A GRIMORE OF ASSORTED SPELLS

BECOME SPECTRAL HUNTER

History: The purpose behind the spell Become Spectral Hunter is to create a humanoid guard that can be used as a living weapon. This guardian is at the command of the sorcerer who created it, and is usually instructed to ward a particular location or object. A sorcerer may also use his creation to attack an enemy, but the nature of the spell makes this an unlikely tactic. The resulting creature is referred to as a Spectral Hunter. These beings are known to be very strong and very dangerous, and this spell is feared by those that know of it.

The origins of the Become Spectral Hunter spell are unknown, but are thought to reside with certain prehuman cults that existed before the sinking of Atlantis. The spell itself is fairly rare, and listed in only a few ancient texts. Most known versions of this spell are incomplete, and don't include certain specific rituals and required objects (such as blood from several animals, not just one). Casting an incomplete version of Become Spectral Hunter will result in either the death of the subject or his transformation into a horrid mindless monster.

Description: The Become Spectral Hunter spell can be cast at anytime and in any place. All it requires is a flat open area to cast the spell, the blood of several animals (these animals are left up to the Game Master and can either be mundane or magical creatures), and a specially crafted figurine that will serve as the repository of the Spectral Hunter's power when the spell is finished.

The spell can only be cast on a person who is ready and willing to undergo the process of being transformed into a non-human creature. It requires an extended ritual of at least five minutes duration, during which the target person is anointed with a mixture of the blood of various animals. A long invocation is chanted during the ceremony as well. The subject of the spell is required to hold the figurine in his hands, and concentrate on that while the spell is being cast.

One the spell is finished, the subject will undergo a painful, mind-altering transformation into a Spectral Hunter (see attached character sheet).

Game Mechanics: Power: Transformation Attack: 8d6 Major
Advantages: Set Effect: 24 BODY (-0)
Limitations: Extra Time: 5 Minutes (-2), Focus: A Specially Made Figurine And Blood From Several Animals, IAF (-1/2), Expendable (-1/2), Gestures (-1/4), Incantations (-1/4), Increased Endurance: x2 END (-1/2), No Range (-1/2), Subject Must Be A Willing Volunteer (-1) Active Cost: 120 Points
Real Cost: 18 Points
Endurance: 24 END
Range: 0"
Time: 5 minutes (minimum)
Skill Modifier: NA
Side Effect: NA

Notes for the Game Master: The spells is bought with the Set Effect Rule, meaning that it is effective on characters with 12 or less BODY. Naturally, characters with more BODY will need to undergo a second casting, or (more likely) the caster will need to devise a more powerful version of the spell. A 9d6 Transform will affect a 13 BODY character, a 10d6 Transform will affect a 15 BODY character, etc.

Options: Game Masters may wish to make the spell Cumulative in order to make it easier to Transform large high-BODY individuals.

SPECTRAL HUNTER

Val	CHA	Cost	Roll	Notes
23  STR 13  14- 600kg; 5 1/2d6
13  DEX 9   12- OCV:  4/DCV:  4
18  CON 16  13-
16  BODY    8   12-
13  INT 3   12- PER Roll 12-
18  EGO 16  13- ECV:  6
15  PRE 5   12- PRE Attack:  3d6
0   COM -5  9-
8   PD  3       Total:  9 PD/1 PDr
6   ED  2       Total:  9 ED/1 EDr
4   SPD 17      Phases:  3, 6, 9, 12
9   REC 0
36  END 0
37  STUN    0
Total Characteristics Cost:  91

Movement:   Running:  8"/16"
	   Swimming:  2"/4"

Cost    Powers & Skills
Combat Training:
4   Combat Skill Levels:  +2 OCV with Pincher

Spectral hunter Powers:
40  Immaterial Multipower:  40 Point Pool
4   u Desolidifcation, Affected by enchanted weapons and spells, END 4
3   u Invisibility, Sight Group, No Fringe, Not in versus certain light wavelengths or versus 
	certain lenses (-1/2), END 4

28 Bite:  HKA:  2d6+1 (3 1/2d6 w/STR), Reduced Penetration (-1/4), END 3
8   Pincher:  HKA:  1/2d6 (1d6+1 w/STR), END 1
3   Hide:  Armor:  +1 DEF
4   Running:  +2" (8" total), END 2

