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Call of Cthulhu RPG - Source - Fragments of Fear, The Second Cthulhu Companion (2310)

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Cthulhu RPG

- Source

The Second Cthulhu Companion (2310)

Description

CHAOSIUM 2310

S rONTENTS d

[ 1 CALL OF CTHULHU QUESTIONS ANSWERED

? Why can't my investigator get 'used to' seeing common types of monsters

? How do I learn a language in Call of Cthulhu

? Must my character lose multiple Sanity for seeing multiple monsters

Phileus P

Sadowsky (deceased),

William Hamblin assembles ancient linguistic traces of the dread Cthulhu cult

The Asylum,

Cthulhu Companion,

The Fungi from Yuggoth,

Curse o f the Chthonians,

Trail o f Tsathogghua,

Masks o f Nyarlathotep,

deservedly horrifying to peeping players

[ 1 SCENARIO THE UNDERGROUND MENACE

but the townsfolk refuse to talk about the matter

See how big Great Cthulhu really is

[ 1 NEW DEITIES Several new gods (and their servants) from the Mythos writings of Arkham House author J

Ramsey Campbell

This adventure may take several sessions to complete

Lovecraft,

Mundane Animals from several continents,

Sandy Petersen's introduction

Fragments of Fear H

Lovecraft

1890-1937

Sandy Petersen,

Bob Heggie,

L p n Willis,

William James Harnblin 111,

Innsmouth map

Tom Sullivan Carolyn Schultz including material drawn from the previous work of William A

Barton,

Carlson,John Scott Clegg,

Larry DiTillio,

David A

Hargrave,

Keith Herber,

Marc Hutchison,

Tani Jantsang,

Randy McCall,

CONTENTS CALL OF CTHULHU QUESTIONS

18 NEMESIS

Page A,

Centerfold SIZE COMPARISONS FOLD-OUT

Page E,

Centerfold

NEW MYTHOS DEITIES,

AND MONSTERS

Encounter Tables

The Second Cthulhu Companion

Introduction Welcome to Fragments of Fear

In the introduction to the first Cthulhu Companion,I previewed the second edition of Call of Cthulhu,

describing in detail a new system of character generation

Those of you who purchased the second edition are well-aware that the previewed system did not make it into print

After playtesting it,

we decided that the new system took too much time to use,

and forced investigators to spread their precious skill points very thinly

Instead,

we increased the number of skill points available to all investigatorsand dumped the previous system before Call of Cthulhu ’s second edition saw print

We here at Chaosium are very happy with Call of Cthulhu’s second edition

In fact,

the new text has only two errors worthy of discussion

On page 42,

the description of Father Dagon and Mother Hydra states that these individuals stand over 30 feet tall

This should read,

’’ The other error is on page 23 of the Sourcebook

The second sentence under the head ‘Yutomatic Weaponsp9 should read “For each shot fired in a burst,

the attack chance is RAISED by 5%

except that no matter how many shots are fired,

the chance will not raise above twice the user’s proficiency with the weapon

In the example given,

the second sentence should read “He has a 15% chance to hit,

and the magazine holds 20 shots,

so 100%normally would be subtracted from his chances of hitting,

but the most he can be increased by is twice his normal chance to hit,

’’ The rest of the description does not change

The Call of Cthulhu system continues to grow and prosper

A t this writing (June,

Chaosium has nine Call of Cthulhu supplements,

Under license from us,

other companies have produced six more

The game and many supplements have been translated into French

A German translation will be released this year,

and we are negotiating for other foreign language rights,

including Japanese and Italian

A n excellent line of 25mm-scale lead figures is made and marketed by Grenadier Miniatures

Several imitation games,

produced by rival companies hoping to capitalize on Call of Cthulhu’s success,

The continued prosperity of Call of Cthulhu depends upon garners

So we’d like to hear from you

What would you like to see in future supplements

? Rules for Lovecraftian investigation in the 1980s

? Extensive campaigns or elegantly-short scenarios

? Brutal bloodbaths or sinister mental puzzles

? Adventures for beginning investigators or old campaigners

If you have an especially good idea for a Call of Cthulhu monster,

Write to: Cthulhu,

PO Box 6302-0302,

Albany CA 94706,

Be sure to enclose a self-addressed stamped envelope

FRAGMENTS OF FEAR: THE SECOND CTHULHU COMPANION is copyright 0 1985 by Chaosium Inc

Except in this publication and associated advertising,

all original artwork for FRAGMENTS OF FEAR remains the property of the artist

All material originally submitted by the authors remains under their separate copyrights

material added by Chaosium Inc

remains the property of Chaosium Inc

QUOTES: page 4,

Leyden Papyrus is from Grevel,

THE DEMOTIC MAGICAL PAPYRUS OF LONDON AND LEIDEN,

the Hindu curse is from Griffith,

THE HYMNS OF THE ATHAR VAVEDA

the Edward Mordake tale is from Gould and Pyle

ANOMALIES AND CURIOSITIES OFMEDICINE,

republished I956 by The Julian Press rnc

Lovecraft’s poem “Nemesis” is copyright I943 by August Derleth and Donald Wandrei,

and appears in the volume BEYOND THE WALL OF SLEEP

“The Underground Menace” is reprinted and slightly revised from DIFFERENT WORLDSMagazine,

copyright 1982 by Chaosium Inc

the quotes from THE INHABITANT OF THE LAKE are copyright I964 by J

Ramsey Campbell

Reproduction of the materials within this book for purposes of personal or corporate profit,

or other methods of duplication or retrieval,

FRAGMENTS OF FEAR is intended to be used with the roleplayinggame CALL OF CTHULHUa which is the copyrighted and registered product of Chaosium Inc

