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Lovecraftian Grimoires for Medieval Period Games

Started by WERDNA, November 03, 2024, 01:54:42 AM

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WERDNA

I thought it would be fun to write up some mythos grimoires that would be available in the Middle Ages in the style of the Pundit Presents Grimoires. This one is more or less finished now, but certain typos and errors of imbalance or forgotten mechanics may persist. Some of the Mythos entity spellings are a bit different since I tried to mimic how they might look due to the transmission via Greek.

Necronomicon
The Necronomicon of the mad Arabian poet Alhasred (transliterated Arabic: Abdullah al-Azrad) was written in Damascus many centuries ago. It is found in Byzantine Greek translations of Theodorus Philetas as its Arabic original, Kitab al-Azif, is thought long lost. Additionally, the Greek was translated into Latin by the learned Northman magister Olafr the Wyrm in 1228 AD from which point it spread throughout Europe. In 1232, under Pope Gregory IX the Church banned the text whether Greek or Latin (it had already been banned by the Muslims and Eastern Churches). Nonetheless, some heretical groups and unscrupulous magisters continue to possess copies of the book. While manuscripts may vary in completeness, the Necronomicon generally consists of seven sections.
Part I
The first section of the book deals mostly in lore; much of which is communicated in verse or florid prose. It tells in passing of eldritch daemons often referred to as "Old Ones," of secretive pagan cults, of antediluvian hieroglyphs, of non-Aristotelian theories of the heavens, of borderline blasphemous accounts of the early ages of creation, and of pre-Adamite races: reptilians and far stranger things. The author also gives an account of the places to which he has traveled or has researched in pursuit of occult knowledge: Irem of the Pillars, the Nameless City, the City of Devils, the Plateau of Leng, etc. An educated individual (INT 11+) who carefully studies this portion for a month gains a +1 bonus to Astronomy and a +2 bonus to Occult knowledge at the risk of being drawn toward chaotic heresies or heathen worship (save to resist, -2 penalty for those already chaotic in alignment).
Part II
The second section of the book focuses mostly on Dream Magic and is one way a magister or cleric could gain knowledge of that art. In addition to its discussion of magical methods and practices, the author's own dream voyages are partially described in addition to mentions of a dream-place called "Kadath," a dreaming daemon called KTHULU, and a guide spirit called "Tawil at-Umr." Most usefully, an ancient formula for a potion to obtain a particular series of dreams is cited:
Liquor of the Black Lotus
The recipe calls for the juice alchemically distilled from the incredibly rare, poisonous black lotus found along the Nile which must be picked in full bloom during a night of the waning moon. A small dose of this pearly liquor may be imbibed before sleep or it may be burned for suffumigation during sleep to take effect. If used properly there will be enough for three dreams. The first, will show a vision of the future, the second will show a vision of what might have been, and the third will "bring reality." When the potion is first used, the user must make a DC15 check adding their magister (or relevant caster class) level to the roll. If they fail the visions will be as nightmares, foretelling and leading to death or some other horror. The details of the visions are up to the gamemaster, but on a natural 20 they should be very positive leading to a significantly beneficial result for the user. The three visions are only ever given once to the dreamer, any further use of the drug will simply give a +4 to any spell checks during a given dream session. The Liquor is a powerful soporific substance and will put a user to sleep in but a few minutes after imbibing it or inhaling its vapors. While it is also highly addictive, the rarity of the black lotus and inherent difficulty in obtainment render the development of a serious addiction unlikely. The process to create this potion requires a successful DC13 puffery check, on a natural 1 it instead creates a deadly poison and the user will never wake (i.e. die) unless they save vs. poison at a -4 penalty.
Part III
The third section discusses the creation of certain magical items and powerful rituals. Some of these are described in enough detail to be reproducible by the learned magister.
Powder of Ibn Ghazi
This recipe creates a powder which when a handful is scattered over any invisible entity allows them to be seen for 1-2 rounds (6-12 seconds). It requires several ingredients: the dried and powdered remains of those charnel worms which generate in the recently dead, the dust of a tomb where a body has lain for 200 or more years, powdered Amaranth, ground Ivy, and fine salts. These must be compounded in a mortar during the Hours of Saturn and certain invocations and somatic gestures must be made over the product requiring a DC13 spell check. It is best preserved over long periods when stored in a leaden vessel, but a portion the magister intends to use in the near future may be kept in any satchel or container for several days before beginning to decay in both substance and effectiveness.
Elixir of Tikkun
This recipe functions as an alchemically produced blend of purified waters with certain rare herbs and minerals (cost: 5L/100gp) which function as a combination of Holy and Banishing Waters. It deals 1d8 damage to demons and the undead; a vial banishes incorporeal magical beings for 20-120 min and causes disorientation to corporeal magical beings (-4 penalty to AC and to hit rolls for 20 min). If poured on the ground magical beings are unable to cross it until it evaporates. It is additionally prepared with secret Kabbalistic consecrations in order to empower it so that it may be used to damage the beings called upon in the Necronomicon. It is also said that when a vial is imbibed by humans it heals 1d8 hit points and if sprinkled or thrown into gateways between planes that they will close until reopened by additional magic or astrological events. Properly creating and consecrating this solution requires a spell check of DC14.
