Daily Punch 10-27-22 Tragic Return spell for Call of Cthulhu 7th Ed

Ok, one more to make all the loose ends tie up.

Tragic Return

Cost: 24 magic points; 2D10 Sanity points, 10 POW
Casting time: 24 hour
This spell allows a mortal to begin to reverse a tragic event but always at great cost. The spell requires much from he caster, but the bodies of those affected by a massive loss of live must mostly be whole. These unfortunate souls are brough back as zombies with limited memories of their old life but extreme memories of their violent ends results in them being driven insane.
Alternative names: Familiar return, Mass Resurrection

Thoughts?

Daily Punch 10-26-22 Return to Life spell for Call of Cthulhu 7th Ed

time to finish of these ideas!

Return to Life

Cost: 10 magic points; 1D10 Sanity points
Casting time: one hour
A ghoul that changed from a zombie must have first created through a separate evolve ghoul ritual and feed a freshly killed human within a day of its death. Once the spell is complete and the ghoul feed, the ghoul violently shake and rots off its outer layers resulting its the person the zombie was created from emerging as a blood covered mess. The human will be completely health however, but over time will develop odd ticks and mannerisms as the underlying person slowly becomes an aspect of Yog-Sothoth. Watching this transformation requires a sanity check (2/1d10) by anyone who did not cast the spell.
Alternative names: The Grand Change, At Promised Gift, Aspect of Creation

Thoughts?

Daily Punch 10-25-22 Eternal Tablet tome for Call of Cthulhu 7th Ed

I have an idea for something new and fun. Let’s throw this up to the players!

Eternal Tablet
English, by unkown author found in 1926

This tablet was found in a mine in 1926. the author is unknow, but the most remarkable fact is this two sided stone tablet never shows the same text. Each time the tablet is turned over, a new page of text is seen on the tablet reveling more debauchery and horrible knowledge with each revolution of the tablet.
France. Only one copy is known to exist and it has been lost since 1933.
Sanity Loss: 1D10
Cthulhu Mythos: +4/+8 percentiles
Mythos Rating: 30
Study: 20 weeks
Suggested Spells: create zombie, Contact Ghoul, fist of Fist of Yog-Sothoth, Shriveling, Enchant Sacrificial Dagger, evolve ghoul, contact Yog-Sothoth, return to life

Daily Punch 10-24-22 Evolve Ghoul spell for Call of Cthulhu 7th Ed.

Time to build on some ideas!

Evolve Ghoul

Cost: 6 magic points; 2D6 Sanity points
Casting time: one hour
A zombie must have first created through a separate ritual and feed a freshly killed human within a day. Once the spell is complete and the zombie feed, the zombie will enter a torpor where it will begin to violently shake, distend, and tearing flesh as it elongates and transforms into a ghoul with the whole process closely related to a the process of becoming a werewolf. It will gain all statistics of a ghoul and retain more memories of its past life. Watching this transformation requires a sanity check (2/1d10) by anyone who did not cast the spell.
Alternative names: Ritual of the Awakening Mind, Undead Communion, Food of the Undead Gods

Daily Punch 8-16-22 Brew Thought Philter magic spell for Call for Cthulhu 7th Ed

I have an idea I need for an adventure, but I need a way to help the adventurers get more brain power…..

Brew Thought Philter
Cost: variable magic points; 1D6 Sanity points
Casting time: 1 hour
Through a concentrated mix of effort and mental strain, you extract magic power from your self or a restrained victim. This power is condensed in to a shimmering blue liquid that you can place into any container of your choosing. Your or the victim lost one point of magic per magic point put into the brew. These points are restored normally. The liquid lasts for a week per point of magic extracted. If the magic power is extracted from yourself, no additional sanity is lost. But, if the magic points are extracted are extracted the victim loses two points of sanity for each point of magic extracted.

Thought Philter

Used by: Anyone

This shimmering blue liquid restores the mind’s power. Upon drinking this brew, you los 1d6 sanity and gain magic power back equal to the number of magic points invested in this brew.

Thoughts?

Daily Punch 7-31-20 Transfer Trauma spell for Call of Cthulhu 7th Ed

Ran an adventure for GenCon 2020. Had a blast doing it, but a player instantly go crazy. How about a spell that can fix that… for a cost.

Transfer Trauma
Cost: 5 magic points; 1D4 Sanity points
Casting time: 1 round
Even the most powerful general knows when to sacrifice a few few peons, and you a no good to the gods if mad. When cast on a target, you link your mind to the target. The target will experience your trauma instead, taking all Sanity loss for you at double the rate for the next hour after the initial sanity loss for casting the spell. An unwilling target may counter the spell with an opposed POW roll each time they would lose sanity. If pain is inflicted upon the target when when the spell is cast, it gains one penalty die on the opposed POW roll for each point of damage made during the casting
Alternative names: Mind Bridge, Dark Link of the Mad

Thoughts?

Daily Punch 3-19-18 Spell Tattoo for Call of Cthulhu, 7th edition

Played some Cthulhu over the weekend, and this idea came up.

Spell Tattoos

Some practioners of the art don’t rely on books or scrolls, but etch their foul words on their very skin. Any caster may tattoo the a spell into their skin performing any checks as part of the spell then. The spell deals an additional 1d4 sanity damage and 1d2 hit points of damage in addition to its normal costs. The spell is maintained for a number of days equal to the bearers power divided by 10, rounded down. A caster may active a spell without it being an action on their turn but may only activate one per turn. When a spell is activated, it’s magic is used up, but the spell may be reinked to reactivate the magic. A spell may be learned from a magic tattoo even if the bearer isn’t alive.

Thoughts?

Daily Punch 5-10-17 Shattering Revelations spells for Call of Cthulhu 7th ed.

How about some quick ways to gain power.  Nothing bad ever happened from that!  Here’s another spell for Call of Cthulhu, 7th ed.

 

Shattering Revelation

Cost: 10 magic points; 2D10 Sanity points
Casting time: 1 hour
This spell opens the gate in your mind wide to the cosmos.  You begin to see all in front of you.  That which you ask for, and that which man was not to know.  For every 2 whole points of sanity lost in this spell, you increase your Cthulhu Mythos skill by 1.  May the gods have mercy on your soul.

Alternative names:  The Dark Tutor, Peering Through the Keyhole, The Madman’s Path

Daily Punch 5-9-17 Ululation to the High Priest spell for Call of Cthulhu 7ed

Finally got to play some more Cthulhu, so let’s build on what went down!

Ululation to The High Priest

Cost: 10 magic points; 1D6 Sanity points.
Casting time: 30 minutes
As you finish screaming the words of this spell, you open a small gate to the high priest of the dark gods himself where he offers you the gift  of his own knowledge. Spending 10 magic points give you a bonus die on one Cthulhu mythos roll.
Alternative names: Dark Blessing of Cthulhu,  The Expensive Tutor, The Harsh Mastery

Daily Punch 1-16-17 Bask in New Knowledge option for Call of Cthulhu

I had a fun event last week at my Call of Cthulhu campaign after I killed two players via sanity loss from an elder god.  How about we add that in as an option.

 

Bask in New Knowledge

When a character sees an elder god and would passes a sanity check, that character may elect to fail the roll.  If they do so they take normal sanity loss as if they had failed the roll, but gain half the lost sanity as a bonus to their Cthulhu Mythos skill.  Luck may by spent on a point by point basis to reduce sanity loss to avoid going insane.

 

Thoughts?