The Teuthida Incantation

The Teuthida Incantation was created by the Elder Ones. The Incantation is used to manipulate the abberate energy of chaos, creating maddening attack, or releasing bursts of the Elder Ones power.

Effect

The desired effect of the Teuthida Incntation is to harness the powers from beyond Ihetlo. At first, the Arcanist will be able to sense the location of thin barriers that the Elder World bled into Rakasha. But as the Arcanist grows in power with the Teuthida Incantation, they will conjure horrifying visions in a target, drain a creature of life energy to heal themself, and inflict powerful poisonous curses like the Witchblade's hexes.

Side/Secondary Effects

Some common side effects of the Teuthida Incantation are: slimy ethereal tendrils drift around the Arcanists body, eyes turn into a deep purpleish green, and constant nightmares from the Elder Ones.

Manifestation

Once the hand gestures have been completed then a eye with pseudopods will appear on the hand(s), finger(s), or eye(s). It will also, if unlucky, open a minor gate that will allow a creature from the Elder World loose.

Source

The cthonic powers that the Teuthida Incantation draws on is the Weave of Chaos, much like the Kirotera Incantaiton. Instead of shaping the flesh and manipulating liquids like the fleshcrafting Incantation, the Teuthida Incantation draws on the unknown aspect of the Weave of Chaos.

An eye with tentacles coming out of the pupil.
The Teuthida Incantation Symbol
Gestures & Ritual
The hand gestures to invoke the Teuthida Incantation is as follows:
  1. Hand must be a first.
  2. Fist must flatten into a board.
Related Discipline
Elder Ones
Related School
Weave of Chaos
Related Element
Madness, Mind, Poison
Effect Casting Time
Instantaneous
Range
Varies with each feature
Level
Basic Practitioner- Expert
Applied Restriction
Only with the teachings from the Elder Ones could an Arcanist learn the Teuthida Incantaion.
Teuthida Incantation Traits
  • ●○○○○
    • Elder Eyes:
      Requires: 1 Weave Surge Check   By expending 2 Stamina, you can see creatures, objects, or places that have been affected by the Teuthida Incantation within 60 feet. You do not need to be able to see what's affected within range to be able to sense them, but they must be within range.   You can only sense if something was affected by the Teuthida Incanation up to one week.   As you gain rank in the Teuthida Incantation, Elder Eyes' range increases by 10 feet.
    •  
    • Contort Mind:
      For 2 Stamina, you touch one creature. That creature must make a Mind + Endurance check. On a failure, you choose one of the following effects below.  
      • Amplify:
        The creature's emotional state doubles. If they are angry, then the creature might fly into a rage, burdening a spellcaster's concentration, for example.
        If they are happy, then they experience a rush of euphoria and ecstacy, bestowing a bonus to a creature's Empathy talent, for example.
        If the creature is Feared or Charmed, then they might fall unconscious from the fear or stay charmed for longer.
      •  
      • Deaden:
        The creature's emotional state is halved. If a creature is enraged, then the target will become mild tempered or calm.
        If they are happy, then a wave of calm will wash over.
        If they are Feared, then the condition ends.
     
  • ●●○○○
    • Haunted Mind:
      Requies: 1 Weave Surge Check per target; Concentration, up to 10 minutes   By expending 2 Stamina and 1 Weave of Magic, you choose a creature within 60 feet of you. They must make a Mind + Endurance check or take 4d8 psychic damage and are Stunned for 10 minutes.   As you gain rank with the Teuthida Incantation, Haunted Mind can be used on an additional creature.
    •  
    • Poisonous Psyche:
      Requires: 1 Weave Surge Check; Concentration, up to 1 minute; a small knife dipped in poison   By using 2 Stamina and 1 Weave of Magic, you create a 20 foot cube of madness within 60 feet. Anything inside the cube, must make a Intelligence + Mind check or take 4d8 psychic damage and become Traumatized (1d8). On a success, creatues take half as much damage and are not Traumatized.   As you progress in rank with the Teuthida Incantation, Poisonous Psyche's psychic damage increases by 1d8.
    •  
    • Transfer Life:
      For 2 Stamina and 1 Weave of Magic, you can choose a creature up to 30 feet from you. The creature must succeed on a Vigor + Arcane check against your Incantation DC or they become Devoured, or half as much on a failed save. You gain health equal to the damage dealt.   When you reach Third rank with the Teuthida Incantation, Transfer Life grants Enervated (2d6) to you when you cast it.
     
  • ●●●○○
    • Chaotic Insight:
      Requires: 2 Weave Surge Checks; Concentration, up to 10 minutes; 100 Gildings worth of Shilling dust.   During a 10 minute ritual after expending 2 Stamina and 2 Weave of Magic, you gain insight into one object, creature, or location that is wrapped in mystery -- afterwhich you regain your spent Weave of Magic. The insight you gain is cryptic, but you learn three of the following if its a creature:  
      • Race
      • Profession Levels (if any)
      • Incantaions (if known)
      • Hit Point Maximum and Current
      • Physical, Magical, or Essential attribute pools (choose one)
      • Short or Long term Madness (if any)
        If the mysterious subject is a place or object, you can ask three questions instead. The answers will often be cryptic.
    •  
    • Incite Madness:
      Requires: 1 Weave Surge Check; a Karathigan eye dipped in vinegar   For 2 Stamina and 2 Weave of Magic. you choose a creature you can see within 60 feet of you. The creature must succeed on a Intelligence + Endurance or suffers one Madness effect for 1d10 minutes.
    •  
    • Mental Scythe:
      Requires: 1 Weave Surge Check   Once per turn without expending Stamina and 2 Weave of Magic, you imbue a weapon or your Incantations with unfathomable power for 1 minute. Strikes or Incantations imbued with Mental Scythe deals an additional 1d10 psychic and inflicts Devoured on subjects hit by it.
     
  • ●●●●○
    • Corrupt Spirit Strike:
      Requires: A glass eye   By expending 2 Stamina and 2 Weave of Magic, you send a barrage of corrupted spirits in a 60 foot cone. Creatures in the cone must make a Dexterity + Arcane check against you Incantation DC. Any creature that fails takes 5d10 Necrotic damage, or half as much damage on a success. A creature killed with this feature adds an additonal 1d10 Necrotic damage to other creatures in the cone.
    •  
    • Incite Greater Madness:
      Requires: a Karathigan eye dipped in vinegar and a skinned Goh'blyn foot covered in dirt.   By expending 2 Stamina and 2 Weave of Magic, you choose a creature you can see within 60 feet of you. The creture must succeed on a Intelligence + Endurance check or suffers 2 Madness for 1d10 x 10 minutes.
     
  • ●●●●●
    • Invoke Abberant Claw:
      Requires: 2 Weave Surge Checks; Elder Thing flesh weighing 1 pound.   For 2 Stamina and 3 Weave of Magic, you conjure an appendage from the Elder Ones within 120 feet of you. Creatures within 20ft of where the claw forms must make a Dexterity check against your Incantation DC. On a failure, each creature takes 3d8 poison damage.   Once per turn without expending Stamina, you mentally command the psuedopod to Strike creatures within 60 feet of it. The target must succeed on Dexterity + Arcane check against your Incantation DC. On a failed check, the target takes 3d12 Magical Bludgeoning and 6d8 Necrotic damage and they are Restrained.   While you have a Restrained creature in the claw you can, once per turn without expending Stamina, siphon life from the target. The creature takes 2d20 necrotic damage and you gain hit points up equal to the Necrotic damage dealt.


Cover image: by LordGalakrond