For a Daemon Mount
This ritual allows the magister to bind a demonic flying steed for his use. First the magister must craft a long flute of orichalcum (meaning a particular gold-brass alloy, but the lost metal of Atlantis will do in a pinch; cost: 60L/1200gp) inscribed with the names AZATHOTH, NIARLATHOUTHES, and IOG-SOTHOTH and consecrate it on the Day and Hours of Saturn (i.e. working on Saturday, only on the 6th hour of the day and 8th of the night). A particular incantation from the Necronomicon must also be read over the flute during the consecration (DC19 spell check; on a natural one the magister is possessed by a Saturnine spirit). On the next possible day of Saturn during the last Hour of Saturn (at night), the magister may use the flute to play certain cosmic tones given in the Necronomicon from within a protective circle in some lonely place such as a graveyard, hilltop, crossroads, woodland clearing, etc. The magister's Temple is also viable so long as there is an open window. If the ritual is successful (DC15 magic check), the sky near to the summoning place will be filled with bat-winged demons resembling horrific crosses between crows, vultures, moles, ants, bats, and rotten human corpses. One among them shall come down to the magister that the binding may be completed (saving throw vs. magic with a +4 bonus; on failure the creature simply leaves). Once the creature is bound, they may be called by the song of the flute whenever the magister wills (so long as it is nighttime) and will appear before him nearly instantaneously. Though called demons in the text, these entities are closer to faerie animals than proper spirits. They are very intelligent, communicate via thought, and have marvelous powers: they may carry the magister through the air by night, travel across the world in an instant, guide him to the nethermost caverns in the earth, or even unto the Firmament though no mortal could survive such a journey bodily.
To Transpose Souls
This blasphemous chaos ritual allows for two beings to have their souls trade places. The short method involves a long incantation from the Necronomicon being said over a target who, if unwilling, is entitled to a save in order to resist the magic and would need to be bound to prevent escape. If successful, the bodies of the caster and target swap souls for 10-60 minutes before both snap back to their original bodies. The full ritual is significantly longer and more elaborate, but does allow for a link and eventual permanent trade of souls. This ritual must take place on the night of one of the midpoint days between the equinoxes and solstices: Candlemas, May Day, Lammas, or Hallowmas. The victim must be placed on an altar at the center of the ritual space as long incantations and invocations to SAB-NIGGURATH are chanted along with offerings of ritually sacrificed animals. If the ritual is successful (DC20 spell check), a link is formed between the souls of the caster and the victim (once again the victim may save to resist the spell and should be physically bound if unwilling). The caster may only have once such link at any one time and it lasts until either the victim dies or the caster's body is utterly destroyed (even the dead may perform this ritual if it is known to them). The caster may swap souls with the victim at will regardless of where either being is or what they are doing though the victim may still save. Even if they fail, they may roll again every 12 hours. If the full ritual is again successfully performed, the link will be strengthened adding a save penalty of -2. Another successful ritual, and the penalty will be raised to -4. A final successful ritual will bind each soul to the other's body permanently, a horrifying problem if the caster was dead. This process is very long and difficult to pull off, but can be used to gain a debauched sort of immortality, moving from body to body. It must be pointed out that these spells can have no effect upon beings that lack souls, like animals and some creatures of faerie, nor can it work on beings with souls but no natural bodies, like spirits. It is possible a caster could offer human sacrifices, use assistants during the chant, or perform the ritual amidst ancient standing stones for bonuses toward the spell check at the gamemaster's discretion.
Part IV
The fourth section discusses varieties of shaitan, ghuls, and unquiet dead known to the author in some detail. Furthermore, it gives a chaos ritual to animate the dead as well as a process to exorcise them via suffumigation. However, it should be noted that all Latin translations lack this rite of exorcism as the original translator, Olafr the Wyrm, failed to copy it into his manuscript either by accident or malice.
To Animate the Dead
This chaotic ritual animates a number of corpses as walking dead or skeletons depending on the state of the remains. The ritual must be performed from within a protective circle, the area suffumigated by the burning of milk, and the corpses to be animated must be present. A complex sigil is made and a lengthy incantation from the Necronomicon is spoken accompanied by certain hand signs to conjure a veritable legion of minor, but dangerous, incorporeal demons. These demons seek bodies to possess and may attempt to overpower the magister's will in order to possess him and will definitely try to possess any unfortunate man or beast who enters the ritual space unprotected. The magister must make a spell check of variable difficulty to dominate and bind the a portion of the horde of demons into the corpses.
No. of CorpsesDifficulty
1-2DC15
2-4DC19
3-6DC23
4-8DC27
The magister may offer some of his own blood (+1), offer sacrifices (+1 per HD of creature to +4), or use a sigil engraved in precious metal (+1/1L or 20gp, to +5) in order to increase the chance of the ritual's success. The successful completion of this ritual will animate a random number of living dead in the appropriate range and allow the magister to command them to follow simple instructions. If a natural 20 is rolled on the spell check, the walking dead will continue to function even if decapitated or dismembered (independent parts like severed hands will continue to crawl towards foes and attack by leaping for the throat for example) while skeletons will reanimate 10-40 minutes after being slain, but in either case they can only be truly slain if the remains are utterly destroyed or exorcised. In the case of a natural one, the undead will be unbound and hostile to the magister.
To Exorcise the Dead
This ritual is a powerful exorcism of the undead only found in the original Arabic or Greek translation of the Necronomicon. It requires a diverse blend of Arabian spices and fragrances including cinnamon, storax, peppercorn, nutmeg, cassia, saffron, frankincense, labdanum, and myrrh (cost: 16L/300gp). These must be placed in a censer and burned while the magister chants invocations to around one hundred ghuls and demons. The fragrance will fill an approximately 60' area and the invocations take at least 1 min (10 rounds), at this point a spell check DC15 + HD of the most powerful undead in a the area. If the roll is a success, all living dead must make a save or be automatically destroyed as per Turn Undead (unless they are immune); even if they save, ALL living dead must flee from the area for 1 hour regardless of immunity.
Part V
The fifth section gives the names and descriptions of various "Old Ones." Some, generally around eight, have signs and rituals by which they may be called. Most of these, whether they are in truth devils or more neutral spirits, function as per conjured demons although they only take half (1d4) damage from holy water, non-Tikkun purifying waters, etc. and some may only be called under particular astrological conditions. The spirits which may be called from the Necronomicon appear in diverse forms such as primal oozes; flying polypi; scaled devils with the head of a polypus; protean horrors covered in tentacles, eyes, and maws often undulating rhythmically or playing strange drums, flutes, or pipes; tentacled toad-like demons of shadow, pillars of green fire, dark trees with a multitude of eyes and fanged mouths and hooved feet where roots should be; large gelatinous egg-shaped beings of squirming tendrils with myriad mouths, trunks, eyes, and legs; or a winged froggish devil with a head like both a bat and cadaver with four tentacle-arms. However, some are more unique in nature and are always present in manuscripts:
To Call and Dismiss NIOGTHA
The Old One called NIOGTHA or the Dweller in Darkness comes from the nethermost caverns within the earth and always arrives in corporeal form. His appearance is that of a huge gelatinous mass of black, iridescent protoplasm, resembling a chaos slime the size of a small house though he may still flow through small openings. He communicates with the conjurer by telepathy as he has no organs by which he could speak. He is akin to a Count of demons with 13 hit dice, but differs in some respects: he takes only 1d4 damage from holy water, takes full damage from fire and the Elixir of Tikkun, is immune to cold, cannot summon demons, will seek to avoid contact with any form of cross, and can dissolve metal and wood through contact. NIOGTHA may only be summoned to the world's surface through certain caverns and fissures. The Necronomicon provides and hints at some usable locations in the East: certain caves in Syria, the vaults below the Black Tower of Leng in the Himalayas, and the Thang Grotto of the Central Asian steppes. There are no doubt similar caves connected to his dwelling place in the West (GM Hint: In Britain, Oweynagat Cave or Whitwell Crags might be plausible locations). The summoning must take place in or before the mouth of such a cave and utilizes an incredibly complex, interconnected diagram of magic circles, triangles, pentagrams, etc. marked with the written form of the calling incantation given in the Necronomicon. All this must be inscribed within the mouth of the cave or in a Magister's Temple built over the entrance allowing access if the layout permits. From this place the same calling incantation, an inversion of the archaic Sanskrit Vakh-Viraj formula, must be spoken. If the summoning check of D20 is made, NIOGTHA is called from the depths and may be dominated or negotiated with for a pact as per usual. Once summoned, he will dwell in the depths of the cave by day and wreak havoc upon the surrounding area in search of those he may devour by night. He will remain thus until banished or he returns to the abyss of his own accord. He may only be ritually banished (DC20) by holding up the looped cross (crux ansata/ankh), a cruciform from which he is repelled, while chanting the Vakh-Viraj incantation and aspersing him with the Elixir of Tikkun. NIOGTHA is said to have the power to control and rule over all manner of ghuls (including the Biyaban), to raise intelligent living dead, to grant "good" familiars, to appear in the dreams of others, and to offer "gifts" of  mutation and immortality of a sort (generally as some variety of undead) to those willing to bind themselves in a pact and worship him.
To Call and Dismiss SAB-NIGGURATH
The darkly fecund spirit SAB-NIGGURATH, the Black Goat of the Wood with One Thousand Young, is an entity of a chaotic nature bearing qualities of astral, natural, and demonic spirits and is comparable in powers to a demon of the rank of King with all the resistances of such. She only takes 1d4 damage from holy water and those spirits she may call up as allies will all be of the races of her young. She may be summoned only on nights of the new moon or on those nights around the four solar holidays and the four midpoint days though none truly know from whence she comes. The Necronomicon recommends the summoning take place in a woodland clearing or amidst ancient standing stones although it is still possible in a Magister's Temple (no bonuses on the summoning check, however) or other location. SAB-NIGGURATH may be called by the chant of certain hymns of adoration along with the burning of a fragrant incense containing myrrh, storax, and musk (cost: 8L/150gp). The conjurer must make a successful summoning check of D30 to call her forth and may then attempt to control the entity as per usual. She appears in the form of a great sulfurous cloud, but if made visible she appears as a protean black mass of flesh covered in drooling maws, goatish eyes, spiraling horns, heaving udders, writhing tendrils, and dangling hooved legs forever birthing and devouring her own young. If asked to take human shape within a summoning triangle, she may appear as a voluptuous raven-haired, goat-eyed satyress, as a many-breasted woman resembling the Magna Mater of Ephesus, or similar such guise and will seek to tempt the conjurer with sensual pleasures. Those who give in to her invitations and engage in obscene acts run the risk of mutation. She may offer a pact in exchange for worship and "bless" the most favored of her servants with being devoured and reborn from her womb as an immortal satyr-like creature (though they may still be slain). Some heathen fertility cults that worship this spirit are occasionally joined in their revelries by satyrs and certain fairies of a dark nature.  SAB-NIGGURATH has a number of special powers: she may grant a bountiful harvest, cause lust, control fertility in beasts and humans, teach one how to contact the Migou in the high places and other magical arts, heal wounds and diseases with a possible side effect of minor mutation (a property her milk also has), grant a great hunt, make the conjurer beloved by all, cause men and women to dance naked, reveal hidden treasures within the earth, and grants all manner of desires.
To Call and Dismiss NIARLATHOUTHES
The faceless spirit NIARLATHOUTHES, called Nyarlathotep by the Egyptians of old, is most certainly a demon as he bears no resistance to Holy Water and the like and may be called or dismissed with the usual rituals. He is a Demon Prince who serves as the herald of the mighty Demon Sultan AZATHOTH who holds court in the black aether between the stars. He is said to have one thousand different appearances which he may take, among which are that of a hairless black-skinned man with the legs of a goat, a winged figure with featureless black skin and no face wearing a double crown, a twisted and faceless androsphinx, a pharaoh of antiquity, a black-furred demon with a boar-like countenance, and a large bat-like creature with a three-lobed eye. If commanded to take a human form in the summoning triangle, he will appear as a tall, dark Egyptian man. He will seek to corrupt and make a pact with the conjurer or to possess them. Like many other powerful devils, NIARLATHOUTHES is sometimes called forth by cultists to act as a Master of Ceremonies for their evil rites. As a Demon Prince, he may call upon the Knights and Lords of the Court of AZATHOTH and sometimes summons them to take part in the aforementioned black masses. NIARALATHOUTHES possesses many wonderous powers: he is an excellent teacher of all sciences and mathematics, may show powerful illusions, may grant visions and prophecies of the future, may give "good" familiars, may control animals and the weather, knows the secrets of immortality, teaches all the magical arts and diverse forms of necromancy, may guide the conjurer to the throne of AZATHOTH in spirit or in dream, and knows the secret rites to call down his Master.
Part VI
The sixth section of the Necronomicon provides a ritual and sigil to call an incredibly powerful spirit called IOG-SOTHOTH out of the Immateria and down into the physical world. Speaking HIS very name aloud correctly can cause instant death to an unprotected speaker though few mortals know how to do this. While the ritual can be performed in a magister's summoning chamber, the text recommends calling the entity forth in a high place or amidst ancient standing stones. The ritual must be performed when the Sun is in Leo and Saturn in trine or on the nights of the midpoint days between the equinoxes and solstices. The ritual resembles the typical summoning rituals for spirits involving prayers, chanted invocations, and somatic gestures. If the DC30 summoning check is succeeded, IOG-SOTHOTH will descend unto the summoning place that the conjurer may attempt to impart his will upon HIM. The immediate area will be blasted by HIS eldritch aura and all flora will die and never grow there henceforth but some birds such as hoopoes may be attracted to the area. HE may appear as a great aerial cloud, a writhing mass of tentacles and roving eyes or as a group of glowing, iridescent spheres. HE will commune with the conjurer by thought or speak with a loud voice like that of a great multitude in an incomprehensible language. IOG-SOTHOTH gives true answers to the conjurer's questions; knows all things ever observed in creation; teaches all magics, liberal arts, and sciences; calls up the spirits of the dead; drives mortals mad, opens gates to other places, planes, and ages; grants visions of past and future events; fathers monstrous cambions with mortals; passes through solid objects with ease; makes the conjurer invisible; dissolves HIS foes by touch or by the emission of strange acids and flames; twists space and time; and takes the conjurer anywhere desired in an instant.
Part VII
The seventh section of the book deals with the supposed resurrection of the dead making the Necronomicon especially sought after despite the Church's ban. The text promises the ability to raise the dead from their alchemically refined "essential salts" and provides two incantations invoking IOG-SOTHOTH: One to raise them up in body and spirit, and one to return them to dust. The formula claims to be perfect in its resurrection when worked upon complete remains other than a mild coarseness of skin and temporary thirst for blood. Nonetheless, the ritual given is incomplete, only the returning spell being functional as is, and any magister intending to use it would need to search for scattered ancient bits of occult lore that could be used to complete the puzzle. Both the obscure alchemical process requiring the complete remains of a corpse to create essential salts and the various intermediary steps of the ritual would need to be learned.

Mishihari


Lurker

Nice. Since my face to face group, 1 out of 4 ish adventures is Delta Green / CoC, I LIKE this idea.

I don't have a full write up to share here, but when I ran a version of 'Dead Lights' I added an idea for an 'Old German' book that was a collection dealing with witchery. It would fit here.

If I have a chance I may be able to put something together to share.

Thornhammer

Liquor of the Black Lotus should have a significant drawback with chronic usage. Maybe you start dreaming of a Dimensional Shambler. And as you keep dreaming of it, it gets closer and closer to finding you.

Should be highly addictive, too. After that third hit, with the third dream, you have massive trouble sleeping without it.

Maybe not using it for a month helps, but lasting that long...good luck.

blackstone

You might want to look at Realms of Crawling Chaos and Swords of Cthulhu at DrivethruRPG. They have a wealth of info that you're looking for.
1. I'm a married homeowner with a career and kids. I won life. You can't insult me.

2. I've been deployed to Iraq, so your tough guy act is boring.

WERDNA

#5
Finally the "Medieval Authentic" Necronomicon is complete (probably)! Any feedback is welcome. I also want to do the Book of Eibon and Testament of Carnamagos at some point which have far less references to work off of in addition to an addendum of supplemental entities, rituals, and items connected to these grimoires but not in them. I imagine this stuff could work quite well in Invisible College too since that handles the general occultism CoC glosses over.

While most of this stuff is familiar to CoC and HPL fans, I will go over my thoughts, inspirations, and references for my take on the Necronomicon just in  case it's interesting or ever of use to anyone. First of all, I mostly focused on only the stories of HPL and his immediate circle with a few exceptions. I also wanted the style of the book's rituals to call to mind the Picatrix and similar grimoires with Arabic origins crossed with Solomonic goetic texts. Liquor of the Black Lotus and its powers come from Robert Bloch's Black Lotus and REH's Slithering Shadow.
Quote from: Thornhammer on November 03, 2024, 11:36:59 PMShould be highly addictive, too. After that third hit, with the third dream, you have massive trouble sleeping without it.
...And yes it absolutely should be, but I decided not to jump into addiction rules (it seems to be akin to an overpowered opiate) due to the rarity the needed flower would have in the historical period. It's not the Hyborian Age anymore, you'd be lucky to make one dose in a lifetime unless you had easy access to the Nile which could result in a few. Addiction would be hard to develop and near impossible to consistently feed.

The recipe for the Powder of Ibn Ghazi is only mildly changed from the recipe in the hoax Wilson Necronomicon. The Elixir of Tikkun is a holy water like substance from Kuttner's Salem Horror. Due to the Hebrew meaning of the word Tikkun (healing) and its association with Tikkun Olam (Healing the World) I gave additional powers to heal actual wounds and gates/wounds in space. For a Daemon Mount took HPL's The Festival, Dee's Libellus Veneri, and the Liber Incantationum for the inspiration. It is effectively a summon Byakhee spell with the Saturnine timings coming as a veiled reference to Derleth's tying them to Hastur (Kaiwan). To Transpose Souls is a faithful interpretation, I believe, of the mind transference from HPL's Thing on the Doorstep. I created To Animate the Dead to pair with the spell which follows it. I took inspiration from Evil Dead and elements of certain tantric rituals of Indian origin. To Exorcise the Dead comes from CAS's Return of the Sorcerer and the natural 20 bonus for Animate the Dead was inspired by the same story. In the case of Nyogtha and Hellenized Nyarlathotep's descriptions, it's all from HPL and his original circle with much of the detail for Nyarl coming from Bloch's stories. Shub-Niggurath is covered more vaguely so I liberally took information from Chaosium and the expanded mythos. The Yog-Sothoth ritual is, in my opinion, faithfully translated from HPL's Dunwich Horror with connections to whippoorwills replaced by Old World hoopoes with similar symbolism. According to a letter of HPL, the seventh book of the Necronomicon covers resurrection. The fragmented ritual is inspired by The Case of Charles Dexter Ward wherein Curwen combines multiple occult elements of alchemy and ceremonial magic with the Yog-Sothoth incantation and excerpts from the Necronomicon to get a functional process. This article is connected and rather interesting: https://www.cthulhufiles.com/necro/necromancy.htm

The example forms for Old Ones in Part V all correspond to entities in stories:
  • Primal ooze is a bit generic admittedly, was thinking something like Abhoth.
  • Flying Polypi is meant refer to Merritt's Khalk'ru and its ilk not the flying polyps.
  • Scaled Devils with polypus heads are Cthulhu's Starspawn
  • The next are the Servitors of the Outer Gods
  • The tentacled toad-like demon refers to REH's Thog and his kind
  • Pillars of green fire is a Festival reference
  • The dark trees are the Dark Young of Shub-Niggurath
  • The gelatinous egg-shaped beings are the spawn of Yog-Sothoth
  • The winged froggish devil is the sort of being from REH's Fire of Asshurbanipal

Quote from: Lurker on November 03, 2024, 09:25:33 PMI don't have a full write up to share here, but when I ran a version of 'Dead Lights' I added an idea for an 'Old German' book that was a collection dealing with witchery. It would fit here.
Sounds interesting.

Quote from: blackstone on November 04, 2024, 08:02:29 AMYou might want to look at Realms of Crawling Chaos and Swords of Cthulhu at DrivethruRPG. They have a wealth of info that you're looking for.
I actually have and like the former quite a bit; will check into the latter.

WERDNA

#6
Addendum 1
This is the first addendum to the ole Necronomicon, consisting of extra related spells not found in the text. The first could be found rarely as a sort of folk magic in coastal or island areas. The last could be found as a secret and rare alchemical recipe. All of these rituals could be found in use by chaotic cults or learned from summoned Old Ones.

To Contact the Fish Men
This ritual can be used to summon a group of Fish Men out of the sea. It requires the use of a large, strangely shaped leaden weight on a cord (like a depth plummet) carved with peculiar glyphs and images. This must be cast or lowered into the deeps of the sea while certain incantations are chanted. If a spell check of DC13 is succeeded, a group of 3d10 Fish Men will arrive at the nearest coast or to the summoning point in 1d100* hours provided there is a nest to be found in the seas where the spell is cast. The group will be non-hostile by default and expecting negotiation.

To Contact the Migou
This ritual can be used to summon a group of alien entities, called Migou by the Tibetans (as reported in the Necronomicon), to meet with the conjurer. The ritual is similar to the calling of the star-elves, requiring certain geometric patterns and tonal incantations, but astrological and mathematic recalculations are not usually needed as the Migou dwell in circles closer to Man. The ritual must be performed at the top or foot of hills or mountains where the Migou are thought to visit or dwell. Some such places may be found in Wales, Ireland, Greece, Anatolia, the Himalayas, etc. If a spell check of DC15 is succeeded, a group of 2d6 Migou will arrive at the summoning point in 1d100* hours from their nest below the earth. The group will be non-hostile by default and expecting negotiation.

To Call and Dismiss AZATHOTH
This ritual allows the conjurer to call down a portion of the presence of the Demon Sultan AZATHOTH, ruler of the Old Ones according to the dark mythologies recorded in the Necronomicon and Liber Ivonis. He is as a Demon King, but only takes 1d4 damage from Holy Water. He may be summoned on any night of the year, but the nights around the winter solstice offer the highest likelihood of success. AZATHOTH may be called by the use of his secret sigil and the chanting of particular incantations. He appears in a form like an unfathomable, undulating black star, dark but also bright, yet also possessing many tendrils and gnawing maws. Merely looking upon his visage can drive the conjurer mad. He arrives always with a flutist and 0-9 other courtiers. AZATHOTH is a peculiar entity, powerful in might but blind and unthinking. Some of those who know of him say that this state is a punishment from God, while some Gnostic heretics pronounce him the embodiment of the Demiurge. Due to his lack of conscious intelligence, AZATHOTH grants no powers except perhaps through the medium of his attendant daemons who may bestow various powers or knowledge of the heaven, magic, etc. to the conjurer at the risk of madness. He does, however, offer great powers of destruction when irritated such that he may even level whole cities in his mindless wrath leaving behind infertile wastelands of blasted terrain, dead flora, and highly alkaline waters in the places he has touched, but he is just as likely to return to his nighted throne without violence. The greatest risk of his conjuration is that when he is angered and the conjurer fails to dominate him, he will begin to grow in size, break the summoning bindings, and cause untold devastation to the surrounding area until he grows bored or is banished. Fortunately, the rites of AZATHOTH's calling are obscure, perhaps only known to some Old Ones and to those they have taught them.

Poison of Petrification
This recipe creates a fast-acting alchemical poison which turns the victim to stone. It requires salts refined from a particular stone (barium sulfate), sal ammoniacum fixum (calcium chloride; unknown until some point in the 15th century), particular acids, and certain catalysts. The alchemical processes to create the ingredients are themselves secrets which must be discovered through deep experimentation or obtained from beings which might know them. The complete the poison itself a DC20 puffery check must be made. If successful the process will result in a powder which may be dissolved in an intended victim's drink. The powder does have a strange taste; however, this can be masked by ale or wine. It also is rather ineffective in beverages like coffee or tea in which it forms an obvious precipitate. A victim who has imbibed a dose of the poison will near instantly lose all strength and be petrified in 1-10 minutes, even a mere sip can result in paralysis from the waist down. A victim may still make a save at a -4 penalty to violently vomit up the solution. If the save is successful a victim who consumed a full dose will still find some of their limbs permanently paralyzed, typically the legs. Miraculous or perhaps magical healing could reverse these lingering effects, but a petrified individual is truly dead as the substance works through accelerated natural means. At the Gamemaster's discretion the petrification could still be reversed through Divine Intervention. 

*If the nest is nearby or the gamemaster has another, less random method to calculate the length of the beings' journey to the place of summoning the gamemaster should feel free to shorten the time or use his alternative method.