Sanity Loss: 2D4
Cthulhu Mythos: +4/+8
Mythos Rating: 20
Study: 46 weeks (Pulp 23 weeks)
This work, written in Burmese, is a bound series of mantras, five-hundred and fifty separate “chants”, though they are not of the kind that bring peaceful meditation. The chants deal with summoning and commanding spirits, though it is said that some of the chants meant to control spirits actually are traps for the unwary that will turn the summoned beings against the caster.
The following spells are contained within the chants:
Bring Forth the Beast
Cost: Variable Magic Points; 1D4 Sanity
Casting Time: 6+ hours
Description: The spell must be chanted by a large group of people who each contribute 1 magic point. The caster spends as many magic points as they desire—note that each magic point invested (by the caster and supporting chanters) only provides one percentile to the chance of success (e.g. if the caster invests 10 magic points, and 30 supporters each supply 1 magic point, the total of 40 magic points equals a 40% chance of summoning success). The conditions for the spell are many and diverse, requiring rare ingredients, at least six hours of chanting, and other obscure and bloody components.
If the spell is successful, the number of magic points contributed by the group are then multiplied by five to determine the SIZ of the dhole summoned. Therefore, the size of the group will directly affect the SIZ of the dhole that is summoned. The dhole may be bound when it appears and remains controlled until the caster frees it (voluntarily, through a loss of concentration, falling asleep, etc.), and at that point it disappears. If the binding fails, the dhole attempts to eat everyone and then disappears.
Call the Beasts of the Slopes
Cost: 8 Magic Points; 1D3 Sanity
Casting Time: 1D6 + 4 rounds
Description: Must be cast at the base or top of a high mountain, in a range known to be visited by the enigmatic beings known as Yetis or Abominable Snowmen. Among such ranges are the Appalachians, Andes, and the Himalayas, and certain peaks in Central Africa. Once cast, 1D4 of the creatures will reveal themselves if within the vicinity. Contacting the entity does not provide any protection from it, nor make it possible for the caster to speak with it.
Chant of Clarity
Cost: 10 Magic Points; 1D3 Sanity
Casting Time: Instantaneous
Description: Causes a target to suffer temporary insanity. An opposed POW roll is made with the spell’s target. If the caster succeeds, the target loses 5 Sanity points and becomes temporarily insane.
The target can voluntarily choose to relinquish the opposed POW roll, thus the spell succeeds automatically. The substance of the target’s madness is dictated by the caster’s perceptions—the “truth” bestowed is the caster’s own perception of the true nature of reality and, consequently, may be false, misaligned, or only partially true in terms of the grand cosmic reality of the universe.
Chime of Tezchaptl
Cost: 10 Magic Points; 10 POW; 1D6 Sanity
Casting Time: 6 hours
Description: The caster enchants a small bell or chime made of a pure metal, such as silver, gold, or iron. For each 100 feet above sea level, the effectiveness of the created chime increases by one percentile: made at 5,500 feet, a chime works 55% of the time it is rung. Additionally, the caster must enact the Vow of Leng, imperiling his or her Sanity and life.
The resulting chime defends against many spells that require song or musical instruments in their casting. Rung softly, the chime absorbs a spell if a 1D100 roll is made equal to or is less than the chime’s percentile rating. As the chime absorbs magic, its metal takes on a peculiar sheen and the chime’s tone alters in timbre. Once it has absorbed a spell, the chime retains the spell’s essence for 2D6 minutes. During that interval, the holder may ring the chime loudly, allowing the held spell’s energy to be released violently back at its original caster, causing 1D6 hit points damage for each 2 magic points cost of the spell absorbed. Using the chime in this fashion does not incur additional costs or rolls. Witnessing the reflection of spell energy may call for Sanity rolls.
Draining of the Soul
Cost: 5 POW; 1 Sanity
Casting Time: 10 minutes
Description: Allows the caster to temporarily double their magic points by permanently sacrificing 5 POW. The caster must chant for ten minutes while intoning the true names of certain deities, after which 5 POW points are forfeited. The caster’s increased magic points remain only from sunrise to sunset, or sunset to sunrise, depending upon when the spell is cast.
The loss of POW may be invisible to observers or can take a more dramatic effect: unnaturally aging the caster, causing flesh to wither, hair to turn white, and so on.
Send Forth the Soul
Cost: Variable Magic Points; 1D4 Sanity
Casting Time: 5 minutes
Description: Allows the caster to send forth their consciousness (mind’s eye, soul, or spirit) to view a location while they sleep or meditate. Thus, the caster may scry their enemies and view matters far away. Usually a specially prepared drink is consumed, although some wizards use mediation to enter the proper state required for their consciousness to journey outside of their body.
The dream-like vision reveals information readily observable. The caster’s mind cannot interact with what is seen in any way—it cannot open boxes or books, and so on. The caster must know the location they intend to view, or at least must know the approximate area. The caster wakes 2D6 hours later with a sense of exhaustion, having spent all but one magic point.
An entity possessing POW 100 or more can see and identify the scrying mind while the spell is in effect (the consciousness carries the appearance of the caster and cannot be disguised), while those with POW 75 or above have the uneasy feeling of being watched.
Song of Tsang
Cost: 1 Magic Point; 1 Sanity Point
Casting Time: 1 round
Description: The caster chants a deep, throaty, oddly fascinating mantra. Those who hear this strange hymn stand motionless and unable to act while the caster chants, unless they succeed in an opposed POW roll with the caster (which means they can no longer be affected by this casting; may be attempted once per round). The spell’s duration is one round, which may be extended by paying an additional magic point per round. May only be cast initially at one target, and the caster must be within ten yards of the target, who must be able to hear the caster. If the caster extends the spell, one additional person may be ensnared by the melody in each round after the first, although this also increases the cost by 1 magic point per person per round.
The Black Dreams of Tsang
Cost: 1 Magic Point per hour of chanting; 1D3 Sanity per 12 hours of chanting
Casting Time: 12 hours of chanting per week (2+ weeks)
Description: This dreadful spell causes a human target to be devoured by Chaugnar Faugn. Casting the spell requires a tiny fragment of flesh from the target as a focus and twelve hours of chanting per week. The caster must be a sworn worshiper of Chaugnar Faugn. The spell works regardless of distance; the caster must win an opposed POW roll with the target (each week of casting beyond the second grants a bonus die to the caster).
The first night (following the first week of chanting) and for each night thereafter, the target’s dreams are filled with horrible visions sent by Chaugnar Faugn. Soon he or she suffers from trance states in which physical attempts are made to reach the god and be accepted as a living sacrifice. These trances become longer and more frequent until the target succeeds. That interval might be one-fifth of the target’s POW in days; however, a strong-willed individual may fight-off the effects for a number of days up to the value of their POW (Hard POW roll). Eventually the target will find some way to become a sacrifice and will be devoured—the flesh fragment possessed by the caster instantly rots, demonstrating that the spell has concluded successfully.
Vow of Leng
Cost: 2D8 Sanity
Casting Time: 1 hour per Sanity point lost
Description: Establishes a binding oath to He Who Is Not To Be Named. In return, Hastur grants the caster some benefit—a plausible gift may be an important ancient tome, such as the R’lyeh Text, the yearly award of 15 POW for the rest of the recipient’s life, or an increase in the Cthulhu Mythos skill. Additionally, however, there is a non-cumulative chance of 2% per year that the caster transforms into a gruesome humanoid monster totally under Hastur’s sway— the Keeper creates the monster’s characteristics and the being comes under the Keeper’s control.