To fully enjoy this book,

readers need familiarity with the rules to CALL OF CTHULHUCB To direct questions or comments concerning this book,

or for a free catalog of Chaosium games and supplements,

Box 6302-F0F,

Albany CA 94706-0302

By Permission of Arkham House

ISBN 0-933635-23-0 Printed in the United States of America

Call of Cthulhu Questions Answered by Sandy Petersen \

Q: Why does it take so long to read a Cthulhu Mythos book

(1) These fat books are clumsily scribed by madmen,

hand-written in horribly-cramped script,

Large portions of these manuscripts are not even in the Roman alphabet

The books are written for other sorcerers or cultists,

and they employ terms without explaining them

There is no index

There is no glossary

Probably there is not even a table of contents

There may not be chapters,

or any punctuation of any sort

Different books are written centuries apart from each other,

and by authors of widely-varying philosophical persuasions,

who use completely different technical phraseology

One must learn the jargon anew with each book

( 2 ) Skimming through one of these volumes of antique lore gains the looker no true understanding

All he receives is a SAN loss

He must read the book deeply

He must not only peruse every syllable,

but also compare it with other books related to the subject

Not just occult books either

The reader might completely miss or be confused by a reference to “Arthur’s Grail” in some arcane book because he didn’t know that the Holy Grail of Arthurian lore symbolizes the Black Cauldron of Celtic myth

unless he knew that the Black Cauldron resuscitated dead men boiled in it and that it came from Hell,

he might not perceive the implications

And even then he may not realize for some time that the phrase “he drank from Arthur’s Grail” might refer to somebody raised by the Resurrection spell

And if he knew nothing of the Resurrection spell,

the phrase might remain obscure and unknown to him forever

(3) The books are physically difficult to read

Almost without exception,

they are of enormous age and must be handled with care

The reader must wear thin,

and turn the pages with padded forceps

There are no photocopy machines in the 1920s with which to take quick and sturdy copies

(4) Mostly the books are of enormous length

Even the fairly innocuous Golden Bough by Sir James Frazer is composed of 13 turgid volumes

It has been abridged recently into a single volume (one still several hundred pages long),

in reading these books one easily grows tired and bored

The books are long,

A bored reader misses facts and knowledge

So one can’t read for too long at one time

A formula could be derived giving the different reading times of Mythos tomes,

as affected by a character’s education,

but such a formula would be difficult to create,

How Do I Learn a Language in Call of Cthulhu

? Any scientific or language skill can be learned by taking university courses or by being tutored by a competent scholar with at least 75% skill in the subject

Each four months of study permits the student to attempt to increase the relevant skill

This is done in the same manner as an increase by experience

if the die roll exceeds the student’s current skill level,

the skill increases by ID6 percentiles

This system obviously teaches skills more slowly than does experience

However,

it offers more certain success

Must My Character Lose Multiple Sanity for Seeing Multiple Monsters

? Unless the keeper feels particularly nasty,

the maximum SAN an investigator can lose for seeing multiple monsters in rapid succession (i

less than a few hours apart from one another) is equal t o the maximum possible Sanity loss from that type of monster

if a character spent a day on a desert island encountering hordes of Deep Ones every hour,

the maximum SAN lost by that individual during his day of terror would be 6 points,

since the maximum loss from a Deep One is 1D6 SAN

However,

if the character also encountered flocks of Byakhee on the island,

his maximum SAN loss would increase to 12,

losing the maximum 6 SAN points for Deep Ones and another maximum 6 for the Byakhee

Why Gm’t My Investigator Get ‘Used-To’Seeing Common Types of Monsters

? An accommodating keeper may wish to set standards permitting experienced investigators t o psychically adjust to seeing certain monsters

An acceptable optional rule follows: each investigator must keep track of the number of times he encounters a certain monster and the number of times San rolls succeeded against that type of monster

When an investigator has received a number of successful SAN rolls against a monster type equal to the maximum SAN point loss provoked by that monster,

the investigator has become used to the entity

the maximum SAN loss delivered by a character automatically succeeds in all SAN rolls caused Deep One is 6 points

Once a character has six successful by that type of monster

Of course,

he may still suffer SAN rolls against Deep Ones,

SAN loss from that monster,

since even successful SAN The maximum SAN loss for seeing a Dimensional Shamrolls offer imperfect protection against the more powerful bler is 1D10

When a sorcerer has succeeded in 10 SAN entities

A person accustomed to shoggoths would simply rolls provoked by Dimensional Shamblers,

he has become lose ID6 SAN each time one was encountered

An investiaccustomed to them

The maximum SAN loss Cthulhu can deliver is 100 points

Once a character has received gator accustomed to Byakhee would lose 1 SAN on each 100 successful SAN rolls inspired by Cthulhu’s presence,

