Magic and sorcery in China tends to
involve the manipulation of spirits and elements of the natural world. This
stems largely from the Taoist teachings of Lao-Tze which themselves derive from
the animism and ancestor-worship that prevailed at the time. Taoism taught the
‘Way’ and offered the universe as a structured machine which could be
mystically manipulated according to the will of skilful practitioners. Taoist
sorcerers were said to be adept at using sympathetic magic to create charms and
talismans; they were rumoured to be skilled in summoning and binding spirits to
do their will and they were able to use astrology and other forms of divination
to foresee the future. This ‘hands-on’ esoteric approach caused a sharp rift
between them and the Confucian scholars who were also coming together at the
time: magic in all its forms is anathema to the Confucian approach. The highest
form of Taoist mysticism is Chinese alchemy which, like Western alchemy,
focused upon the transformation of metals and life extension.
*****
Chinese Alchemy
Surprisingly, Chinese alchemy is very
much like Western alchemy and flourished at roughly the same time. The main
difference between the two is that, while Europeans hungered to create gold
from base elements, the Chinese pursued immortality as the craft’s highest
goal. Not that the Chinese didn’t try to make gold also: immortality, their
‘Philosopher’s Stone’ by another name however, was their driving aspiration.
The alchemy of the Chinese is on the face
of things another form of Taoist sorcery: elements are placed within their
hierarchy in the world and concoctions are made to ‘push’ elements into higher
states of being, usually by exposing them to those mixtures or elements which,
to the Chinese mind, already exist in paradoxically opposing states, such as
mercury, a metal in a liquid state. Many Chinese alchemical compounds involve
mercury (in the form of cinnabar), arsenic and pure potassium, which should be
a warning to anyone willing to partake of the recipes readily available in the
major texts. Interestingly however, the Chinese alchemists were unwilling to
share the results of their studies and wrote in code: Western alchemists did so
too but to hide from the Inquisition; with no such organ to persecute them,
alchemy students in China perceive the writings of past masters as somehow
deliberately cryptic, a kind of test for the faithful, littered with pitfalls
for the gullible.
Buddha’s Tears (Chinese Alchemy)
This is a highly secret treatment of
snake bone, combined with other materials, that makes a powder which is
sovereign against all poisons, natural or manmade. The creation of this
compound is probably the origin of the ‘black stone’ treatments for snakebite
which abound throughout the world.
The compound is derived from the crushed
skull and tail bones of a poisonous snake. These are distilled, along with a
range of other materials, to create a white powder which may then be formed
into pills or served as a type of tisane.
The entire process takes about 40 hours and 15 Magic Points and creates 1d4
doses.
Distillation of the Elements (Chinese
Alchemy)
By means of this spell a Martial Artist
can ignore the effects of several attacks, anticipating them and dodging them
through their complete mastery of the elements. The subject enters a brief
period of meditation and chants the appropriate mantras, while spending all of
their Magic Points; thereafter, entering the fray, they become immune to the
attacks of the enemies arrayed before them, sidestepping and dodging all
attacks as if they had foreknowledge of their imminence. The Keeper rolls 1D8+2
and determines that this is the number of subsequent attacks that will have no
effect against the character concerned.
Divide Spirit & Flesh (Chinese
Alchemy)
This spell creates an elixir which causes
the spirit to separate from the body. The creator mixes and distils a selection
of rare substances, adding 15 Magic Points to the concoction in the process;
the final element is a piece of the drinker – blood, hair, skin – and 2 POW.
Once imbibed, the potion makes the drinker feel slightly dislocated from their
surroundings, as if they are viewing things at a slight remove. People meeting
the drinker will see them as somehow less lively than usual, as if they had
become somewhat dull. These effects cause the imbiber to lose 0/1d4 points of
SAN.
It is only when the character dies that
the full effect of the potion becomes clear. Upon death, the spirit of the
imbiber moves away from the body and the character is now considered to be an
immortal ghost. They cannot interact with the real world, passing through solid
obstacles; neither can they be heard. They fall prey to all the enchantments
that are designed to prevent, bar or destroy spirits of any kind. In their
presence the ambient temperature drops and they may be vaguely seen in windows
or mirrors under certain conditions; some photographic processes may be able to
capture glimpses of them. This transformation causes the subject to lose 0/1d10
SAN points.
