RANDOM SCROLLS [2x2TILES] (various) All scrolls are either in Latin, or annotated with a full translation of the verbal component in English letters. All are annotated with English translations of their titles. All are annotated with the short description of the spell in English. NAME: POSEIDON’S SIGH DESC: (water wave) COMP: small quantity of salt water, verbal COST: 4 SP: 2 SP for 2d6 range, 2 SP for 2b” movement of water only EFF: This spell causes a single wave, from a tiny ripple up to a large high-energy wave, to spontaneously generate and move as directed by the caster. NAME: ELDRITCH MIST DESC: (cloud of mist/fog) COMP: verbal, gesture COST: 6 SP: 1 SP to create matter (infintessimal water droplets), 4 SP for 2d6 area, 1SP for 1d6 turn duration EFF: A thick, chill mist settles over the target area. It does not pass objects, so it cannot for example escape a sealed room, but it will fill in all the available space within the range. Therefore, it will fill in behind or under a desk, for example. The mist does no harm, but beyond a single inch all victims within the mist are blind (-5 to hit if they know where something is within ½”). NAME: BET’S NIGHTBANE DESC: (Globe of Daylight) COMP: verbal, gesture COST: 2 SP: 1 SP for 1d6 turn duration, 1SP for create matter EFF: This spell actually creates a small cold fusion sun in the caster’s hand. The sun does no damage, but fills the line of sigh with a bright glow that can dispel darkness. The globe can be held, thrown, dropped, kicked, etc without causing any damage to either the globe or the holder/thrower/dropper/kicker/etcer. NAME: ZEPHYR’S PALM DESC: (levitate) COMP: Verbal, Gesture, Any physical component of a flying animal, Metal blade COST: 1 SP for 1d6 range, 1SP for 1d6 turn duration, 1SP for 1d6b” of movement EFF: The caster is able to levitate an object within the line of sight. The object cannot move laterally, only vertically. A 1-block mass can be moved 1” per turn, while a ¼-block mass can be moved 4” per turn. The object must remain in the line of sight at all times. BOOK OF INCANTED CANTRIPS [GREEN] (verbal and gestural only) This tome is somewhat annotated. The entire text is in Latin – but there is a 25% chance for each incantation that the effects have been described in English, and there is a 50% chance for each incantation that there will be an English translation of the appropriate gestures. Therefore, anyone can perform the 50% gesture translated incantations, even if they do not know what effect they are causing. NAME: VISAGE OF AMON-RA DESC: (blinding flash) COMP: Verbal, Gesture COST: 1SP for the effect, 1SP for duration of blindness (intensity of flash), SAN EFF: All those facing the caster of the spell, within the line of sight, are exposed to a lightning flash of sun-like intensity. The effect is a temporary blindness that deprives viewers (except the caster) of vision: victims are at –5 to hit anything if they know where the target is within ½” (including running through doorways, etc) – otherwise victim strikes at –10. The duration of the effect is 1d6 turns. NAME: BACCHUS’S JEST DESC: (trip) COMP: Verbal, Gesture COST: 3 SP – 2 SP for 2d6 range, 1 SP for Move Objects (Feet). SAN EFF: The target victim must lie within the line of sight of the caster, as well as within the range of the spell as cast. The target must also be moving, and have legs or feet which could cause an imbalance if not positioned correctly. A successful cast of this spell causes the target to trip, falling down and taking the penalties associated therewith. NAME: DISABLING GEAS DESC: (wisps of confusion) COMP: Verbal, Gesture COST: 4 SP – 2 SP for Skill Loss, 2 SP for 2d6 range, 1 SP of 1d6 turn duration EFF: The target victim suffers from a strangling confusion, as if thoroughly intoxicated or drugged (though physical abilities aren’t particularly impaired). As a result, the victim is at –50%/-2d6 on all skills (rounded down), and any acts of concentration take twice as long to