Time to build on some ideas!
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
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.
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.
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.
• 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
Played some Cthulhu over the weekend, and this idea came up.
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.
How about some quick ways to gain power. Nothing bad ever happened from that! Here’s another spell for Call of Cthulhu, 7th ed.
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
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
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.
Did you know back in the 1910-1930 there was an attempt to educate via radio waves? http://iml.jou.ufl.edu/projects/spring01/declair/history.html
Let’s work that into Call of Cthulhu!
Distance Radio Education
Over the course of 1 month, a character may attempt to learn a skill via the standard education rules. However, the character gets a bonus die when they attempt to roll over their current skill, thus it is harder for them to do so. When a character succeeds on this check, they gain 1d4 points in that skill. No character may gain more than 20 total points in a skill via this method.
How about a modification for starting characters? Who wants to trade san for forbidden lore?
After character generation, a character can trade 1 point of sanity for 1 point of sanity for 1% of Cthulhu Mythos at a rate of 1 for 1 up to 25%.
I’m playing a lot of Call of Cthulhu 7th ed lately, so let’s add something I think it needs. I’m a PhD who teaches at a community college, so there is really only one option…
Sometimes people need things. Sometimes they need chemicals. Drug Pushers sell drugs of all kinds from the simple kid who sells the funny smelling plant to the doctors who skim a bit off the top and make sure the talent has enough pep to keep going. You’re not a bad guy, you make people happy right?
Occupation Skill Points: EDU × 2 + APP × 2
Credit Rating: 20–60
Suggested Contacts: Organized crime, local community, local physicians, local patients
Skills: Firearms, Listen, one interpersonal skill (Charm, Fast Talk, Intimidate, or Persuade), Sleight of Hand, Spot Hidden, Science (Pharmacy), (Chemistry).