from the snake’s attack or other causes later while still of damage and is fatigued even if it succeeds on its missing the limb, he cannot be raised from the dead by saving throw If the victim fails the saving throw, it the raise dead spell Only a more powerful spell such as becomes shaken for day and must succeed at a second resurrection, true resurrection, miracle, or wish can bring Will saving throw or it gains an insanity that is not the victim back to life debilitating (generally a phobia; see Insanity rules This spell can only be cast on a target once by a on page 93) and also draws the personal attention particular caster, regardless of the number of secrets of Cthulhu (GM’s discretion as to the effects of this betrayed or the outcome of the spell You cannot cast communion) this spell on the same target again DREAD CURSE OF AZATHOTH School necromancy [chaotic, curse]; Level cleric 7, shaman 7, sorcerer/wizard 7, witch Casting Time standard action Components V, S Range touch Target creature touched Duration round/level Saving Throw none and Will partial; Spell Resistance yes Recorded only in desecrated tombs by worshipers of The target’s Intelligence decreases to It cannot Azathoth, this spell reduces the target's ability scores understand even simple words or phrases, although it to (unless they were already lower) The target can recalls basic feelings toward friends and foes and can follow simple instruction and recognizes friends It be guided with Handle Animal checks as if it were an cannot cast spells and its caster level for any spell-like animal It cannot cast spells abilities is reduced by (the spell-like abilities can't be cast if the caster level is reduced below 1) The target receives no saving throw to resist the spell initially, but can attempt a Will saving throw as a full-round action each round to regain its faculties This spell can be ended early by a heal, limited wish, miracle, or wish spell DREAM SENDING OF CTHULHU School Illusion (phantasm) [chaotic, evil, mind-affecting]; Level alchemist 6, bard 6, cleric 6, inquisitor 6, mesmerist 6, psychic 6, shaman 6, sorcerer/wizard 6, spiritualist 6, witch Saving Throw Will partial; Spell Resistance yes 116 ENLIGHTENMENT OF THE BLIND IDIOT GOD School transmutation [chaotic]; Level cleric 4, medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch 4 Casting Time standard action Components V, S Range touch Target creature touched Duration day/level Saving Throw Will negates; Spell Resistance yes FEROX School transmutation; Level cleric 9, druid 9, shaman 9, sorcerer/wizard 9, witch Casting Time standard action Components V, S Range touch Target creature touched Duration round/2 levels Saving Throw Will negates (harmless); Spell Resistance yes (harmless) The target's Strength score increases to 30 or the highest among all enemies within 60 feet, whichever is lower This spell has no effect if the subject has no enemies within 60 feet Its bonus adjusts at the start This spell functions as nightmare except as noted here of its turn each round to reflect the highest Strength It allows the presence of Cthulhu to enter the mind among foes within 60 feet This spell has no effect on of the target creature The victim suffers 1d10 points creatures with Strength scores of 30 or greater