![]() ![]() Player Character: Cool! *starts looking it up in the book*ĭungeon Master: I got you. Contained within the pages are a spell that you can copy into your spellbook. Consider these example exchanges:ĭungeon Master: You find a dusty book on a shelf. The most fun is had in Call of Cthulhu the less you know. And that particularly means spells. But it is, I'm sure partly because it also creates a common language that people speak. I say "culture" because, although that is what is most common in D&D circles, it doesn't have to be played that way. As an adventure game, the culture of D&D is about managing resources that you know intimate details about to their fullest. In D&D, everyone has complete knowledge of all of the rules. And I'm not trying to patronize you or anything ColoradoCthulhu, so if this is second nature to you, maybe it will help newer Keepers anyway. In fact, it is always best if the name used for the spell is completely cryptic and they can't look it up. There is no rule that says that players are entitled to RAW descriptions of spells. And they've learned spells that they don't fully know the consequences of. They know the mechanics consequences of those that they've researched the most. Because they are too afraid to cast them. And they have only cast one of them once. Right now, my players know over a half dozen spells between three characters. What will happen is that they will get potentially unbalanced advantages in one or two games and then render themselves very ineffective from then on. The ramification of it is that you could cast that spell just one or two times and make your character completely unable to resist the effects of spells cast on them because of a weak POW. I'd like to get some input on balance concerns and how these spells may be further limited before I consider allowing the character to study the Diary and learn the two spells. Also, as these are witches' spells (black magic), using the spells may corrupt this character who isn't evil at all. I've put some limitations on these spells, but I may consider other limitations so that the spells are not used very often. My concern is giving one of the players magic powers which may then unbalance the game going forward. Presumably the box could be moved without the witch’s knowledge ─ a surprise on her arrival! Each time the caster travels in this manner it costs 5 magic points and 1 Sanity point. The location of the Gate box might be as far as several hundred miles distant. When a certain phrase or gesture is performed, the caster is immediately transported to inside the Gate box, wherever it may be. If these elements are removed and the box purified, the spell will not work, requiring the witch to prepare the box once again (and also repay the POW cost). Once the box is prepared, the caster sacrifices 10 POW (a one-time cost) and places elements of her body inside the box (such as blood, teeth, or nails). The location is defined by creating a single Gate Box. The caster vanishes in a puff of smoke, to re-appear in a prepared location. Return Thee to Safety (only females can cast this version of the spell)Ĭost: 5 magic points 1 Sanity point (10 POW one-time cost) The smoke dissipates to reveal the caster in raven form. Requires 3 flight feathers from a live Fan-tailed raven (Corvus rhipidurus) as a spell component placed at the caster's bare feet, which are then consumed in a thick smoke shrouding the caster as the incantation is spoken. ![]() ![]() ![]() The spell must be cast while the sun is down and its effects only last until the following sunset. Assuming the form of a raven costs 1D8 Sanity points each time, up to a cumulative total of 8. Lets the caster assume the form and capabilities (flight and senses) of a raven, while retaining her intelligence and intentions. The Witches Way (only females can cast this version of the spell) I referenced the 7th edition Grand Grimoire and came up with these two spells which can be learned by one of the characters (there is only one female character in our group) after intensive study of the Diary. Court, the players found 'The Diary of Keziah Mason' which is written in Colonial English and contains two spells that Emilia used during the scenario. In my version of Crimson Letters, Emilia Court is a witch and a direct descendant of Keziah Mason. Our group recently completed the "Crimson Letters" scenario from the Keeper's Rulebook and I chose Emilia Court and Abner Wick as co-conspirators. ![]()
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