A person accustomed to Deep Ones or Dimenhe has grown accustomed to Cthulhu

Obviously,

would suffer no loss of SAN this could happen,

the investigator has long since reached when seeing one of these monsters,

since a successful SAN a S A N of zero

Ritual Curses

Gathered by Sandy Petersen

Here follow actual ritual curses from human history

Uses for these should spring to the mind of every keeper worth his salt

Excommunication Ritual by Pope Clement VI

Let him be damned in his going out and in his coming in

The Lord strike him with madness and blindness

May the heavens empty upon him thunderbolts and the wrath of the Omnipotent burn itself unto him in the present and future world

May the Universe light against him and the earth open to swallow him up

Gypsy Curse

May you wander over the face of the Earth forever,

never sleep twice in the same bed,

never drink water twice from the same well,

and never cross the same river twice in a year

Ritual Curse of the Todas (India)

Steep lull,

Wild boar,

Curse Upon the City of Babylon

It shall never be inhabited,

neither shall it be dwelt in from generation to generation: neither shall the Arabian pitch tent there

neither shall the shepherds make their fold there

But wild beasts of the desert shall lie there

and their houses shall be full of doleful creatures

And the wild beasts of the islands shall cry in their desolate houses,

and dragons in their pleasant palaces: and her time is near to come,

and her days shall not be prolonged

I invoke thee who art in the void air,

dealing destruction and making desolate,

When thou wast cast out of Egypt and out of the country thou wast entitled,

He that destroyeth all and is unconquered

I invoke thee,

Typhon Set,

I perform thy ceremonies of divination for I invoke thee by thy powerful name in words which thou canst not refuse to hear: Io erbeth,

Iopakerbeth,

Iobolkhoseth,

Iopatathnax,

Iosoro,

Ioneboutosoualeth,

Aktiophi,

Ereskhigal,

Neboposoaleth,

Aberamenthoou,

Lerthexanax,

Ethreluoth,

Nemareba,

Aemina,

entirely come to me and approach and strike down him or her with frost and fne

he has wronged me and has poured out the blood of Typhon beside him or her: therefore I do these things

Herewith I pierce this man

With poverty I pierce him

With disappearance I pierce him

With defeat I pierce him

With Grahi* I pierce him

With darkness I pierce him

I summon him with the awful cruel orders of the Gods

I place him between Vaishvanara’s** jaws

Thus or otherwise let her swallow him up

Him who hates us may his soul hate,

and may he whom we hate hate himself

We scorch out of heaven and earth and firmament the man who hates us

Suyaman son of Chaksus

!t Here I wipe away the evil dream on the descendant of Such-a-one,

tt Whatsoever I have met with,

whether at dusk or during early night,

Whether I meet with it day by day,

Slay him

Let him not live

Let the breath of life forsake him

Book 16,

Incantation 7 a type of female fiend

“ here insert the victim’s name,

Mythos Comparative SIZes by Sandy Petersen This table equates actual or estimated weight with game SIZ

In Call of Cthulhu,

S I 2 pertains not only t o weight but to volume and height as well

This table should not be relied on absolutely: it will not be useful for creatures which are lighter than air,

SIZE EQUIVALENCY TABLE SIZ weight,

in English units 1-12 pounds 1 38-51 pounds 4 109-120 pounds 8 156-168 pounds 12 220-239 pounds 16 310-338 pounds 20 440-479 pounds 24 880-959 pounds 32 1760-1919 pounds 40 3520-3829 pounds 48 7040-7649 pounds 56 7

7 tons 80

or are made of plasma or ectoplasm

From SIZ 330 on,

SIZ is exactly IllOth the creature’s weight in short tons

Thus a Dhole of SIZ 8000 weighs 80,000 tons

On the Ubiquityof Cthulhu Compiled and edited from the notes of Phileus P

Sad0 wsky,

by William Hamblin Collecting,

and correcting the scattered notes and papers of the late lamented Dr

Sadowsky have proven monumental tasks

Had I known the difficulties,

perhaps I would have refused such onerous burdens

My doctors say I have worked too hard,

Recently I have suffered horrid nightmares

My doctors diagnose mild paranoia

They maintain that the scratching and tittering sounds I hear on my roof,

and from the dark recesses of my cellar originate in my feverishly-overwrought imagination

For sanity’s sake I believe them

Recognizing the importance of Dr

Sadowsky’s work for Cthulhulogy,

I shall attempt to present some of my preliminary findings,

based upon a translation of Dr

Sadowsky’s Bulgarian originals

In his far-ranging studies,

Sadowsky seemed preoccupied by Cthulhu,

and had tried to trace the origin and diffusion of the cult by philological evidence

In the process,

he discovered that the name Cthulhu,

in many linguistic variations,

had been known as a god or demon of evil to the peoples of numerous different ancient cultures

The Semitic cultures in particular,

in all their various branches throughout the Middle East,

retain vestiges of ancient Cthulhu worship

One of the oldest Semitic languages is Assyrian,

which originated in the second millenium BC,

and which shows clear references to Cthulhu worship

A common word for “demon” in Assyrian is alu’u [l]

When this word is combined with the Assyrian word khatu,

evil” [2] the result is khatu alu’u,

and is clearly related philogically to “Cthulhu

” An ancient Babylonian scribe made reference to alu’u Zemnu sha pa la ishu atta,

meaning “the alu’u [demon] who has no mouth” [3]