The spirit has one advantage left to
them: they are able to invade the bodies of others whilst they are unconscious
or subconscious. Unconscious individuals may be readily occupied, although the
occupying spirit must navigate any difficulties incurred by drugs or alcohol in
the body’s system. Once the body regains consciousness, the spirit must compare
their POW against that of the body’s usual occupant on the Resistance Table in
order to remain in control; this contest must be repeated every hour until the
spirit is forced out. If the body is attacked and wounded while being ‘ridden’
by the spirit, the spirit is instantly forced out.
Invading the bodies of subconscious
individuals involves a similar process however the spirit and the body’s tenant
must match POWs on the Resistance Table to see who will take charge of the
body; if the spirit fails they cannot try again for at least an hour. Other
than this, the process remains the same as previously discussed. Once in
control the spirit is able to do pretty much whatever they like with their new
body, up to and including killing the vessel, although this will incur a 1/1d8
SAN loss. Spells such as the Powerful
Sutras of Kuan Yin will, if successful, cast the spirit out of its
possessed form.
Elixir of Warriors (Chinese Alchemy)
“See things no-one else can see; do
things no-one else can do...”
-‘Egg’ Chen (Victor Wong), “Big
Trouble in Little China”
This is a potion derived from six
different rare herbs esoterically connected to the elements of wind and of
fire. These six essences combined are usually carried around in a special
talisman bag known as a ‘Six-Demon Bag’. When brewed into this concoction the
result is an efficacious remedy against the effects of fear and self-doubt.
Combatants who imbibe at least 100ml
(3.38 fluid ounces) of this medicine before entering battle, will have a bonus
of +20 percentiles on all of their combat skill rolls; as well, they are immune
to all magical fear effects for the duration of the succeeding battle, whether
caused by spells, artefacts or the natural armoury of monstrous beings. At the
Keeper’s discretion, the potion may also confer upon each drinker 1d10 points
of mystical Armour.
The six herbs required for this potion
are very rare and are located only in dangerous or hazardous places around
China and the Far East; certainly they cannot be simply obtained from any local
market. Finding them could very well be the basis of a whole Call of Cthulhu adventure in and of
itself...
Form of Air (Chinese Alchemy)
With this spell, the adept enhances the
elements which combine to make up his or her being. It has been rumoured (or
perhaps just reasoned) that there must be five of these spells, one for each of
the five elements, however this is by far the most commonly encountered
version.
Using this spell, the adept transforms
his or her physical nature to accord more closely to the substance of air. This
is accomplished by the burning of several rare aromatic herbs and embarking on
a period of meditation for at least an hour, during which 10 Magic Points are
spent. Thereafter, the body of the practitioner becomes lighter, more ‘airy’.
Under the effects of this magic, the
caster is able to move easily across surfaces or obstacles which normally would
not support their weight: stretched cords or strings, bamboo poles or the stems
of reeds. As well, they are able to jump four times their usual distance, climb
at four times their ability, and, if jumping from a high place, will simply
float down in the fashion of a feather. These effects last until the following
sunrise.
Some adepts are able to use this spell with
great effect by combining it with their Martial
Arts skills; however, there is a catch: if the caster is struck, or
stumbles, or is otherwise violently affected by an outside agency, the spell
terminates immediately. This makes using the spell in Combat a risky endeavour
suited only for the most skilled warriors.
Ghost Gold (Chinese Alchemy)
There are several different incarnations
of this spell – they are usually to be found in those alchemical texts which
claim to be able to transform base elements into gold or other precious metals.
The spell is usually included in various texts to trap those readers whose
studies haven’t been as stringent as they ought to have been.
On average, these spells take around 50
hours to complete and include many expensive and rare ingredients (a successful
Luck Roll by the caster will
eliminate all but the most essential of these components). The process also
involves the expenditure of the caster’s maximum number of Magic points. The
end result is half a kilogram (1.1lbs) of material that will, under all of the
most rigorous tests, appear to be gold (NB. The
Golden Mantra will never register this substance as a precious metal). The
material retains its false qualities for roughly a month and then reverts to
its former state
*****
Taoist Sorcery
Taoist sorcery is built upon a foundation
of shamanic practise dating from the early animism and ancestor worship of the
pre-dynastic Chinese peoples. Shamanism involves allowing spirits from the
‘other side’ to possess magical practitioners and communicate their intentions;
over time the Taoists not only defined the ranks and positions of the spirits
in a ‘heavenly hierarchy’, they also established means whereby spirits could be
coerced into other types of vessels – such as scrolls, or wooden artefacts -
and used to empower various inanimate objects, thus freeing the sorcerer to
wield the energies of the supernatural world. Taoists see the world as an
admixture of the five elements suffused with the power of ‘ch’i’ (literally, ‘breath’), a motive energy empowering all of
creation and inspired by the mysterious powers of the unknowable, but knowable,
‘Tao’.
