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Sandy petersens cthulhu mythos (1) 146

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V Magic caster, no matter how unthinkably distant (generally, seeing the Yellow Sign, they become obsessed with it, when Carcosa’s star is above the horizon) If the message the King in Yellow, and Carcosa, effectively becoming arrives, Hastur’s attention is drawn to the person saying a cultist of the King in Yellow his name and Hastur acts as if at Influence Stage for the caster (see page 246) The caster must then draw others’ attention to Hastur in order to make them observers and subject to his presence and abilities INSCRIBE THE YELLOW SIGN School enchantment (compulsion) [chaotic, evil, mindaffecting]; Level Casting Time minute, or creation time if creating more elaborate signs (2 phases of half the casting time) Components S Optional Components F (a copy of The King in Yellow gives a +5 insight bonus on all skill checks) Skill Checks Craft (painting) or Profession (Yog-Sothothery philosopher) DC 15, success (diagram); Knowledge (geography) or Profession (Yog-Sothothery philosopher) DC 15, success Range touch Diagram the Yellow Sign may be drawn at any size, and its difficulty is not affected by size; sometimes the inscriber gets carried away in crazed artistry and makes it into an elaborate baroque sculpture or hides it such that it can only be seen as graffiti on multiple buildings from a certain angle, and these require higher Craft (painting) checks or other appropriate skill checks Effect one Yellow Sign Duration permanent Saving Throw Will partial; Spell Resistance no MAO CEREMONY School necromancy; Level Casting Time hours If ritual is interrupted before the hours are up the ritual fails completely Components M (1 gallon of blood from the target), SC (at least and up to 10, chanting from text; +1 bonus on non-diagram ritual skill checks per optional caster) Skill Checks Knowledge (arcana) or Profession (YogSothothery philosopher) DC 15, 1 success (diagram); DC 20, success Range touch Diagram target must be bound in the center of a 10-footdiameter circle (any material works for all parts of the circle except the glyphs, which must be drawn in the sacrificial victim's blood) Target helpless humanoid or monstrous humanoid touched Duration instantaneous Saving Throw none; Spell Resistance no This ritual replenishes magical power by sacrificing a humanoid or monstrous humanoid as fuel The target must be killed at the end of the ritual by the primary caster, typically using a spell or enchanted weapon When this happens, the primary caster gains a number of spell slots equal to the victim’s Hit Dice Spells of 2nd level cost Hit Dice, spells of 3rd level cost Hit This ritual—which can only be performed by insane Dice, and so forth These spell slots can be used to cast devotees of Hastur and the King in Yellow—inscribes or prepare spells as the primary caster normally can the Yellow Sign, which can only be noticed or identified and may exceed the primary caster's usual maximum, by insane creatures or those who have read The King in but fade after 24 hours Yellow play If a creature has read The King in Yellow and sees the Yellow Sign, the creature automatically becomes shaken and must succeed at a Will saving throw or be confused for 1d4 rounds If the creature becomes confused in this way, it has a percentage chance equal to the save DC of becoming permanently insane in a way defined by the caster of the ritual If a character or creature goes permanently insane from OBSCENE FERTILITY RITES OF SHUBNIGGURATH School transmutation [chaotic, evil]; Level Casting Time days (8 phases of day) Components V, S, M (as many kinds of tame and wild animals as possible are slaughtered and eaten throughout the week), F (7 Huge pillars of stone), SC (at least 100 and up to 2,000 participants, each of which must be able to survive a week-long festival of mindless orgies and ecstatic violence, and at least 10% of the participants 139

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