complete. Line of sight and range restrictions apply. Special skills (stealth, spiderclimb, etc) are unavailable throughout the duration of the geas. NAME: DESPOND DESC: (fear) COMP: Verbal, Gesture COST: 5SP – 1 SP for –1d6 Skill, 1 SP for Speed Mods, 1 SP for 1d6 turn duration, 2 SP for 2d6 range EFF: The target victim experiences overwhelming fear and trepidation. Distraction causes all skills to be performed at –25%/-1d6 (rounded down). In addition, the victim is –1d6 in speed when approaching the caster (or the intended obj’d’terror), and +1d6 in speed when moving away from it. Perpendicular movement is unaffected. Special skills (stealth, spiderclimb, etc) have a 50% chance of being unavailable on each attempt. NAME: WRACK DESC: (circle of nausea) COMP: Verbal, Gesture COST: 7SP – 1 SP for 1d6 radius, 1 SP for pass obstacle, 2SP for 2d6 stun damage, , 1 SP for 1d6 turn duration, 1 SP for –1d6 speed, 1 SP for –1d6 Skill EFF: All victims within the range of the spell (line of sight unnecessary) are suddenly wracked with tremendous nausea, which is debilitating. Speed, skill penalties come into play, and the victim(s) take immediate stun damage. NAME: AZATHOTH’S WHISPER DESC: (thunderclap) COMP: Verbal COST: 6 SP – 1 SP to create physical sound, 1 SP to pass obstacles, 4 SP for 2d6 radius area EFF: All victims within the affected area hear a massive thunderclap, as if an explosion happened right beside their heads. For 1d6 turns all persons within the range are deafened, and suffer a –1 penalty to both skill and speed (loss of balance). Outside of the area, all persons can hear the thunderclap, but suffer no adverse consequences. NAME: SILENT SHROUD DESC: (silence) COMP: Gesture COST: 4 SP – 1 SP to pass obstacles, 1 SP to uncreate physical sound, 1 SP for 1d6 radius, 1SP for 1d6 turn duration EFF: The entire area of effect is blanketed in absolute and utter silence. The effect is somewhat disorienting (-1d6 to skill)m but otherwise harmless in and of itself. ARCANUM VERBOTEN [BLACK] (requires verbal, gestural, and physical components) This book is heavily annotated, which is good since the original text is in an archaic, unrecognized cunieform language. All of the spells have the English translation of their names, components, and gestures provided. Furthermore, 50% of them have their effects explained. NAME: R’ALGH’S CLOAKED VEIL DESC: (darkness) COMP: Verbal, Piece of black cloth COST: 3SP - 1 SP for 1d6 area radius, 1SP for 1d6 turn duration, 1 SP for create darkness, 1 SP for pass obstacles EFF: The affected area is cloaked in absolute and utter darkness. Any non-magical light is useless within the boundaries of the darkness (including fire). Magical light (Globe of daylight, Blinding Flash, etc) do counteract the effects of this spell, though any shadows cast by objects in this circumstance are completely pitch dark (i.e., the magical light does not diffuse, reflect, or diffract to allow “lighter” shadows. NAME: GRATHELFAR’S UNION DESC: (familiar link) COMP: Verbal, Gesture, Physical contact with another living thing, Leather, Red wine, Blood COST: 4 SP - 2 SP for 2d6 turn duration, 1 SP for communicate, 1 SP for know, 1 SP for influence thought EFF: The caster forges a bond between himself and a less-intelligent creature. Once bound, the caster can influence the behavior and actions of his familiar, and will intrinsically see, hear, and know all that the familiar knows (though he will not have access to the familiar’s memories). The caster can even influence the thought of the familiar, inducing it to perform action it may not otherwise do (put itself in harm’s way, for example. Note that an attempt to bond with a more intelligent creature will automatically subjugate the caster to the target’s will, and the caster becomes the familiar. NAME: GLIMPSE OF THE SHADE DESC: (see aura) COMP: Verbal, Gesture, Glass bottle COST: 3 SP - 2 SP for line-of-sight range (2d6), 1 SP to know EFF: The caster is able to see the essence of a target. This does not entail the ability to know their motivations, thoughts, or specific concerns. Rather, it is an overall reflection of their personality and mindset. Furthermore, the caster can distinguish what aspects of what they are seeing are ingrained, and what are the result of the target’s current mood. Malice, desperation, hopelessness, determination, subterfuge … any of these are elements that may be discerned. NAME: FORBID DESC: (barrier) COMP: Verbal, Gesture, Knife that has recently bit into dead flesh, Piece of rock or stone COST: 3SP - 1 SP for 1d6 range, 1 SP for 1d6 turn duration, 1 SP for portal creation, 2 SP for 16 1x1 of area EFF: The caster is able to create a portal directly to an invulnerable (or nearly so) surface in an alternate dimension. The portal is literally in contact with this surface, which means that the caster need not pay for any mass transmission, as there is no way mass can actually pass through the portal. This magical barrier is invulnerable to standard damage, and can only be removed by expiration or by a magical dispelling. NAME: RAVENSCRIE (RAVEN’S CRY?) DESC: (message) COMP: Verbal, Gesture, Blood, An item that has been in intimate contact with the intended recipient – clothing, hair, jewelry, etc COST: 1 SP to communicate EFF: This effect allows the caster to send an instantaneous one-way message to a recipient. The recipient must be open and willing to hear the message from the caster, or the effect will not work. It does not allow the caster to receive any message from the target. NAME: SOULBREAK DESC: (horriffic illusion) COMP: Verbal, Gesture, Red Wine, Silver, COST: 7 SP - 4 SP for 2d6 radius area effect, 2 SP for 2d6 influence thought, 1 SP for 1d6 turns duration EFF: This spell creates the visage of the creature most terrifying or intimidating to the target mind. This may be some slavering undead creature from a nightmare landscape, or it might be a frightening clown from a childhood circus experience wielding a bloody axe. Every person in the area can see the illusion, but for each of them it looks like the target’s worst fear, not their own. In addition to any other reasonable response, the target victim typically experiences skill and movement penalties as per a “despond” incantation. Other non-target experiencers of the illusion must act accordingly, but do not suffer the penalties. NAME: AB’ARAALT’S VISION DESC: (augery) COMP: Verbal, Gesture, Bone or Ivory, Quicksilver COST: 2 SP – 1 SP to portal, 1 SP to know EFF: This allows the speaker of the incatation to open a metaphysicl portal to another imension, in which they may grasp an understanding of the general consequences arising from a choice they are considering. Unfortunately, doing so exposes them to twisted and inhuman visions accompianing the knowledge they acquire. In general, given a possible course of action, the feedback comes back as “Weal” (positive result), “Wain” (negative result), “Weal and Wain”, or “No Effect”. Note that the “no effect” result is also the feedback on a failed casting, so that the caster does not know whether the spell failed or if there really is no pending consequence. The CoC book also lays out some success ratios based on the user’s skill. NAME: EMBRACE DESC: (binding) COMP: Verbal, Gesture, Piece of cord or rope with knot in it COST: 8 SP - 2 SP for 2d6 line of sight range, 1SP for 1d6 turn duration, 1 SP for 1d6 skill, 2SP for 2 power per tentacle, 2 SP to create the Kronull and all its tentacles EFF: This spell allows the caster to restrain a target physcially. This is achieved by manifesting a Kronull, a small (waist-high in height) gelatinous creature with multiple tentacles. The creature is a pal pinkish/purple in hue, and has no discernable features (no eyes) except a bubous body mass and a sprout of tentacles bracnhing off the top. The creature is actually created underground, beneath the feet of the target. The Kronull’s tentacles burst through the surface of the ground, and strike as per