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Call of Cthulhu

Compendium

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Learning a Spell

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Learning a Spell

A selection of spells for the game is presented alphabetically in Chapter 12: Grimoire.

Learning a Mythos spell does not cost Sanity points; however, casting a Mythos spell does.

Any individual can learn a spell. Studying the Mythos is the last thing a person should do, since increasing Mythos knowledge always brings the character closer and closer to the time when insanity or the Mythos stakes its claim. Sometimes circumstances demand such sacrifice.

Knowledge of a spell can be transferred in three ways, listed below. Learning from a book is by far the most common method.


Reading and translating Mythos tomes often takes months, even years.

Learning a Spell from a Mythos Book

Following an investigator conducting an initial reading of a book, the Keeper will indicate the presence and summarize each of the spells in a sentence or two, assuming the book contains spells. The Keeper should not use the rulebook name of a spell, but might instead offer a description like “broughte forth a Great Winged Beast from ye void which did sore crowde my place of busyness,” in place of the too accurate and too bland Summon Byakhee. Likewise, a spell called “the unremitting terror,” sounds a lot more credible than Implant Fear. Suggestions for alternative names for spells are listed in Chapter 12: The Grimoire.

To learn a spell from a Mythos book requires that the investigator has at least made an initial reading of the book. The investigator chooses the spell to study. Learning a spell can take hours, days, weeks, or months (typically 2D6 weeks, but at the Keeper’s discretion). Just as with reading a Mythos book, learning a Mythos spell may be taken up, put aside, and taken up again, as convenient. Usually a roll is called for at this stage; however, the Keeper may choose to grant automatic success, depending on the scenario.

If success is not automatic, the player should attempt a Hard INT roll to learn the spell. If the player fails the roll, the investigator has not learned the spell. The player may ask to push the roll, but must justify doing so; for example, the investigator might lock themselves away in isolation until the spell is mastered. When thinking of consequences for failing a pushed roll, the Keeper should be creative and include Sanity point loss and strange magical effects—both upon the investigator and their surroundings. If investigator is in no hurry, they may continue to work on learning the spell without pushing the roll. The timing of the next INT roll is at the Keeper’s discretion (perhaps once per two weeks).

Learning a Spell from Another Person

Having learned a spell, a character may teach it to others. One-on-one teaching is quicker than one person learning from a book and, typically, a spell can be learned in one week or less (1D8 days). Use the same rules as for learning a spell from a book, bearing in mind that the process will be faster.

Learning a Spell from a Mythos Entity

At will, any intelligent Mythos entity might supply a book or a scroll detailing a spell. More characteristically, the entity imparts such knowledge by means of dreams or visions; each episode is disturbing and alienating, gnawing away at the character’s sanity and will. This may happen quickly or slowly, as the story requires. A Mythos entity may imbue a complete spell in a character’s mind by telepathy, though such a powerful experience also might send the character directly to the asylum—the Keeper should consider the level of Sanity loss (a minimum of 1D6 is suggested).

Once the process is complete, the Keeper may require the target to make a successful INT roll to retain knowledge of the spell. If this fails, the process must be started anew.

Investigators rarely receive information in this manner; however, cultists often do.

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