   Skills
3   Climbing 12-
3   Concealment 12-
3   Stealth 12-
3   Survival 12-
3   Tracking 12-
109 Total Powers & Skills Cost
200 Total Character Cost

75+    Disadvantages
25  Distinctive Features:  (NC, Ext)
	Physical Limitation:
5   (20) Mute (Fre, F)
20  Tied to figurine's location (Fre, F)
20  Psychological Limitation:  Obedient to Creator (C, T)
25  (30) Susceptibility:  3d6 BODY/Seg if figurine destroyed
30  Experience
200 Total Disadvantage Points

Appearance: A spectral hunter stands between six and seven feet in height, with rubbery jet-black skin, large red eyes and wide mouths filled with shark-like teeth. These creatures are hairless and sexless, with a thin, almost emaciated build and a distended belly. A spectral hunter's arms end if sharp pinchers, much like those of a crab, while it's legs are fairly frog-like.

Ecology: Spectral hunter's are artificially created beings produced through the use of a extended magical ritual. They have no culture and language, and dwell where ever they have been created. Usually a spectral hunter is placed as a guardian of an object or location.

Due to their creation, spectral hunters are tied to the location of the figurine used during the casting of the spell that created them. This figurine is the repository of the hunter's power, or soul. Destroying this figurine (usually through burning) will kill the spectral hunter. This figurine also binds the hunter to its location, and the hunter cannot travel more than a mile from its resting place.

Motivations: A spectral hunter's sole purpose is to carry out the orders assigned to it by its creator. They will obey these orders to the best of their ability. As Hunters are fairly intelligent, and are created from a willing victim, they tend to obey the spirit of their orders as opposed to the exact letter.

Combat Techniques: In combat, spectral hunters tend to vanish at will, disappearing from sight before reappearing to attack. They will also go intangible if needed, closing to hand-to-hand range before reassuming material form. In general, spectral hunters usually become invisible or intangible while closing on a target, and tend to remain solid while actually engaged in combat.

Hunters tend to use their pincers while fighting, trying to wound and wear down an opponent before using their devastating bite. If faced by a fairly tough or agile foe, they will go invisible and bite, attempting to kill their target as quickly as possible.

Other Names: None.

Rumors: It is said in some texts that certain spectral hunters will retain some measure of their former intelligence, and be capable of more strategic thinking than is normally thought possible by these creatures. These same hunters are also said to be capable of actually casting spells, especially if the hunter knew how to do so before it was transformed.

Designer's Notes: This write-up is adapted from a fairly interesting spell and creature combination encountered in the pages if Call of Cthulhu. The spell is pretty much as described, although the write-up here goes into far more detail about how the spell is cast and its effects. The write-up for the spectral hunter is derived from the write up given in The Creature Companion, although some liberties have been taken with the translation.


DRAGON SLAVE

History: The origins of the Dragon Slave are lost in the mists of time, although it is generally believed that the spell was originally created and used to kill a dragon, hence its name. Over the years, "dragon slay" (or "dragon slayer") was corrupted into "dragon slave" (or "dragu slave"), resulting in the spell people know (and fear) today.

The Dragon Slave is a spell of almost indescribable power. When cast, it call upon the power of the negative emotions (fear, anger, hate), as well as drawing power from the Dark Lord Shabranigdu in order to annihilate entire regions (the spell has been used to wipe out entire armies!). Continued use of this spell virtually constitutes selling one's soul to the Powers of Darkness, which can have serious consequences once the sorcerer in question passes from the realm of mortals.

Description: While reciting the incantation, the sorcerer casting the Dragon Slave spell cups their hands together, containing a slowly growing sphere or red and black magical energy. Once the chant has ben completed, and the spell is ready, the sphere is hurled at the target, to detonate in a swirling mass of heat, flame, and destructive magical energy. The target area will then be blasted into dust, leaving a smoking plain behind.

The incantations for the Dragon Slave are as follows:
"Darkness from twilight, crimson from blood that flows...
Buried in the flow of time... in thy great name, I pledge myself to darkness!
Those who oppose us shall be destroyed by the power you and I possess!
DRAGON SLAVE!!"