whips. The Kronull has 2d4 tentacles, each of which has a separate attack to grab the target. Each of the tentacles can be attacked individually, but the main body of the Kronull is nearly impossible to destroy in a timely fashion. An attack on the body of the Kronull involves displacing a good deal of earth to expose the body as a target. The tentacles have a UR or 2 to successfully strike and grip the target (note that speed penalties, etc. do apply). A striking tentacle does no damage to speak of, though the sight is so horrifying that there is a sanity cost to all who witness the spectacle. The tentacles are thick, rubbery, and tough in consistency, having an AV of 10. They will atttack each limb in turn, starting with the dominant arm of the target. Once a tentacle has successfully bound the dominant arm, the next tentacles go for the secondary arm, followed by each of the legs in turn. Once each limb has a single tentacle attached, the remaining tentacles attack at the first limb again, and so on. A typical person my therefore have up to 2 tentacles grabbing each limb. NAME: ARCANUM WARD DESC: (dispel magic) COMP: Gesture, Blood COST: 1 SP for 1d6 range, 1 SP for counteraction EFF: The caster, having targeted a duration magic effect, is able to dispel the energy and eliminate the duration effect altogether. This is only successfully accomplished via a skill competition between the original caster and the dispeller, with a +2 bonus applied to the dispelling user. BOOK OF THE RED EFREET (requires components) This text is all in Latin, and there are no annotations. There is only a 20% chance that there will even be a description of the spell’s effects in the original Latin text. NAME: EFREET BREATH DESC: (cloud of smoke) COMP: Gesture, Blood COST: 3 SP: 1 SP for 1d6 area radius, 1SP for 1d6 turn duration, 1SP for create matter EFF: A thick cloud of noxious smoke is created. It does not pass objects, so it cannot for example escape a sealed room, but it will fill in all the available space within the range. Therefore, it will fill in behind or under a desk, for example. The mist does no harm, but beyond a single inch all victims within the mist are blind (-5 to hit if they know where something is within ½”). In addition, the fumes cause a –1” move penalty and a –2 skill penalty due to the painful stinging of the smoke. NAME: KINDLE DESC: (ignite fire) COMP: Verbal, Gesture, Ash or soot from a fire COST: 4 SP - 1d6 for create matter, 2 SP for 1d6 Fire Damage, 1 SP for 1d6 range EFF: This spell creates a 1d6 fire within the line of sight of the caster. The flame may subsist on its own if the target location contains fuel for a fire. If it does not, the fire will extinguish as per normal unless fuel is added to it. NAME: EFREETI BANQUET DESC: (fuel flame) COMP: Verbal, Gesture, Fire fuel (wood, paper, wax, oil) COST: 5SP – 1 SP for 1d6 turn duration, 2 SP for fuel creation, 1SP for 1d6 range EFF: This spell mysteriously fuels a flame, increasing its size by 1d6 per turn and feeding it all the constituents it requires for the duration of the spell. After the duration has elapsed, the fire will keep burning if there is fuel avaialable; otherwise it will burn out as per normal fire rules. NAME: FLESH OF THE EFREETI DESC: (impervious to fire) COMP: Verbal, Gesture, Contact with fire COST: 3 SP - 1SP for 1d6 turn duration, 1 SP for 1 block-mass-turn portal, 1 SP for 1d6 radius area EFF: This spell envelops the caster, or a touched target, in a protective layer of portaling skin. Any flame, being comprised of superheating particles and molecules, passes harmlessly through the recipient of the cloak without doing any damage. NAME: EFREETI CLOAK DESC: (cloak of fire) COMP: Verbal, Gesture, Ash or Soot from a Fire, Blood COST: 12 SP EFF: A combination of Efreeti’s Flesh, Kindle, and Efreeti’s Banquet, the recipient (caster or touch-target) is enveloped in a protective portal skin, plus a writhing skin of flame. The flame does normal damage to anyone else