with 2d4 damage each turn. The fire hits
armor or barriers first.
CURSE OF IKAROS: myt=2 mp=10.
Up to two visible vinged beings will have their winges tied magically for an hour!
DRAIN LIFE: myt=1, mp=3.
Caster drains a visible living being for d3 hp and is healed by the same amount.
EIHORT'S DRAINING: myt=5, mp=15.
Caster drains d6X5mp(p) from a visible target up to 80 metres away. The caster gains
the same amount of mp permanently, but can only gain up to a permanent mp of 30.
ELECTRICAL ATTACK: myt=1, mp=2.
A visible target is struck by an electrical ray and must roll it's conX2 or lose d10+10hp.
(This effect does not spread through water or touch) The lightning passes through armor
and physical barriers.
ENCHANT CRYSTAL PENDULUM: myt=2, mp=1(p).
It takes 10 minutes to enchant the pendulum. If it's already enchanted there is a 1 out of
6 chance that it crumbles to dust after this spell is cast.
All % skills on the pendulum are increased with 10% and it's effects last 10 minutes
longer.
ENCHANT WEAPONRY: myt=5, mp=2(p).
For two hours the caster must enchant the weapon.
As long as a being holds the weapon it gets +25% in that weapon-skill, and the damage
dealt by the weapon adds +5 physical damage. If the weapon is a projectile weapon, the
ammunition will not count as magical, but will still get the +5 physical damagebonus.
When learning this spell, the student can chose to memorise it for a specific weapontype
(for example, enchant shotgun), which will decrease the mythos gained in learning it so
he/she gains only 2 mythos when learning the spell.
ESSENTIAL SALTS: myt=3, mp=3(p)
The caster must spend the 3 mp(p) and d3 hours, then rolls (chemistry or alchemy)
+occult/2 to turn a corpse into its essential salts. If too many vital parts are missing from
the corpse, the salts can only raise a grotesque mix of bodyparts. When someone wants
to use the salts they must be feed with (1 liter pr size) blood for (con) days. If for some
reason the feeding is halted the salts will dry out in d4 days. At the last day of feeding
the corpse is fully raised, either intact or as one among "ye liveliest awfulness". The
saltes fill less than the ashes of someone burned, and are easy to contain. Anyone
knowing this spell can sense the presence of someone raised and may pay 5mp to turn
them into ashes by the wave of a hand.
FIREBALL: myt=1, mp=2.
A visible target must roll dodge or jump to avoid d10 firedamage. If hit, the target must
roll luck or burn d4 turns with d4 damage each turn. The fire hits armor or barriers first.
FRIEND OF THE WEB: myt=5, mp=3(p)
The caster enchants him/her-self for about 20 minutes. Spiders cannot attack the caster
unless he attacks a spider.
HIDE/REVEAL PORTAL: myt=1, mp=5.
A visible portal becomes invisible or vice versa.
HOUDINI'S SWIM: myt=7, mp=X.
The caster can swim through materials as if they were water and is drained in mp pr
meter. (See below).
If 0 mp is reached, the caster is stranded in the materials with lethal results.
sand/gravel/earth/rock: = 5 mp pr meter.
glas/crystal/metal: = 2 mp pr meter.
fluids: = 1 mp pr meter.
other materials: = 7 mp pr meter.
JUDAS-STONE: myt=5, mp=x(p).
Caster uses 1mp(p) and 10 minutes per size, enchanting a nonmagical rock, and ends the
enchantment by uttering a single word. Whenever the word is mentioned the rock
becomes phaseable to anything except rocks, so that things can be moved in or out of it
with no difficulties. Mentioning the word again will stop the phasing.
A large enough rock can be crawled through with no trouble if the phaseword has been
spoken, however, things caught in the rock while the phaseword is mentioned will
merge with the rock. (can be rather lethal).
KNIFE OF GLAAKI: myt=2, mp=2(p).
The caster must have a knife of stone or bone and spends d3X10 minutes to turn it into
one of Glaaki's many thorns. A successfull attack with a thorn lets it try to dig itself into
a victim doing 7d3 damage (-armor). If it draws blood it must be pulled out again by the
victim (successfull strX2) before two turns or it will inject a poison that will zombify
the victim into being controlled by Glaaki. Such a zombie will recognize the attacker as
an ally of Glaaki until the deity has full control of the zombie.
KNOW THE RESPONSIBLE: myt=5, mp=8.
The caster names an action/event that has happened and will learn the name of the one
most responsible of that happening. They cannot learn the name of anyone less
responsible. If the responsible is a mythos-being there's a sanloss of 0/d4.
MANIPULATE MATERIALS: myt=3, mp=2(p).
The caster spends an hour on rituals and murmuring enchanting an area or an object.
(If cast on an object it must be made out of the "first material" mentioned later)
The area stretches 10 metres from the caster, and during the enchanting the caster
chooses two materials.
The materials must be solid and have had no organic origin.
At the casters wish the first material will either repulse or attrack the second material
with a str of 30.
(this strength is reduced by 1 pr meter)
PENDULUM HYPNOSIS: myt=3, mp=6.
Demands that caster has a pendulum.
A chosen enemy must roll spot. If the spot fails the enemy is unaffected.