Game Mechanics: Power: RKA: 6d6
Advantages: Area of Effect: Radius 72" (+2)
Limitations: Concentrate: 1/2 DCV (-1/4), Extra Time: Full Turn (-1), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4), Can Only Be Used At Full Power (-1/4)
Active Cost: 270 Points
Real Cost: 83 Points
Endurance: 27 END
Range: 1350"
Time: 1 Turn
Skill Modifier: NA
Side Effect: None, but I recommend that you target it far enough away, and Don't Miss! Also note that prolonged use of this spell can spell trouble for your mortal soul.

Notes for the Game Master: First, don't take this spell seriously. Second, don't let your players have this spell. Third, don't use it on them, either.

Now that we have that out of the way... The Dragon Slave is taken from the anime Slayers, and is in this list mainly because it's the spell that Natasha Weischlange flubs in her quote. I also included it as an example of one of the mega-destructive spells so common to anime sorcerers. Both Slayers, and another anime Bastard!!, feature powerful, magic-slinging wizards, who command spells of devastating effect (namely Lina Inverse [Slayers] and the famous Dark Schneider [Bastard!!]).

For those Game Masters who wish to toss such epic scale spells at their players (or, at least, have them around) I offer the following:

Giga Slave
The Giga Slave is even more powerful than the Dragon Slave. It uses the power of darkness coupled with a summons of the Lord of Nightmares to utterly destroy its target. Note that as the incantations state, casting this spell requires one to sell their soul to the Lord of Nightmares on the spot. This is not a good idea.

The incantations:
Darkness beyond blackest pitch, deeper than the deepest night!
King of Darkness, shining like gold upon the Sea of Chaos, I call upon thee!
Swear myself to thee!
Let the fools who stand before me be destroyed... by the power you and I possess!
GIGA SLAVE!!"

The Giga Slave should be considered an 8d6 (or more) Ranged Killing Attack, all other limitations are the same.

Helloween
Also known as Hellowen or Hell'O'Ween, this spell summons up raw magical energy, which is then hurled at the target, superheating the air, boiling water away, and melting stone upon impact. It is capable of destroying entire armies, and leaving a region as nothing more than a smoking crater.

The incantations:
Divine Guardian of the Seven Keys!
Sage from beyond,
take the seven keys
and open the gates of Hell!
Turn my enemy to ashes!
HELLOWEEN!!!

This spell is from Bastard!!, and is pretty much identical to the Dragon Slave, except its range and power is roughly twice that of the other spell. Thus, it should be about an 8d6 RKA, with an extra doubling of the Radius of Effect, and one level of Increased Range.

Megadeth
This appropriately-named spell summons the elemental forces of Earth and Air together to into a destructive climax of tremors, earthquakes, shockwaves, lightning, and high winds, which eventually annihilate everything in the blast radius in a huge explosion.

The incantations:
Elementals of Earth and Air!
Seal the ancient pact,
Fulfill your obligations!
Universal explosion!
MEGADETH!!!

I leave the mechanics of this one up to the Game Master.


THE KING IN YELLOW
A Tragedy in Three Parts

History: The King in Yellow is a play written sometime in the mid-to-late 18th Century. It originally appeared in French, but all copies of the book were burned. Currently, the only available edition is an English translation from c. 1895.

The play itself is a very surreal and dream-like drama. It features a complex and hard to follow plot that centers on the King in Yellow (the main character), and a love triangle between him and two of his closest advisors. There is also treachery, Machiavellian politics and the threat of war added to the mix.

Description: What makes this play so interesting (and terrifying as well) is that the play is not really a play at all, but in fact a powerful spell. Simply perusing the play will leave the reader lost, confused and disturbed. Watching the play is a different matter entirely.

First the viewer (and the actors) will feel compelled to remain where they are and witness the entire production, regardless of their surroundings. But, as the play progresses, deep-seated emotional urges will be brought to the surface, and the audience will respond accordingly. Fights will break out, as well passionate sexual encounters. Audience members may join the play, or enact out portions on their own. Some may break down screaming and crying, while others, filled with despair, may kill themselves. At the completion of the play, chaos will reign in the theater.

The actors will be affected as well, but in their case the combination of the spell's effects usually means that they identify with their roles to a great degree and instead of performing the play, they live it. As there are several duels and fights in the play, it is likely that one of more actors will end up injured or dead.

