Tribes willingly teach this spell to others, hoping to ensnare them in the Deep One's treachery. The Deep Ones nearest to the caster and in range of the spell will be aware of the spell being cast, where it was cast and if curious will send a envoy to investigate. Range: Distant Ī simple spell taught to the tribes that have pacted to the Deep Ones this spell will contact the nearest Deep Ones in the range of the spell. It costs 400 XP to cast this spell.Ĭontact Deep One Although most summoned creatures will resist a summoning Byakhee were bred to be mounts for others and most oft will opt to forgo their saving throw and arrive of their own free will.įocus: The material focus for this spell is a whistle of made from the bone of a Byakhee which is blown during the casting. Upon the recitation of the following incantation: Ia! Ia! Hastur! Hastur ofayak vulgtmm, vugtlagln, vulgtmm! Ai! Ai! Hastur! and blowing of a whistle made of Byakhee bone a star steed will be rapidly summoned to caster. Even the sworn enemies of the Great Old Ones have been known to make use of the star steeds. It is taught to all of Hasturs sworn adepts but over the centuries enough copies of this spell have been made that the spell is no longer their exclusive domain. This spell is a variant on summon demon designed to summon a Byakhee from the depths of the Outer Dark. Magic Success Roll: Sets DC for targets Will save- but see below Perquisites: Master-words and signs or demonic pact Base Magic Attack of +4 or greater Summon Byahkee ĭuration: One round-trip journey, lasting up to one hour per level of Scholar the caster possesses Spells: Brew Ceratoid Poison, Brew Domination Serum, Brew Space Mead, Contact Deep One Contact Serpent Person, Contact Star Spawn of Cthulhu, Control Shoggoth Enchant Whistle Summon/Bind Byhakee, Summon/Bind Dimensional Shambler Summon/Bind Fire Vampire, Summon/Bind Haunting Horror, Summon/Bind Star Vampire Visage of Man. Sanity loss: 1D6/2D6 Cthulhu Mythos: +8 average 12 weeks to study and comprehend. The tome has been long sought after by sorcerers and many a murder or theft has occurred by one seeking to gain its knowledge. It also includes information on two other races who unknown to most of humanity that also live hidden among them. The book is a treatise of the nature of and the means to contact and bind horrors form beyond the scope of humanitys understanding. Requires: An active subscription or a one time purchase of a Fantasy Grounds full or ultimate license and a one time purchase of the Call of Cthulhu 7E ruleset.In Hyperborean, author and date unknown A slim tome bound in the skin of a scarlet serpent and embossed with leaves of silver engraved pages this tome was found first found in the depth of a long dead Hyperborean Wizard-Kings tomb. Designed for Fantasy Grounds version 3.2.2 and higher. The Grand Grimoire of Cthulhu Mythos Magic is an essential supplement for Keepers of Arcane Lore.Īuthors: Mike Mason with Matt Sanderson Cover Artist: Sam Lamont and Rhys Pugh Use this grimoire as a resource, a play aid, and as inspiration when designing scenarios. Plus flawed spells, ley lines, folk magic, and the magic of the Dreamlands. Packed full of advice and guidance on diverse matters including spell names, elements of spell casting, magical components, and astronomical considerations. Here are gathered spells drawn from over thirty years of Call of Cthulhu supplements and scenarios.Įach spell has been revised for the Call of Cthulhu 7th edition game, including optional Deeper Magic for the most powerful of Mythos sorcerers and monsters, with which to beguile and confound investigators. Over 550 spells of dire consequences, secrets, and unfathomable power! About This Content The Grand Grimoire of Cthulhu Mythos Magic
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