The caster invokes the Outer Gods and stretches out a hand toward the attacker. The spell cost 1 PR point per every two points of damage negated. This spell allows the caster to negate various physical attacks. Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. The number of zombies than can be created is unlimited (as long as the caster can pay the PR/HP costs). Should the caster die, the zombie becomes inactive. Once the spell is cast, the zombie awakes ready to obey simple commands from its creator. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of himself' into the body. This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. This spell is known by many Serpent People.Īnother way to create zombies. The original form must be reverted to before another form can be assumed. To go from an assumed form to the original form costs movement only. Losing one or more HPs, the caster must revert to original form and rest 1d3 hours. However the shadow of the caster always remains as it was originally - a good reason to avoid strong light. Once the spell is complete, the caster takes on the appearance of the victim at will, so long as desired. The caster could cast this spell more than once, and thereby be able to turn into several different likenesses. For the next two days, the caster must consume the victim and work the spell, expending 6 points of PR and 1d3 HPs every six hours. The victim may be no more than half or twice the original size of the caster. This spell allows the caster to assume the likeness of a freshly-dead corpse. A GM may rule that this spell only works on tasks that involve a character's known Knowledge Area. For every 2 PR spent in the chant, the caster gets to add a 5% bonus to their Inventing Percentage (or alternately, a +1 bonus to any d20 Int based skill check). The caster must complete a 30 minute ritual and spend 2 PR. This spell increases the caster's chance to solve a particular intellectual problem. A zombie made this way continues to rot after its creation and a replacement must be created periodically. At the end of the half-hour ceremony, the corpse will claw its way from the grave and does the caster's will. At the end of the week, the caster comes to the grave and intones the Black Binding, which costs 16 PR and 1d4 HPs from the creator. Determine the ingredients of the liquid: at least one part should be difficult to legally obtain. A ritual liquid must be poured over a corpse, or into the grave in which the corpse lies. This spell offers a way to create an ordinary zombie. One creation of the dust results in enough to form a barrier Cha in inches long. This barrier remains until the dust is washed or blown away. The dust forms a magical invisible wall which zombies cannot cross. The whole is carefully dried, pounded together, and chanted over for several hours (2 PR per hour of chanting), then poured in the desired trail or line, chanted over once more (for the cost of another 2 PR) for the spell to take effect (total of 6 PR). This powder requires the intestines of a zombie, an ounce of flesh from the spell caster (which he must bite out himself), and the dried and powdered flowers of a rare jungle liana. This spell creates a barrier which zombies cannot cross. Cthulhu magic tends to be darker in tone and often requires a personal sacrifice from the caster (in terms of Power and HPs). Please note that some of the spells may not be suitable for a standard four-colour campaign. Villains & Vigilantes TM Conversions of Call of Cthulhu ® spells. Greater Mythos Grimoire: V&V Conversions of 'Call of Cthulhu' Spells
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |