Call of cthulhu spells6/13/2023 The spell costs 12 magic points, 1D10+2 Sanity points, and long rituals that prove the caster's faithfulness to the god.īAIT HUMANS: causes the image of a fabulously large and beautifully cut diamond to float in the air before the target. A portent may be vague, subtle, dream-like, or in a cryptic verse if the future were easy to know, everyone would know it.ĪWAKE ABHOTH: this spell wakens the sleeping god Abhoth to begin the great feast for which it waits and hungers. The chance of understanding an augury is equal to or less than the augurer's POW x5. Media varies, from animal entrails to tea leaves to the casting of stalks. Augur costs 4 magic points and 1D2 SAN to cast. In 1D6 minutes, D100 local fish congregate in the area.ĪUGUR: grants portents of the future if the caster is clever enough to understand them. ![]() Bait must be placed in the water and a simple sing-song chant uttered for two minutes. The cost is 2 magic points and no Sanity. His or her own magic points regenerate, but the rest are one-time use only, and only as long as the caster maintains sway.ĪTTRACT FISH: a fisherman's aid, to be cast over salt or fresh water. POW is his or her own, but the magic points are the sum of those he or she controls as well as owns. The caster also takes command of these proximal bodies, and they all become of one mind. When two bodies are as close as a block or two, the caster regains full consciousness, with access to all memories, knowledge, and spells. Even while disembodied, the caster is able to sense where the other parts are, and subtly guide the bodies toward each other. With transplant technology, today's sorcerer can. The priests of Nephren-Ka could not transplant themselves into other people. (Other spells no doubt supplied the priests with means for seeing, If the brain was destroyed the other organs would lose their magical properties and the caster would die. The brain is the seat of the spell's power and, as such, could not be removed. This would make the caster virtually impossible to kill, if not for the spell's one weakness. Nephren-Ka, who would remove vital organs and lock them away in safe places. This spell was first used by followers of the Dark Pharaoh, Having one's own insides removed costs 2D10 SAN and the permanent loss of 1 POW per organ removed. The organ continues to live and sustain the caster's identity. This done, the wizard can then remove the enchanted organ from his or her body. ĪPPORTION KA: the caster can place a portion of his life essence, or ka, into one or more of his vital organs.
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