Contact Spells

Contact spells are divided into two separate groups: spells concerned with contacting Mythos creatures and monsters, and spells for contacting Mythos deities.   Using Contact spells a cultist could get in touch with monsters and alien races, perhaps to learn about magic, gods, or alien species. The caster should have a definite goal in mind; bargains might be struck and plans negotiated.   Contact spells do not give the caster the upper hand though; the spell is merely a method of establishing contact. Remember these are independent and intelligent beings with their own motivations - casters make contact at their peril! This is distinctly different to Summoning Spells that have the potential to allow casters to bind the summoned beings to their will.   Procedures are much the same for each Contact spell, though particular conditions or requirements may be unique. Knowing one Contact spell is of no help if casting another. Many versions of Contact spells exist.   Cast properly this spell always works, unless there are no such things living within a convenient distance (flying polyps might journey from the City in the Sands to some part of the Veluntia, but might ignore the chance to fly to Adlak).   A contact spell takes five to ten rounds to cast. The thing reached by the spell may appear in a game hour or take a game day or more to show up. For a random appearance in hours, roll 1d100. Entities living nearby will walk, swim, dig, or fly to the spell point. If the trip is too long, the thing called by the spell never shows up. Things from other dimensions can appear in any characteristic or evocative manner.   The spell brings a random member of the species, presumably with its own motives. The caster should try to be alone, or to be with no more than a small group, in order to not seem threatening. Once the contracted thing appears, it is free to depart, so if the caster has something to offer it, the chances for an extended meeting greatly improve.   If the contacted species is large, such as a flying polyp, only one will likely appear. If it is a human-sized or smaller, the Keeper may determine if several representatives arrive as a group.   There is no guarantee that a contacted entity would rather bargain with, or devour, the caster. It will have an alien motivation; however, if further contact seems of advantage to both sides, then some interesting roleplaying may emerge.   As mentioned, each version of the spell requires certain conditions to be in place for it to work.
Material Components
Cost: Refer to specific spell
Sanity Cost: 1D3 (plus more to view the monster)
Effect Casting Time
1d6+4 rounds

Articles under Contact Spells


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