Game Mechanics: Power: Mind Control: 20d6
Advantages: Telepathic (+1/4), Area of Effect: Radius 80" (+2), Invisible Power Effects (+1/2), 0 END (+1/2)
Limitations: Single Command: "The Play Must Go On" (-1/2), Gradual Effect: 3 Hours (-2 1/4), No Range (-1/2), Requires Extended Ritual (-2), Subjects Must Be Able To View Play (-1/2)
Active Cost: 425 Points
Real Cost: 63 Points
and
Power: Mind Control: 20d6
Advantages: Telepathic (+1/4), Area of Effect: Radius 80" (+2), Invisible Power Effects (+1/2), 0 END (+1/2)
Limitations: Empathic Mind Control: Heightens Deep-seated Emotions (-1/2), Gradual Effect: 3 Hours (-2 1/4), No Range (-1/2), Limited Conscious Control: Random Outcome (-1), Linked To First Mind Control (-1/2), Requires Extended Ritual (-2), Subjects Must Be Able To View Play (-1/2)
Active Cost: 425 Points
Real Cost: 51 Points
Total Cost: 114 Points
Endurance: NA
Range: 0" range, 80" radius
Time: 3 hours (minimum)
Skill Modifier: NA
Side Effect: See Description

Notes for the Game Master: Here's how the spell works: Anyone viewing the play takes 1d6 of Mind Control every 9 minutes. The initial Mind Control serves to keep the viewer's attention on the play itself, while the second basically induces madness. Note that the first Mind Control is a simple command, and should only be required to exceed EGO to be effective. The second Mind Control is far more insidious, it will gradually build to an EGO +30 level, pushing the target to more and more extreme actions.

Both versions of Mind Control have Invisible Power Effects, meaning that the character is unaware of where the Mind Control effect is coming from (if they are even aware of it at the time). Also, the second version of the Mind Control may or may not require a +10 modifier that all the target's actions are their own idea, depending on the Game Master's wishes. The target will only have hazy memories of what they did, and will wonder why they did them.

The area affected by the play is huge, covering a circle some 500' in diameter. People at the fringes may take less dice of effect, while those at the center may take more. Note that a 500' circle is probably larger than many theaters, but the spell was written at a time where plays were performed in the open air.

The spell requires extensive props, a stage and actors; this is where the "Ritual" (-2) limitation comes from. One needs to be able to view the play as well, simply being in the radius will not cause one to fall under the effects of the Mind Control (although if you are back stage, odds are you'll be affected in some fashion).

As a final note, the spell is 0 END, which means that once the play is over it will take some time for the effects of the Mind Control to wear off.

Options: As written, the play will affect both the actors and the cast. It is possible to perform the play and not be affected, doing so requires the actors to take specific precautions. These precautions are left up to the Game Master, but usually require that each actor and stagehand wear some form of protective talisman during the play. If this option is used, "Personal Immunity" (+1/4) should be added to the play.

Breaking out: Note that any targets will get a breakout roll as soon as the initial die of Mind Control hits. As it is unlikely anyone will fail such a roll, most will not be affected by the first few dice. It is recommended that the following method be used regarding the breakout rolls in this case: as more dice are added on, they "retroactively" affect the breakout roll, so that the character may "come out of it" briefly, but unless he makes his roll by a significant amount, eventually the spell will drag him back in.


SPIRIT TRAP

History: The Spirit Trap is a spell that was developed with the intent of trapping and then destroying preternatural creatures. The spell is fairly complex, and can be time consuming to set up, but once activated the Spirit Trap is capable of eliminating most preternatural beings.

The origins of this spell are found in the sphere of Hermetic Theurgy (i.e. "God Working"). As can be seen by the spell's incantations (listed below), the Spirit Trap calls directly upon several angels for power, and is a perfect example of Hermetic Theurgy in action.

Description: Casting a Spirit Trap requires that the Hermetic mage have prepared a specifically inscribed magic circle. This circle is made up of five carefully shaped keystones, that serve to anchor the Points of the Spirit Trap itself. Four of these are set in place before the spell is actually cast, while the fifth is held by the magician prior to the actual casting. When the fifth keystone is set in place, the five form a pentagram shape.

Once the circle is set up, the magician must either entice, or (more likely) force a preternatural entity into the circle, at which point the last keystone is dropped in place. The creature will find itself trapped within the circle, and unable to move. To make matters worse, the field will begin to dissolve the entity, burning away it physical form until all that is left is ash.

