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Call of cthulhu spells
Call of cthulhu spells






Wrack (KR#265): temporarily blind and incapacitate a target. ( Serkhmenkenhep’s Words, Beguile the Unrighteous, Mastery of the Mob) Words of Power (KR#265): thoroughly convince an audience of what you are saying. ( The Song of Pain, Shrivel Thy Enemy, The Wasting Burn) Wither Limb (KR#265): permanently wither the target’s limbs. ( Song of the Ocean’s Fist, The Salt Gift, Ye Watery Doom) Wave of Oblivion (KR#265): swallow the target in a great ocean wave. Strike Blind (MoN#638): melt the target’s eyeballs. ( The king’s Cry, Music at the Court in Yellow, Bring Forth the Festering Boil of Great Agony and Torment) Song of Hastur (KR#262): attack the target’s CON. Steal Life (MoN#637): drain the life of the target, ageing them as the caster becomes younger. ( Shriving, The Withering Blast of Death, The Black Words) Shrivelling (KR#261): injure the target for a variable amount of damage. Those closest quake and spasm, unable to move normally. Red Sign of Shudde M’ell (KR#261): creates a sign that injures all those near to it. Power Drain (MoN#636): drain magic points from the target. Pharaoh’s Wrath (MoN#636): strike the target with lightning. Pharaoh’s Breath (MoN#636): emit a poisonous vapour affecting everyone who cannot dodge. ( The Silvery Warning, Reflection of Hate, The All_Seeing Eye) Mirror of Tarkhun Atep (KR#261): the caster’s image appears in a mirror the target is looking at, the caster can also see through the mirror. Mind Transfer (KR#260): permanently take over a target’s body, leaving the caster’s a dead husk. ( Curse of Enfeeblement, Wave of Doom, Abyss of the Mind’s Eye) Mindblast (KR#260): attack the target’s sanity. ( Domination of the Will, Master and Servant, Bend Quarry to Thy Power, Mesmerise, Bend Will, Shake Resolve, Govern Mind, Implant Suggestion) Mental Suggestion (KR#260): the target carries out a single command of the caster. Melt Flesh (KR#259): heat flesh (living or dead) to its melting point. ( Finger of Doom, Eibon’s Jinx, The Evil Eye) Implant Fear (KR#259): fill the target with dread and disrupt their concentration. Hands of Colubra (MoN#635): temporarily transform the hands of the caster into venomous snakes which can reach 2m away. ( The Creeping Mold, Ye Rotting Awfulness) Green Decay (KR#259): turn the target into a pile of green mould. Grasp of Cthulhu (MoN#635): temporarily immobilise the target. ( Channel the Strength of the Opener of the Way, Smite Down Thine Enemy, The Hideous Blast of the Foul One)įlash of Ra (MoN#635): create a blinding flash of light, which can also harm some creatures. ( Ye Rite of Ill Fortune, Dark Curse, Witches’ Hex)įist of Yog-Sothoth (KR#259): strike a target with an invisible force and propel them backwards, with a chance to knock them unconscious.

call of cthulhu spells

( Strike Dumb, The Silver Beguiling Tongue)Įvil Eye (KR#259): afflict the target with bad luck. ( The Egyptian Powder, Protection of the Dead)Įnthrall Victim (KR#258): put the target in a trance until they are shocked.

call of cthulhu spells

Harmless to creatures made of earthly matter.

call of cthulhu spells

( Utterance of the Last Syllable, Ye Doleful Leeching, By the True Name Thy Power is Sapped)ĭust of Suleiman (KR#255): harms an extraterrestrial being. ( Command of the Wizard, The Chant of Possession, Baleful Influence)ĭread Curse of Azathoth (KR#254): drain POW from the target. ( Ye Dreadful Prickling, The Curse of the Fiery Doom, Cthuga’s Embrace)ĭominate (KR#254): bend the will of the target to the caster. ( The Insidious Nightmare, Summon Seven Devils to Afflick Thine Enemy, Wither the Mind of the Weak)ĭeath Spell (KR#254): set the target on fire. ( The Vile Wrench, The Insidious Wrath of the Dark Wizard, Ye Loathsome Tickle)Ĭurse (MoN#632): temporarily reduce the target’s attributes.Ĭurse of the Putrid Husk (KR#254): the target perceives their flesh as rotting. ( Befuddle, Dumfound, Mystify)Ĭlutch of Nyogtha (KR#250): damage and paralyse the target. ( Grant Sight, Shade of Darkness, The Pharaoh’s Curse).Ĭloud Memory (KR#250): block a specific memory in the mind of the target. ( Currency of the Blue Sea, The Sailor’s Curse, Kiss of Brine)Ĭause/Cure Blindness (KR#249): make the target blind without damage to the eyes or nerves, or undo blindness if those are intact. Breath of the Deep (KR#247): fill the target’s lungs with water.








Call of cthulhu spells