If the spot succeeds there is a 20% chance that the enemy for the next hour will obey
any successfull fasttalk or persuade rolled by the caster.
REMOVE FUNGAL INFECTION: myt=1, mp=1.
hostile fungus within a visible being will die without harming their host. The host
exudes the dead growths within d6+3 days.
RITUAL OF A HUNDRED CATS: myt=12, mp=30(p)
Demands 100 live cats and a magical knife. The caster spends an hour mumbling while
sacrificing all the cats.
The caster gains a permanent +15 armor against everything harmfull, and gains +30 con
permanently as well (adjust new hp). Due to the pure violence d10 ghostcats are
generated in the area, and there is a 15% chance that BAST the catgoddess will arrieve
on earth within a month to punish the caster.
RITUAL OF THE HUNTSMAN: myt=8, mp=12.
demands three witches and someone un-initiated. This spell summons the huntsman to
mate with the initiate, which will become a witch after the mating. A month later the
witch will give birth to "a creature of the forest" (Troll, goblin, faerie, gnome, or many
other mythical beings. choose at random if possible).
SALT-STORM: myt=3, mp=3.
This spell can only be used in an area where there's an open area at least 1 kilometer
wide above the caster.
Caster selects a visible or known 10 radius area up to 100 meters away. A rain of salt
hits the area for a total of 2d6 damage. Many mythos entities dislikes salt.
SEE THROUGH EYES OF THE PAST: myt=2, mp=4.
The caster looks into the eyes of a being and instantly sees the last 10 minutes through
taht beings eyes. If the being has seen anything sanityreducing, the caster rolls a
sancheck similar the beings.
SEE TRUE FORMS: myt=2, mp=8.
Caster see a chosen visible being in it's entirety. Hidden bodyparts, shapeshifts,
metamorphosis, magical and technological changes, parasites, undeadness, mutations
and so on. All is seen. There is no aspect or contents of the beings body that isn't seen,
including all it's stats and skills. The caster loses san if it's a mythos-being. If the caster
sees nyarlathotep with this spell all sanity is lost and the caster becomes a pet.
STRANGLE-ENCHANTMENT: myt=2, mp=1(p).
During 10 minutes the caster enchants a rope, chain or similare, giving it +1str. When
the item is successfully, thrown towards a being, the being must roll dodge or become
entangled by the neck, and strangled for hp equal to the items strength each turn. The
item lets go when the being is dead or if the thrower wishes it. The item can be
enchanted with this spell several times.
TEMPORAL VORTEX: myt=6, mp=30.
The caster creates a small energyorb that gathers energy from the area for 30 days, then
it explodes in a release of electrical energy that deals 300 electrical damage split
between lifeforms and electronical equipment. This release will store electricity in
anything acting like a battery instead of damaging it.
VOODOO-DOLL: myt=5, mp=4.
Demands a stuffy doll, some long needles and hair from a single living being. The caster
spends half an hour enchanting the doll, + 5 minutes and an additional 1 mp(p) pr
needle. Whenever a needle is stuck into the doll, the being losses 2con permanently
(adjust hp), but regains it when the needle taken out again. If the being dies, the doll and
all needles lose their magic.
WAKE UP THE DEAD: myt=2, mp=8.
The caster choses between: (corpses, skeletons, mumies or ghosts)
all dead of the chosen type within 50 meters of the caster will be reanimated and regain
their original soul for the duration (this frees imprisoned souls). They will be animated
for an hour and will be free of will, although 25% of them will be likely to aid the caster
in hopes of future ressurections.
WATERBREATHING: myt=1, mp=4.
Caster can breathe underwater for an hour and is unaffected by water-pressure.
WELL-BEAST: myt=2, mp=3(p).
Demands a well and a animal or human corpse of at least siz 15.
30 minutes of rituals transform the corpse into a jellylike beast with tentacles and one
eye which obeys the caster completelly. During each midnight the caster must decide
between losing 1 sanity or losing the control of the well-beast permanently.
WINDS OF THE WITCH: myt=3, mp=special.
Only a female caster can use this spell.
It demands 5 fires set in a pentagram and besides the fires it takes 10 minutes of ritual.
After the spell is activated the caster can spend mp at the following abilities:
1mp= stop a burst or single bullet with protective winds.
1mp=fly 5 kilometers (or less).
2mp=throw a siz 35 being or less d8 metres away (d6 damage per metre. 1 agility roll
may prevent d6 dam)
3mp=levitate and hold a being siz 25 or less in the air for d6 turns.
4mp=ripping winds deal d4 damage for 5 turns to all other beings within 12 metres.
At any time the spell may be cancelled by the witch by expending d6 mp.
At midnight or if any of the fires are put out, the spell will start ripping the witch appart
unless it is terminated immediatelly. If the caster goes to 0 mp or below the spell isn't
terminated and the witch is splattered all over a 30 metres area. (And is pretty dead. well
not pretty, but certainly dead)
ZEUS'S ANGER: myt=2 mp=4(p). (Name might be changed to lightning related mythos
deity)
A visible target is struck by an electrical ray and must roll it's conX1 or lose 2d10+20hp.
(This effect does not spread through water or touch) The lightning passes through armor
and physical barriers.
wickeddarkman
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