I have a new post on my new blog. It's about spells for a Call of Cthulhu type setting. The idea is that every spell should go with a specific book and a specific historical context. Every grimoire is an adventure hook, every spell is a big deal and can drive you mad.
It's built on some stuff I wrote here. But more developed.
The Book of Nun. A collection of Egyptian funerary inscriptions from the thirteenth century BC. Found at only three sites - a hidden chamber of the Osireion at Abydos, a vandalised tomb in the Valley of the Kings and (this is disputed) a sandstone cave on the Central Coast of New South Wales.
Contains advice for the recently dead on how to navigate the watery caves of the underworld and plead one’s case before the Ogdoad, the eight frog-headed gods of primal chaos. Careful study reveals a few rituals of use to the living.
- Speak With Dead. Get a corpse, so recently deceased that the soul still lingers in the vicinity. Anoint its forehead with sweet oil. The soul is drawn back in for a few moments, to creak out a few parting words, though it’s already forgetting how eyes and lips work. It has more questions for you than you do for it.
- Black Tongue. Add two dice to all Charisma rolls and speak any language on Earth, though the voice is not your own and you might not understand what you’re saying. Can be used on someone else. Lasts for the space of one conversation. Tongue blackening wears off in a few days.
- Cavern Slave. Animates a shabti figurine to perform an unpleasant task in your place. The shabti resents this and will constantly try to misinterpret or wriggle out of your commands. Stupid and cunning as your average peasant. Responds better to violence than to reason. Can be commanded “die for me” and forced to absorb a curse or magical judgement in your place.