This could be a reference to Cthulhu himself,

whose face is a mass of tentacles,

and therefore appears as a demon who has no mouth

Even if this reference is not to Cthulhu,

the horror of the image definitely points at Cthulhoid origin

Hebrew,

another ancient Semitic language,

also makes oblique reference to Cthulhu worship

This identification necessarily must remain tentative,

since the oldest Hebrew texts we possess are of the Bible,

the writers of which clearly and wisely would have been antagonistic toward any Cthulhu cultists

The prophet Isaiah,

who lived in the 8th century BC,

wrote “I shall look upon man no more among the inhabitants of chadheZ“ (Isaiah 38:ll)

The last Hebrew word of this verse,

is directly related semantically to the Arabic khadhul (see below)

This word is generally thought to be a euphemism for Sheol or Hell

HEBREW: chadel

pictographs were further abstracted into the current Chinese characters

The character for kui went through the following evolution,

arranged chronologically from left to

ARABIC: khadhulu

SANSKRIT: katala

However,

if the word is taken as a proper name,

the significance of the verse is drastically changed

Chadhel is most likely an ancient Hebrew form of the word Cthulhu,

as the Hebrew dh in this case is,

an emphatic form equivalent to the English th which is an aspirant form of the same sound

“The inhabitants of Chadhel” comes to mean “those who dwell with Chadhel” or “the people of Chadhel” (i

Cthulhu),

and thus clearly refers to a cultist sect

The meaning of the verse should be “I shall look upon man no more among the people of Cthulhu,” a form of ritual and welldeserved cursing of the evil cultists

The name Chadhel had such horrendous overtones to the Hebrews that in medieval interpretations it became synonymous with Hell,

giving rise to the modern faulty interpretation of the verse

Muhammad,

the prophet of Islam who preached in the 7th century AD,

also recordedly referred to the dreaded Cthulhu cultists in Arabia

In the Qur’an (Koran),

a compilation of the revelations of Muhammad,

verse 29: “Satan is the ‘khadhulu’ of Mankind” [5]

Although the word khadhulu traditionally has been taken to mean “forsaker” or “abandoner” [ 6 ] ,

Sadowsky concluded that in reality it was a proper name,

the Arabic pronunciation of Cthulhu

This verse in the Qur’an therefore refers to Cthulhu cultists in pre-Islamic Arabia and equates Cthulhu with Satan as the supreme embodiment of evil

Indo-European languages also mention dread Cthulhu

Although I have only begun editing those portions of Dr

Sadowsky’s papers containing his researches in Sanskrit,

I have found an interesting entry noting that the Sanskrit word katala refers to a large fish or sea-monster [7] ,and Dr

Sadowsky speculates that this word is simply Sanskrit pronunciation of Cthulhu,

who of course qualifies nicely as a sea monster

Further study in this direction should be quite revealing,

and I hope to discover more on the matter among the doctor’s papers

Perhaps the most significant and revealing of Dr

Sadowsky’s discoveries appear in his researches into ancient Chinese culture for traces of the Cthulhu cult

He discovered that the name Cthulhu was formed in Chinese characters thusly:

Transliterated,

the four characters read kui tai la0 hai

The meaning is kui (demon),

In idiomatic English,

the phrase signifies “ancient evil oceanic demon

” Important is the derivation of this name from the archaic form of kui

Mandarin characters evolved from pictographs,

wherein the character drawn was an abstract picture symbolizing a word or idea

In later times these

Scholars will easily recognize these symbols as archaic drawings of Cthulhu,

including the tentacles attached to the head

We can conclude that a generic Chinese character for “demon,” kui,

evolved from early attempts to draw a picture of Cthulhu

Awareness of Cthulhu must be ancient indeed in China for it to have affected the language so profoundly

To summarize,

through his exhaustive researches Dr

Sadowsky has discovered traces of ancient Cthulhu worship in the records of all major Old World civilizations: in Mesopotamia to the Assyrians as Khatu alu’u,

in Palestine to the Hebrews as Chadhel,

a name considered to be the equivalent of Hell

in Arabia as Khadulu “Satan the forsaker”

to the Hindus Katala the “sea monster”

Kui tai la0 hai,

the “ancient evil ocean demon

” All label Cthulhu as malignant

Only in Egypt has no reference to Cthulhu worship been found

Sadowsky hypothesizes that the worship of Nyarlathotep disguised as Thoth drove out all competing cults,

or at least their documentary references

The widespread nature of the Cthulhu cult

Sadowsky

One wonders: if such a powerful cult could have remained so well hidden in antiquity,

what obscene rituals in hidden places might yet be practiced to this most dreadful demon

- Ignace J

The Assyrian Dictionary (Chicago University Press,

Volume 2,

The word if spoken swiftly and slurred (as is often done in human speech) probably would sound somelike khatulu ’u,

easily recognizable as a dialectical variation of “Cthulhu

Cuneiform Texts from Babylonian Tablets 1627:8

Sadowsky in “Further Notes on the Necronomicon,” Cthulhu Companion (Chaosium,

and is repeated here so this discussion of Cthulhu will be complete

Arabic-English Lexicon (New York

Frederick Ungar Publishers,

[ 7 ] ,- Monier Monier-Williams,

Sanskrit-English Dictionary (rev

version of 1899 edition: New Delhi,

Munshiram Manohalal,

Analytical Dictionary of Chinese and Sino-Japanese (New York: Dover,

Wieger,

Chinese Characters (Dover,

For the specific characters: kui (also transliterated kuei) = “demon,

I ‘lo PO

A Cthulhu Grimoire by Sandy Petersen

Gathering,

Summmizing,

and Revising the Cthulhu Mythos Spells fiom This and Previous Supplements

Since Call of Cthulhu’s publication,

Chaosium has publishas seven supplements to that game

there is a total of eight titles

In each of these,

one or more spells were created for the use of the keeper

Access to these new spells is not simple

The keeper must peruse reams of material,

try to remember old scenarios,

and perhaps even give unwanted clues to his players as they see which supplement he pores through for a spell description

