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GREATER MYTHOS GRIMOIRE

Villains & VigilantesTM Conversions of Call of Cthulhu ® spells.

Please note that some of the spells may not be suitable for a standard four-colour campaign. Cthulhu magic tends to be darker in tone and often requires a personal sacrifice from the caster (in terms of Power and HPs).

BAD-CORPSE DUST:
          This spell creates a barrier which zombies cannot cross. 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. 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). The dust forms a magical invisible wall which zombies cannot cross. This barrier remains until the dust is washed or blown away. One creation of the dust results in enough to form a barrier Cha in inches long.

BLACK BINDING:
          This spell offers a way to create an ordinary zombie. A ritual liquid must be poured over a corpse, or into the grave in which the corpse lies. Determine the ingredients of the liquid: at least one part should be difficult to legally obtain. The corpse is left to mature. 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. At the end of the half-hour ceremony, the corpse will claw its way from the grave and does the caster's will. A zombie made this way continues to rot after its creation and a replacement must be created periodically.

CHANT OF THOTH:
          This spell increases the caster's chance to solve a particular intellectual problem. The caster must complete a 30 minute ritual and spend 2 PR. 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). A GM may rule that this spell only works on tasks that involve a character's known Knowledge Area.

CONSUME LIKENESS:
          This spell allows the caster to assume the likeness of a freshly-dead corpse. The victim may be no more than half or twice the original size of the caster. 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 caster could cast this spell more than once, and thereby be able to turn into several different likenesses.
          Once the spell is complete, the caster takes on the appearance of the victim at will, so long as desired. However the shadow of the caster always remains as it was originally - a good reason to avoid strong light. Losing one or more HPs, the caster must revert to original form and rest 1d3 hours. To go from an assumed form to the original form costs movement only. The original form must be reverted to before another form can be assumed. This spell is known by many Serpent People.

CREATE ZOMBIES:
          Another way to create zombies. This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. 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. The caster loses 1d10 PR and 1d4 HPs. Once the spell is cast, the zombie awakes ready to obey simple commands from its creator. Should the caster die, the zombie becomes inactive. The number of zombies than can be created is unlimited (as long as the caster can pay the PR/HP costs). Part of the invocation refers collectively to the Outer Gods - every caster knows such entities exist, though no names are used. These zombies stay useful indefinitely.

DEFLECT HARM:
          This spell allows the caster to negate various physical attacks. The spell cost 1 PR point per every two points of damage negated. The caster invokes the Outer Gods and stretches out a hand toward the attacker. Until dropping the hand, the caster may deflect a succession of attacks by expending power points for every two points of damage. If an attack misses, then no Power is spent. Dropping the hand ends the spell. It may be recast. The caster may deflect a succession of attacks, but can only deflect one attack at a time.
          The caster may deflect attacks until out of power points. He or she may choose which attacks to deflect and from which attacks to take damage, but must choose before knowing what the damage will be. Lacking the power points to stop a particular attack, the blow or missile hits or misses, but he or she loses no power points.

GRAY BINDING:
          This spell allows the caster to form an uncontrolled zombie. A ritual liquid must be poured over a corpse. The GM should determine the ingredients of the liquid, but at least one part should be costly or illegal. Once pouring is finished, the caster intones the spell and spends 8 power points and 1d6 HPs. The ritual takes five minutes after which the corpse awakes. It is nearly mindless, and has free-will. It is not under the control of its creator. The things continues to rot after its creation, and so eventually decays into incapacity.

HANDS OF COLUBRA:
          This spell turns the hands of the caster into foreparts of venomous snakes. The spell costs 12 power points and 1d10 HPs. It can only be used on the caster and takes an action to cast. The effect lasts 1d3 + 3 phases. The transformed snakes can bite targets up to 2" away. Each snake receives a +4 bonus to hit, and does 1d3 damage per bite, plus poison (1d10 HP Damage *and* 2d10 Power points. A successful End save means the victim loses power only).

HEAL:
          This spell maximizes the target's healing rate (healing rate x3). This spell costs 3 PR to cast and takes five minutes to complete. The recipient must be touched by the caster or the spell cannot take effect, and must be reapplied each day to have effect for that day.

LEVITATE:
          This spell allows the caster or a chosen target to float slowly through the air. Levitate requires 1 power point per target's Basic Hits and 1d4 HPs. The caster must be able to see the target properly to levitate it. The effect lasts 1d4 minutes. The spell levitates the target 1" off the ground or floor. If falling from a height, the target falls in slow motion and halts 1" off the ground. Each extra power point expended after the spell is cast allows the user to move himself or the target at the caster's ground movement rate. If the target is a living being who is unwilling to be levitated, the caster must make a successful Telekinesis attack first to grab hold of the target. The target floats as the caster wills, helpless to stop moving except by grabbing a tree limb or similar brace (Strength check with the spell having a roll of 2d10).

MIST OF RELEH:
          The caster can create a dense mist to appear within Cha/4 inches of himself. This cloud has an oval volume of 2" x 2" x 3". The long axis of the cloud is always at right angle to the direction in which the caster faces. This spell obscures vision (treat as Darkness Control) for 1d6+4 Phases). PR Cost 3/spell.

