All posts by Oscar Rios

Rings of Dark Enlightenment

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An enchanted item for Call of Cthulhu

Rings of Dark Enlightenment are made from exotic materials, such as jade, ivory, rare wood (such as agarwood or huanghuali), bone, or meteoric iron. Each is smooth, uncarved, and unadorned by precious stones. Other than the rarity of their materials and the skillful workmanship that went into creating them, they seem rather unremarkable. In truth these rings are heavily enchanted, by methods long lost to time, and carry several supernatural effects.

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Moon Crafting

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Seven nights of waxing moon, and a candle rendered from someone you knew.

Cost: 2 POW, 1D4 Sanity. Casting Time: 7 days.

This spell allows for the creation of an enchanted weapon at unusually small cost in POW. A number of very specific conditions must be met.

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Father Julius Mills

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A helping hand with a sinister agenda…

This man, of average height and appearance, has a face that easily blends into a crowd. This is intentional, as he likes to work unnoticed. In the past he has been an army chaplain (retired with the rank of captain), a medical doctor, and a Catholic priest specializing in the rites of exorcism. He works as a lone mythos investigator, using his wide array of skills, knowledge, expertise, and combat training to battle the forces of the Cthulhu Mythos and defend humanity from its evil and corruption. He often waits and watches people or places he suspects to be tainted by the Cthulhu Mythos, and then moves against it when the time is right.

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Envenom 

Cost: 6 Magic points, 1 POW, 1D6 Sanity Points

Casting Time: 1 round.

This spell causes the victim’s tongue to temporarily elongate, fork, and drip a thick, sticky black poison. The poison is not strong enough to enter a target’s bloodstream through skin contact. However, when entering the bloodstream is quickly takes effect (all damage delivered on the following round). Typically, the practitioner casts this spell and then licks a bladed weapon, coating it with venom, before making a melee attack. The poison neutralizes quickly, growing weaker over time before becoming inert. After being cast the poison is effective for just six rounds, reducing its potency over time (round 1 and 2 – Severe, 1D10 / Round 3 and 4 – Moderate, 1D6 / Round 5 and 6 – 1D3). As with all poisons the victim is allowed a CON check, with an extreme success reducing the damage by 50%. The effects of the poison are necrotic, causing he flesh around the wound site to painfully swell, before blackening and dying. Only enough venom is produced to coat a single weapon, and due to the physical demands on the caster it can only be cast once per day. After casting the caster’s tongue returns to normal, but they become very hungry and thirsty, as their body struggles to recover from the demands the enchantment placed upon it. 

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Molt

Cost: 10 Magic points, 2 POW, 1D10 Sanity Points

Casting Time: 1 round.

This powerful healing spell takes two full days to perform. On the first day the caster performs the ritual, during which they must devour a quantity of meat equal to 25% of their size. For example, a SIZ 12 caster would have to eat a 4 SIZ worth of protein, or roughly 1/4th of their body weight. The meat must come from a single animal that was alive less than 24 hours before casting. The caster then falls into a torpor, sleeping deeply for about 24 hours. During this time their skin darkens, becomes leathery, and swells a bit, until they become encased inside of a leathery sack of their own hide. During this time all damage done to their bodies is restored, including magical damage resistant to natural healing, and the regeneration of lost body parts (restored eyes, regrown severed limbs, etc.). Any scars or tattoos the caster had before this spell was cast are now absent, along with any hair dyes or painted nails. While this is happening the caster is completely helpless, unable to move while their bodies regenerate. This ritual is typically one of last resort, performed when a cultist is horribly wounded or permanently disfigured. The spell is so taxing on their physical bodies it can only be performed once per six months. 

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Fertility

Cost: 12 Magic points, 1D8 Sanity Points

Casting Time: 6 hours.

This spell magically enhances the fertility of a man or woman, allowing them to conceive a child. This spell curse infertility due to age, illness, or injury in both genders, producing a child arriving full term from a smooth delivery to the mother. However, the child will be sickly and dies with 1D4 days, unless the second half of the ritual is performed. The placenta, or afterbirth, of this pregnancy must be planted of the earth, in a spot that receives both natural light and rain. If performed the child’s health improves with no lasting effects. However, as the child grows a strange tree begins to grow from the placenta, a sprout, growing into a sapling, becoming a warped and grotesque tree by the time the child reaches puberty. At this time their “twin” becomes a Dark Young of Shub-Nigguruath, forever bound to the child they once tethered to their mother and nourished with its own blood. These creatures follow their twin about, protecting them, punishing those who harm their human sibling. The now grown child somehow knows that this strange tree-like creature means them no harm and only wishes to protect them. Lastly, these children also feel a strong connection to the earth, nature, and Shub-Nigguruath, often becoming worshippers of the Outer Goddess who reaches out the them via dreams.

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Spells of the Cult of Shub-Niggurauth 

The worshipers of the Black Goat of the Woods with a Thousand Young have been gifted with arcane knowledge from the Outer Goddess.  Many of these spells embrace the cycle of life, death, and procreation.  Here is a selection of spells specific to the worshipers of the Outer Goddess Shub-Niggurauth

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Spells of the Yig Cult (Part One)

Human worshipers of the Great Old One Yig, Serpent Men sorcerers, and their multiple mix-blood offspring, have developed spells and reflective of their god. These arcane arts are never taught to outsiders, and should an infidel learn of them they’ll be relentlessly pursued by the faithful until they are forever silenced. Here are three spells sacred to the Cultists of Yig:

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Assassin Masks

Legends tell of a royal court, where a mysterious usurper had seized control of the kingdom.  To celebrate the usurper’s ascendency a grand carnival and masquerade ball was held. A group of seven assassins smuggled poisoned weapons into the masquerade ball. To better their chances of escape the assassins did not know exactly who the other assassins were. They would only know one another by the masks they wore, which followed a theme – the seven deadly sins (Pride, Greed, Lust, Envy, Gluttony, Wrath, and Sloth. 

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Death’s Head Spider

These strange creatures are often found amid ruins, bone piles, burial grounds, shrines and temples sacred to the Great Old One Atlach-Nacha. They are small, eight legged creatures, with sharp fangs and venomous bites. While they do produce silk they do not use it to spin webs to hunt, but to create lairs, nests, and line burrows. They also employ silk to create a tether lines, allowing them to silently descend from heights, often onto unsuspecting targets.

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