This article gathers into one convenient reference package all of the new spells published by Chaosium for Call of Cthulhu

These spells are all compatible with second-edition Call of Cthulhu

They are printed in alphabetical order by spell title

Following each spell title is an abbreviation of the title of the supplement in which the spell fust appears followed by the page of that supplement on which the spell is found

Some spells have been added specially for this supplement,

with the abbreviation FOF and no page number

The spell descriptions herein supersede previous versions

All Cthulhu page numbers are second edition

SUPPLEMENT

Shadows of Yog-Sothoth The Asylum & Other Tales The Cthulhu Companion The Fungi From Yuggoth Curse Of The Chthonians The Trail Of Tsathoggua Masks Of Nyarlathotep: New York London Cairo Kenya Shanghai Fragments Of Fear

ABBRE V I A TlON

SOYS ASYLUM

cc TFFY COTC TOT MON-1 MON-2 MON-3 MON-4 MON-5 FOF

FORMAT: caster requirements (i

a small specially-made figurine,

and the loss of all SAN by the recipient of the spell

If the sorcerer is not also the recipient,

he loses 3D6 SAN for performing the ritual

The spell’s recipient,

who must volunteer for the transformation,

is turned into a spectral hunter,

a horrible monster fully described in Shadows of Yog-Sothoth

The new spectral hunter is psychically linked to a small wooden or pottery figurine which holds its soul

If this figurine is destroyed,

the spectral hunter is injured or even killed

BIND ANIMAL SPELLS (MON-4,19)

They operate just like the Binding spells described in Call of Cthulhu,

However,

there are no corresponding Summon spells

The Bind Driver Ant Column spell affects an entire ant swarm

The other spells affect only a single creature at a time

Bind spells for other native animals may exist for witch doctors and shamans in primitive societies anywhere

The commanded creature must be able to comprehend and perform the command

To instruct it to “fly to Mexico’’ has no meaning to an eagle,

and the order “kill Jonathan Kingsley” only baffles tarantulas

Kingsley

On the other hand,

a command such as “bite all humans in this room” could be attempted by any creature

There is plenty of room for confusion and error in applying Bind spells

Bind Driver Ant Column Bind Green Mamba Bind Leopard Bind Spider Monkey

BIND CHILD OF YIG (TFFY,

It is cast upon the special snakes associated with Yig (q

THE BLACK BINDING (COTC,

The ingredients of the liquid are up to the keeper,

but at least one part should be difficult to obtain legally

The grave is left to mature for a full week

At the end of that time,

the magician comes to the grave and intones the Black Binding,

which costs 16 magic points and 1D6 SAN

At the end of the ritual (which takes half an hour to complete),

the corpse claws its way from the grave

The corpse is mindless,

When given a command,

the corpse follows it until the order is carried out,

These zombies continue to rot after their creation,

and so eventually decay into uselessness,

whereupon a new zombie must be made

These zombies are like those in the Call of Cthulhu Sourcebook

BLESS BLADE (COTC,

a point of POW and 1D4 SAN from the creator,

The blade may be of any size

Once formed,

the blade is capable of damaging creatures normally only harmed by magic weapons

If the blade is broken,

it permanently loses this ability

BODY WARPING OF CORGOROTH (MON-2,20)

The caster must invoke

Nyarlathotep and repeats the phrases of the spell for 1D6 t 4 minutes while expending 6 magic points and an additional magic point for each point of SIZ to be gained or lost in the body warping

This spell also costs 2D6 SAN and 1 point POW each time cast

Only one alteration per casting is possible,

and the effect is permanent until the spell is used to change back again

This spell cannot be cast on another being

The sorcerer can alter his shape in any manner desired with few limits: he can become an exact duplicate of someone,

or take on the semblance of a non-human entity

The caster must always take fleshly form,

though the form can have the outward appearance of stone,

Once changed into a new shape,

the caster has the mobility of that shape

The caster’s STR,

and his APP becomes the same as that of the individual he emulates

The caster can take on only the form of what he knows

For instance,

if he had never seen a particular individual close up,

he may make mistakes in mimicry,

such as having the wrong eye color or too few wrinkles

If he had never seen an individual in a bathing suit or naked,

he would no know about and thus would lack moles or scars in hidden places

Hence this spell may not make a perfect copy

CALL ARWASSA (ASYLUM,

It may only be cast once a month,

on the first night of the new moon

When the fearsome Arwassa appears,

he must be fed large quantities ofstill-living creatures,

including at least one human being

Arwassa’s worshipers have never failed to provide him with sufficient food,

so it is unknown what would happen if they fail in this task

CALL THE BEAST (TFFY,

It summons a gigantic monster and may only be cast at one particular site in the entire world

This spot is not given here,

for the benefit of those who have not yet played through the Fungi From Yuggoth campaign