Taoist magic users see the world in its
structured hierarchy and choose to subvert it for their own ends. They seek
contracts which spirits and magical creatures to gain access to powers such as
flight and immortality. Most Taoist magical texts concern the construction of
talismans to bind such beings, or else they reinterpret various Buddhist sutras as direct incantations for
controlling monsters or summoning magical effects (much as Western magical
practitioners would chant the Pater
Noster as an effective charm against the Devil). Mirrors form a major part
of the Taoist Sorcerer’s armament and are used for divination, scrying,
reflecting negative forces and the summoning of lightning. A great emphasis is
placed upon writing, as the idiomatic Chinese script was felt to be a means of
capturing the ‘essence’ of beings: Taoists used pens made of pear wood, as it
was thought to be free of negative influences.
The teachings of Buddha outline a path
towards ‘enlightenment’, defined as a guide to stepping off the Karmic Wheel
and leaving behind the physical world, as experienced by the Soul’s endless
reincarnation. A Taoist interpretation of the writings, or sutras, of Buddha reveals a hidden means of accomplishing this
enlightenment immediately, without having to die and be reborn. This type of
‘exoteric’ interpretation was also popular in Japan among the yamabushi or ‘mountain priests’, some of
whom gave rise to ninja clans.
Approaching the mystical writings in this fashion is akin to using the Bible as
an explicit road map to Heaven.
In various literary sources, Buddhist and
Taoist monks are often teamed up as sympathetic opposites in the narrative: the
Buddhist monk defers to higher powers as to the outcome of a situation while
the Taoist takes a more active role in forcing a result. In most narratives, it
has to be said, the outcome is always the same, regardless of the monks’
actions, and they share a comradely ‘in joke’ in regards to this. In this trope
can be seen the distinct natures of these two ‘newcomer’ beliefs to the Chinese
worldview: Buddhism is a passive viewpoint, while Taoism is active and assertive.
It is this perception which also paints Taoists as somehow ‘darker’ than the
Buddhists and, for this reason, Taoist sorcerers are traditionally regarded
with suspicion.
Taoist sorcery lent its influences to feng shui, to various martial arts and
to Chinese astrology and each art borrowed from the others to some extent.
Talismans to correct ‘negative energy’ have a sorcerous feel to them, such as
the coin swords, octagonal mirrors and flutes, used to deflect bad energies in feng shui; coins from the time of the Kiangxi Emperor (1654 to 1722) were
considered the most efficacious, as he ruled for an entire rotation of the full
Chinese zodiac. This type of thaumaturgic sympathy is a hallmark of most
Chinese magic and finds its truest expression in the Taoist mystical worldview.
Binding Steel (Taoist Sorcery)
This spell allows the Martial Artist to
become bonded to their Chinese straight sword. The casting requires an
expenditure of 2 POW and all of the caster’s Magic Points: after this the
wielder and their sword are bound together. When using their sword in
conjunction with their particular school of training, the Martial Artist is
able to perform miraculous feats: they are able to cut through any non metallic
object as though it were a vegetable substance. For instance, they can cut
through a brick wall or a porcelain cup as though it were a stick of bamboo.
The longer the Martial Artist possesses the sword the greater its capabilities
until finally it can cut through rock as easily as it cuts through paper. If
the sword is ever wrested from the Martial Artist it will suddenly become an
ordinary sword, able to cut through anything an ordinary sword can cut through;
significantly though, it will operate at +50% against the previous owner in
battle. If the Martial Artist regains their sword it functions as though the
spell had been newly cast, with the damage being significantly less than when
they lost their weapon.
Create Six-Demon Bag (Taoist Sorcery)
“Jack
Burton: Hey, what more can a guy ask for?
Egg Shen: Oh, the Six-Demon Bag!
Jack Burton: Terrific, a Six-Demon Bag. Sensational. What's in it, Egg?
Egg
Shen: Wind, fire - all that kind of
thing!”
-Jack
Burton (Kurt Russell) and ‘Egg’ Chen (Victor Wong),
“Big
Trouble in Little China”
This talisman has two uses: the first is
for the storage and preparation of special herbs used in Chinese alchemical
potions; the second is as a defence against certain inimical creatures.