Aside from the physical requirements of this spell, the Spirit Trap also requires an extensive series of incantations. These are:
In front of me Raphael.
Behind me, Gabriel.
On my right Michael.
On my left, Uriel.
The five shining stars surrounding my four sides raise your flares.
The six shining stars burn in the pillar of light.
Ater malkt va geblar ve deduler lu aurlam, amen.

Game Mechanics: Power: Entangle: 6d6
Advantages: Entangle takes No Damage (+1/2), Trigger: Dropping Final Keystone (+1/4)
Limitations: Extra Time: Full Turn (-1), Gestures (-1/4), No Range (-1/2), IAF: Keystones And Magic Circle (-1/2), Immobile (-1)
Active Cost: 105 Points
Real Cost: 25 Points
Endurance: 9 END
Range: 0" (immobile circle)
Time: Turn (may take longer if desired)
Skill Modifier: NA
Side Effect: NA
and
Power: Ranged Killing Attack: 2d6
Advantages: Continuous (+1), Indirect: Fires Upwards From Base Of Magic Circle) (+1/4)
Limitations: Extra Time: Full Phase (-1/2), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4), Linked To Entangle (-1/2), IAF: Keystones And Magic Circle (-1/2), Immobile (-1)
Active Cost: 67 Points
Real Cost: 16 Points
Endurance: 7 END (per Phase)
Range: 150"
Time: 1 Phase
Skill Modifier: NA
Side Effect: NA
Total Cost: 41 Points

Notes for the Game Master: The Entangle is bought as "No Range," meaning that the magician must be right next to the magic circle in order to set the last keystone and cast the spell. It also means that the Entangle is cast in the circle, not by the circle. The Ranged Killing Attack is not bought that way, as once the Entangle has been cast, the magician can move back a ways in order to cast the follow up spell. The Ranged Killing Attack is Linked to the Entangle, however, which means that it cannot be cast on its own (obviously enough).

Options: Both the Entangle and the Ranged Killing Attack could be bought with the "Affects Desolid" advantage, allowing for the trapping and destruction of ghosts and the like. The power level of this spell is highly subjective as well, and could be bought at a much lower level depending on the nature of the campaign.


TRAP THE SHADOW

History: Designed to take of advantage of the unique relationship between shadows and the objects that create them, Trap the Shadow serves to render a person immobile by pinning their shadow in place. A powerful and very useful spell, Trap the Shadow is favored by those magicians who involve themselves the enforcement of the law, and the investigation of criminal activities.

Description: In order to cast Trap the Shadow, the magician must have handy a throwable object with which to pin the target's shadow. Daggers, darts, knives, and other such weapons are quite suitable for the attempt, and are the object of choice among sorcerers who intend to cast the spell. The object is held in the hand, charged with mystical energy, and then hurled into the targets shadow. If the cast is accurate, the shadow will be pinned to the ground, and the target's feet will be effectively immobilized. Note, however, that the rest of the target's body will be quite free and still able to act.

Game Mechanics: Power: Suppress: 6d6
Advantages: Versus All Movement Powers (+2)
Limitations: Target Must Have Clearly Defined Shadow (-1/2), Gestures (-1/4), OIF: Dagger, Knife, Or Other Thrown Weapon Of Opportunity (-1/2), One Continuing Charge of One Hour (-1/2), Range Based On STR (-1/4)
Active Cost: 90 Points
Real Cost: 30 Points
Endurance: 0 END
Range: varies
Time: 1/2 Phase
Skill Modifier: NA
Side Effect: NA

Notes for the Game Master: The Limitation "Target Must Have Clearly Defined Shadow" means that the spell can only be cast in the presence of a strong light source. The means that it is virtually impossible to cast the spell at night, or in a dimply lit area. Note that having too many light sources will also render the spell useless. The spell can be banished by creating a strong slight source that eliminates the pinned shadow, by eliminating the light source that is creating the pinned shadow, or (if the target is outside) waiting for the sun to move and thus shift position of the shadow along the ground. The "Range Based On STR" limitation means that the spell's range is limited to the distance the caster can throw a knife of dagger.

The Game Master can have fun describing the side effects of the spell's not fully suppressing a target's movement. Having the target's shadow twist and stretch (since it is pinned to the ground) as the target moves away is one suggestion.

Options: Game Masters may want to restrict the spell to targets who are already touching the ground. This would be a -1/4 Limitation.

Other names for this spell include "Shadowsnap" and "Shadowtrap."


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