CALL BIRD (SOYS,

but requires the expenditure of 1 magic point per 10 percentiles chance for success,

and the user must chant for 1D6 hours,

all the while mentally visualizing the type of bird desired

At the end of the chant,

the desired bird flies down to the chanter

Only birds naturally found in the caster’s area can be summoned via this spell

CALL POWER OF NYAMBE (MON-4,

In return,

he gets 2D6 magic points usable for any purpose

CAST OUT DEVIL (MON-4,

It costs no SAN

After a contribution of 10 magic points to energize the spell,

the POW of the exorcist is matched against the POW of the foe possessing the victim

Willing assistants who also know the spell may each add half their own POW (round fractions down) to the caster’s effort,

and it is seldom attempted without

It could he used to help a person possessed by Y’golonac or even by the mind of a member of the Great Race of Yith

CHANT OF THOTH (MON-3,

For every magic point used in the chant,

the caster adds two percentiles to his chance to gain knowledge,

discover the meaning of a symbol,

If the user’s chance of success is O%,

the Chant of Thoth will not help him,

to translate a particular Egyptian hieroglyph,

the caster must already have at least 1% R/W Egyptian hieroglyphs

CLOUD MEMORY (MON-2,

The spell takes effect immediately

Range of the spell is 100 yards

If the caster’s magic points overcome the target’s on the resistance table,

the target’s mind is mentally blocked in respect to one specific incident

If the incident was terrifying,

the victim may thereafter still have nightmares vaguely relating to it

If the spell fails,

the event in question becomes more vivid in the target’s mind

The caster must know the specific event to be blocked the caster cannot command something vague like “Forget what you did yesterday

’ he must talk about a certain event,

such as “Forget you were raped by a monster

” This spell cannot block knowledge of spells or of the Cthulhu Mythos unless the knowledge is firmly tied to a specific event,

Likewise,

the spell is no substitute for successful Psychoanalysis,

which uncovers the unconscious routines which caused the event to have such impact upon the target

CLUTCH OF NYOGTHA (MON-1,

The caster must spend one magic point to start the spell,

and his target must be within 10 yards of him

If the caster overcomes the target’s magic points with his own on the resistance table,

the target feels as though a large hand is crushing his heart,

and loses 1D3 hit points for each combat round that the spell is in effect

While under such attack,

the target is temporarily paralyzed,

as though having a heart attack

In the round that the target’s hit points fall to zero or less,

the target’s chest ruptures and bursts,

and the target’s smoking heart appears in the hand of the caster

Each round the spell lasts,

the caster must spend magic points equal to twice the number of hit points in damage actually done

The caster must concentrate on the spell each round that it is to remain in effect,

and the caster must overcome the target’s magic points each round that he concentrates

If the caster is distracted or if the target successfully resists,

though any damage done remains

COMMAND BIRD (SOYS,

If the target bird’s magic points are overcome by the caster’s on the resistance table,

the bird obeys the next command given it by the caster

It does so to the best of its ability

If the command is too complicated,

the bird is likely to become confused and fail the task

Particularly stupid varieties of birds should be given only very simple orders

CONJURE GLASS OF MORTLAN (ASYLUM,

plus any loss for what is viewed

A crystal ball and an enchanted brazier are required as well (see the spell “Enchant Brazier”)

The brazier and crystal ball must be arranged on the floor of a room along with a candle,

in such a way that the light from the candle shines through the crystal ball onto the smoke from the brazier

The caster expends 6 magic points per attempt at the spell

His chance for success is equal to his Cthulhu Mythos skill

The Voorish Sign can add to this chance

The pool of light cast upon the smoke gives scenes from the past

Unless the vision draws the attention of and thus comes under the sway of one of the Great Old Ones (which often happens),

the scene viewed is of the caster’s choice

The initial vision may be blurred,

in which case adjustment of the distances between the crystal,

and the smoke should improve reception unless (again) one of the Great Old Ones influences the vision

The proximity of an artifact or creature from the Cthulhu Mythos deranges the spell,

causing only visions that pertain to the artifact or being to appear,

instead of what is desired by the caster

CONSUME LIKENESS (MON-2,

That victim may be of a SIZ no more nor less than 3 SIZ points in difference from the sorcerer’s SIZ

For the next few days the caster consumes the victim and works the spell,

expending 10 magic points every six hours,

and permanently sacrificing 1 POW point

The caster could cast this spell more than once,

and thereby be able to turn into several different likenesses

Each time a new victim is consumed,

Once the spell is complete,

the caster takes on the appearance of the victim at will,

Any damage taken forces the caster to revert to original form until he has rested 1D3 hours

To go from an assumed form to the original form takes about 20 seconds

the original form must be reverted to before another form can be assumed

To go from original to assumed form takes 1D3 minutes

This spell is known by many Serpent Men

One’s characteristics,

and self-identity always remain as they were originally,

and one’s shadow always remains as it was originally

CONTACT CHAUGNAR FAUGN (COTC,

Chaugnar responds to his worshipers by sending them a dream or nightmare

In the dream,

the god informs his followers of his desires,

and lets them know if their petitions are t o be answered

CONTACT GNOPH-KEH (TOT,

This spell is only effective if cast in one of the few places in the world where the Gnoph-Keh are known to exist

The spell must be successfully Sung,

and before doing so the caster must build a small effigy of the beast from ice and snow