NIGHTMARE:
          This spell causes the target to experience a horrible nightmare, awake with a scream, and lose 1d10 power points. The target is considered to be fatigued until he or she can get a proper night's rest. The spell costs 8 power points and 1 HP to cast. It effects a single sleeping individual, whose name must be known to the caster. The spell can take effect at any range. The shaken victim awakes in a cold sweat, but cannot remember the contents of the dream. An Int check (d20) is need to see if the victim can recall the dream.

POWDER OF IBN-GHAZI:
          This magic powder has three special ingredients, which must be compounded carefully according to strict directions (at least one part should be difficult to legally obtain) and 4 power points to activate the powder (one spell creates 1d3 + 3 doses of the powder). The GM should determine the special ingredients. The powder is used either by blowing it from a tube (range = 2") or by throwing it over the target (range = A/3). The powder has the ability to make invisible things visible, including magical lines extending from places enchanted for a Calling of a Mythos deity, the aura around a Gate, and invisible creatures. The duration of the powder is one phase only.

POWER OF NYAMBE:
          This spell grants the caster additional power points perhaps useful in an emergency. The caster must perform a ritual that requires many components of African tribal magic and 1d4 HPs. In return, the caster receives 2d6 points of additional Power usable for any purpose. These points do not regenerate. Once used they are gone (the caster decides when to use these points).

RED SIGN OF SHUDDE-M'ELL:
          The caster paints a mystical symbol into the air with his fingers. If formed correctly, a dull, red symbol glows ominously in the air. The sign's sinister effects manifest the round after its creation. Once formed, the sign must be maintained by concentration. PR cost is 3 to activate and a further 3 points per phase concentrating.
          All those within Cha/4 inches of the sign's presence automatically lose 2d10 HPs (the victim cannot roll with this damage) as their bodies quake & spasm, and their internal organs & blood vessels convulse. Victims up to Cha/3 inches of the sign still take 1 HP of damage per phase within the spell's radius. This damage occurs per phase that the caster concentrates.

SEAL OF ISIS:
          This spell protects inanimate objects within a 10" cube against magical attack. This warding spell requires 1 hour, 1 HP and variable power points. Spells cast at items in the warded area are considered to have 2 points of Invulnerability per point of power spent. The spell also protects items from sensory magic (Detect Hidden rolls are need to detect the items under protection, with a -2% penalty per point of power spent). Seal of Isis does not defend people, and is not a barrier.

SHRIVELLING:
          This powerful spell of attack takes two phases to intone and costs the caster as many power points he or she wishes to spend. On a successful hit (attacks as Disintegration) , it blasts and blackens the target; subtract 1 HP from the target for every 2 Points of Power spent (the victim cannot roll with this damage).

SONG OF HASTUR:
          This song is a wailing ululation costing the caster 1d4 HPs and 1d4 power points each round of the spell, but a successful Cha check (Sing skill check) is needed for the weird melody to be an effective spell. Though anyone present can hear the song, it must be directed against a specific target. This spell is ordinarily usable only when the star Aldebaran is above the horizon at night.
          When successful, the spell causes the skin and flesh of the chosen victim to bubble and fester into pustulant blobs, costing the target 1d20 HPs per phase (the victim cannot roll with this damage). After two rounds, scarring reduces the victim's Cha by 1d6. After four rounds, internal ruptures lowers the victim's End by 1d6. The victim continues to lose 1d6 End per phase until he reaches zero End. Once this happens, the victim's body swells up and then bursts with a sickening pop as steam and gore spill onto the floor.

UNSPEAKABLE OATH:
          This spell establishes a binding oath made to He Who Is Not To Be Named, and costs the caster 2d8 HPs. In return, Hastur grants the caster some benefit - an important ancient tome as the R'lyeh Text or the yearly award of 2 points of a Basic Characteristic for the rest of the recipient's life are plausible gifts. Additionally, however, there is a non-cumulative chance of 2% per year that the caster transforms into a gruesome humanoid monster totally under Hastur's sway, one which the GM may create afresh.

VOICE OF RA:
          This spell temporary increases the caster's Cha and related skills. The spell requires 4 power points and 1 HP. The ritual takes two hours to complete and a variety of herbal components are burned during the casting. For 24 hours, the spell adds 2d10 Cha to the caster and increases any related Cha related skill checks with a +4 bonus (+20% if using percentage based saves).

WRACK:
          This spell temporarily incapacitates a single target. It costs 5 power points and 1 HP to cast. After a successful hit (attacks as Paralysis Ray), intense, wracking pains seize the target (the target is considered incapacitated), the face and hands blister and drip fluid, the eyes cloud with blood and become temporarily sightless. The effect lasts 1d6 phases, after which sight returns. After 10 + 1d20 minutes, the target fully recovers and resumes normal activity. Traces of physical corruption fade as the hours pass, and in 24 hours only faint blemishes can be seen on the skin.

These spells are based on spells from the Call of Cthulhu, 5th Edition RPG © Chaosium 1992. V&V Conversion © Tim Hartin 2004. Images are used without permission and © Chaosium 1992.