In all other respects,

this spell is identical to other Contact spells

CREATE BAD-CORPSE DUST (FOF)

an ounce of flesh from the dust’s maker (which he must bite out of himself),

the dried and powdered flowers of a rare jungle liana

The whole is carefully dried,

and chanted over for several hours

The completed dust is used by pouring it on the ground in a trail or line

When this is done,

the user speaks aloud “Piir neh’lp Facs

!” and loses 2 magic points to the line of dust

The dust then forms a magical invisible barrier which zombies cannot cross

Simply making a break in the line of dust does not invalidate the barrier

The barrier remains until the dust is washed or blown away

Each creation of the dust results in about a pound of powder,

enough t o form a barrier about 30 yards long

CREATE BARRIER OF NAACH-TITH (TFFY,

Each participant in this spell loses lDlO SAN

EAch magic point expended in the creation of the barrier gives it 1D6 points of STR

The spell takes only a minute to cast (during which time all magic points to be used must be expended) and lasts 1D4+4 hours

Anyone who knows the spell may participate in the casting,

and contribute his magic points to the barrier

The barrier is spherical in shape and about a hundred yards in diameter

It can be cast around the user,

or it can be cast so as to englobe a monster or enemy

Any creature bisected by the barrier’s boundary upon its creation is unharmed and thrust outside the barrier

Anything trapped within the barrier can get out only by beating down the barrier with a successful STR against STR struggle on the resistance table

Success destroys the barrier

If the barrier STR is more than 20 points higher than the STR of its victim,

the victim has no chance to escape,

and must wait until the barrier dissolves

Multiple entrapped victims cannot combine their STR in an escape attempt

The barrier provides some defense for SAN,

as it is translucent and blurs the view of whatever is contained within it

The one known existing copy of the spell is contained in the great haunted library at Celaeno (on a planet near Aldebaran)

CREATE CURSE WHISTLE (ASYLUM,

The pipes must be made from owl bones and the creator must expend “4 by 4 by 4 by 4” (or 256) magic points over the course of a single night

The creation of the curse whistle costs no SAN

This night must be the night of the first full moon following the summer solstice

The creator must be an Algonquin Indian shaman

He may be assisted in the magic-point expenditure by other Algonquin shamans who know this spell

The shamans of other Indian tribes may or may not qualify to create this whistle

The finished whistle can be used to cast the spells of Soul Singing and Pipes of Madness

CREATE FETCH STICK (FOF)

the sorcerer first obtains a bamboo staff and attaches a sharpened iron point to one end

He then sacrifices an adult human on a starless night by plunging the staff through the sacrifice’s heart

The sorcerer then sacrifices 1 point of POW to the bloody staff

Exactly one year later,

the sorcerer must decapitate a second human sacrifice,

then chew off all the remaining flesh from the skull

When he is done,

he sacrifices a point of POW to the bloody skull

He then attaches the skull to the blunt end of the staff,

and the fetch stick is finished

The fetch stick is used as a weapon,

stabbing with the point as a spear

It does 1D6+1 damage and is capable of impaling

The base chance for hitting with a fetch stick is 10% (the same as for a spear)

The fetch stick counts as a magic weapon against supernatural entities,

but creatures resistant to impaling resist it normally

It is especially effective against any form of animated corpse,

An impaling blow from the fetch stick instantly destroys a zombie or other animated corpse

CREATE MIST OF RELEH (MON-2,

It causes a dense mist to appear in an oval volume 1 0 x 1 0 ~ 1 5feet directly in front of the sorcerer

The long axis of the cloud is always at right angles to the direction in which the sorcerer faces

The spell simply obscures vision

it lasts for 1D6+4 rounds and then evaporates without traces

CREATE SCRYING WINDOW (ASYLUM,

A central clear viewing glass must be enchanted using 10 points of POW

When this central glass is enchanted,

the time the window is to be keyed to is specified

This must be given in terms relative to the time the glass is made

One could say,

“800 years in the past ,” but not “1 125 B

” After the central glass is enchanted and keyed,

and fitted into a careful geometric mosaic with the clear viewing glass at the center

When finished,

the central glass shows the site at which it is placed (though at the appropriate time in the past)

This viewing site may be moved by expending I magic point and five minutes of concentration per 100 miles or fraction thereof moved

The glass has obvious limitations

For instance,

a given scene can be viewed only once for,

so it passes in the viewing area,

the glass must be tuned to a likely site,

or lifetimes could be spent without witnessing anything of significance

The glass has an inherent danger,

Any being viewed has a chance equal to its POW minus 20 or less on lDlOO to realize that it is being observed

It could then cast a spell through the window,

including a Summon or Call spell which could summon a mQnster to manifest on the observer’s side of the window

Using the scrying window costs the viewer 1D3 S A N per session,

in addition to any loss for viewing obscene creatures

CREATE TIME WARP (ASYLUM,

but costs POW for the number of years traveled,

rather than the number of miles

The spell is inaccurate,

and only gives the site desired within a million years or so,

though once a warp is created the actual time interval between the two sides of the gate remains the same

This spell is not known to any living mortal on Earth,

and has not been known for millions of years

CREATE ZOMBIE (MON-1,

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

One point of POW is lost,

The caster loses lDlO SAN points each time he makes a zombie

If the spell succeeds,

the caster may give the zombie simple commands which it will carry out

Should the caster die,

Other than the caster’s POW,

there is no limit to the number of zombies that can be created

Part of the invocation refers collectively to the Outer Gods

though no names of specific gods are used

These zombies are like those in the CaZZ of CthuZhu rulesbook

Unlike the zombies created by the “Black Binding,” those formed by this spell never quite decay to the point of uselessness

CURSE OF CHAUGNAR FAUGN (COTC,

The spell also requires 12 hours of chanting per week,

and only a sworn worshiper of Chaugnar Faugn can use the spell

This spell costs the caster 1 magic point per hour of chanting,

and each 12 hours of chanting cost 1D3 SAN

The target is affected by the spell regardless of the caster’s distance,

and no resistance table roll is needed

The curse causes its victim to have his dreams continually filled with visions of the horrible Chaugnar Faugn

He eventually begins to suffer from trance states in which he attempts to reach the god and to offer himself up as a sacrifice

These trance states become more and more frequent and more and more lengthy until the victim finally is devoured by Chaugnar Faugn

The chanting must be kept up every week that the spell continues,

The chanting need not all be done by one person

Anyone possessing a fragment of the victim’s flesh and knowing the spell can continue it,

even if the original caster is slain

When the victim is finally devoured,

the flesh fragment possessed by the caster instantly rots,

demonstrating that the spell need no longer continue

CURSE OF THE STONE (ASYLUM,

The caster must overcome the target’s magic points with his own on the resistance table or the spell fails

A specially-ensorcelled stone tablet is also needed

The caster of the spell must either be holding the tablet himself,

or he must cast the spell at an individual who is holding the tablet

In either case,

the target must be visible to the caster

When the spell is cast,

the target is instantly overwhelmed with dreadful hallucinations,

He is blinded and misled by these phantoms until his player can roll the target’s POW or less on 1D100

One try can be made each round

After recovering from the spell’s initial effects,

the victim is plagued with tremendously gripping and realistic nightmares

Each night’s sleep after first being infected by this spell,

the victim loses a point of SAN

The spell’s effects can be lifted by any one of a variety of techniques,

all of which must be delineated by the keeper,

and could be worthy of a scenario in itself

Merely killing the caster is ineffective

DAMPEN LIGHT (CC,

Casting the spell requires a successful Play Pipes or Play Flute roll combined with the expenditure of one or more magic points and 1D3 SAN

Each magic point expended gives the zone of darkness 1 yard more of radius,

The flutes must be played continuously for the spell’s duration

The first two rounds of music have no visible effect,

but on the third and subsequent rounds all the light around the caster is drained,

blinding everyone nearby (including the caster)

Anyone thus blinded needs a successful Idea roll to be able to move or to fight

If the Idea roll succeeds,

the person has half normal chances to hit,

DEATH SPELL (TOT,

The caster must overcome the target’s magic points with his own on each round of concentration

The victim must be within 10 yards of the caster

After 1D6 rounds of concentration,

the victim breaks out in large blistersand suffers 1D3 damage

On the second round after this,

the victim’s clothing begins to smolder and the victim takes another 1D4 damage

On the third round,

the victim bursts into flames,

receiving lDlO damage this round and every round thereafter

It is impossible to extinguish this fire,

as the unfortunate is burning spontaneously from the inside out

DEFLECT HARM (MON-2,

The caster invokes the Names (which takes a few seconds) and stretches out a hand toward an attacker

Until he drops his hand,

he may deflect any attacks by expending magic points equal to the rolled damage of the attack

If the attack would have missed,

Once the sorcerer drops his hand,

and must be recast to continue

The caster may deflect as many attacks as desired,

until he runs out of magic points

He may choose which attacks to deflect and from which attacks to take damage,

but he must decide before knowing what the damage will be

If he lacks the magic points to stop a particular attack,

the blow or missile hits or misses,

DOMINATE (MON-3,

The effect is instantaneous

Pit the caster’s POW against the target’s POW (not magic points): upon a successful roll,

the target obeys the commands of the caster for the duration of the next round

Dominate affects only one target at a time,

and has a maximum range of 10 yards

This spell can be cast and recast as many times as the caster finds possible,

allowing the target to be uninterruptedly controlled for several minutes

Each recasting requires a POW against POW resistance table roll and the loss of 1 SAN and 1 magic point

Recasting takes only an instant,

and commands may be given in the same round

Dominate can only be cast once per round

The commands must be intelligible to the target and they must not violate the basic nature of the target (a command to kill a friend or to commit suicide will not work,

DUST OF SULEIMAN (SOYS,

The powder requires the dust of an Egyptian mummy at least 2000 years old,

and each such mummy suffices for three doses of the magic dust

Also required are frankincense (which costs at least $20

but only about 50 cents worth of the latter two chemicals

An incantation must be said over the dust while it is being sprinkled

This incantation is included in the spell description and the dust is useless without the incantation

It takes no SAN to make or use this dust

When this powder is sprinkled over the body of an other-plane being,

the being loses 1D20 hit points

The powder works only on those beings for which an ordinary Summon or Call spell

13 exists

Thus the powder would harm a nightgaunt,

but is useless against a shoggoth,

Cthulhu,

EARTHLY SERENITY (MON-4,

It deadens the recipient to even the most intense pain for a period of one hour

It can also be used t o bring an insane person to calm sanity for the same hour only

EIBON’S WHEEL OF MIST (MON-1,8)