The bag is made from the skins or hide of
six different creatures which have unsuccessfully threatened the owner (thereby
allowing the creator to sample the outer coverings of those attackers). Once
sewn up together into a small bag, the creator of the talisman accrues certain
benefits against other creatures of those types. For example, the bag may be
made from the skins of a Siberian Tiger and a Snow Leopard, a King Cobra, a Chinese
Alligator, a Moon Bear and a Tiger Shark; in combat with these beasts, the owner
of the bag has +20% on all their efforts to defeat the creature, and the beast
has -20% on all its attacks against the wielder. Further, the ‘Bag’s owner
never fails a Luck Roll in combat
with these “demons” and has an impending sense of their approach to attack.
While all of this sounds like a great
benefit, there are some downsides. First, most Mythos creatures – Mi Go, Elder
Things, Byakhee – do not leave any permanent residue after their despatch,
therefore their skins cannot be taken for use in the Six-Demon Bag; second, the
skin of humans only works against the specific human being that it came from –
making a ‘Bag that works only, for example, against six specific people.
Thirdly, the ‘Bag is species-specific, meaning that one made from six different
species of sharkskin will only work against those six species, not all types of shark.
The other use of the Six-Demon Bag is to
contain and enhance the potency of various herbs and spices used in alchemical
procedures. When these ingredients are contained in the ‘Bag for a month, their
efficacy in magic is increased; this means that the Magic Points to be expended
in any magical workings is reduced by half (rounded up).
The Six-Demon Bag is constructed within a
warded work area (protected by Octagonal Mirrors of Fortune, for example).
Working on a surface of pear wood, the elements of the ‘Bag are stitched
together while ritual incense and gold paper are burnt. The skin of the ‘Bag
must be branded with words of power prior to being sewn together. Work on the ‘Bag
must only be performed during daylight hours and the caster must chant ritual
sutras while doing so. In all, the ‘Bag takes a week to construct, and the
caster must expend 1 POW and all of their Magic Points during this period.
Divination (Taoist Sorcery)
Use of this Confucian text for
determining the future is frowned upon by many practitioners of the faith, much
as using the Bible for bibliomancy is looked at askance by the leaders oif most
Christian faiths. Still, the Taoist roots of the text are unequivocal and there
are those who are able to unlock its inner secrets. While many market fortune-tellers
are willing to cadge a few cash from gullible foreigners by spinning any old
rot from the hexagrams and their verses, there are ways to actually determine
the course of someone’s luck from tossing the yarrow stalks.
In practical gaming terms, it isn’t
always possible to re-enact future events, although some skilful Keepers may
well be able to spin a good story out of the foretelling of coming events: if
so, more strength to them and this is an elegant means of outing out this
spell. The other way of doing so is as follows:
The Keeper asks the player attempting to
tell the future to roll 1D8; they then are asked to roll that many Luck Rolls, noting down the result of
each roll. From this point on, those rolls are sacrosanct, set in stone, until all
have come to pass in order: each time a Luck
Roll is asked for by the Keeper, the next one is crossed off until all
foretold Luck Rolls have been used
up. In this way, the player and the Keeper both know the character’s outcome,
in terms of Luck, for the foreseeable future.
Casting this spell requires the knowledge
of someone who knows what they’re doing. It also needs 5 Magic Points from the enquirer,
or the one asking about the future. Depending upon the outcome of the Luck
Rolls, the Keeper may impose Sanity losses, but these are by no means
absolutely required.
Enchant Bell (Taoist Sorcery)
“...Gold and brass will never meet,
silver and iron will never fuse, until the flesh of a maiden is melted in the
crucible, and until the blood of a maiden is mixed with the molten metals...”
Lafcadio Hearne,
Some Chinese Ghosts: “The Ghost in the Great Bell”
This spell requires a thorough
understanding of bronze-smithing and foundry capabilities. The magic enchants a
pair of bells, both tapering to 15 feet in height. Both bells must be infused
with 25 Magic Points: the caster must also lose 2d6 SAN. A sacrificial victim
must be thrown into the molten metal prior to casting and this will grant the Bells an average of 10-12 points of POW
(that is, the equivalent of the victim’s POW).
The bronze ingots from which the bells
are cast must all be impressed with the Taoist seal of Zu-Che-Quon for the
spell to be effective; as well, the construction of the bells must take place
only at night and only utilising the light from the forge itself, making the
task that much deadlier. The clay for the casting must be laced with human
blood and the only wood to be used in the process (for making charcoal, etc.)
must be pear wood, which is considered spiritually ‘clean’. Once the casting is
complete, the bells must be allowed to cool down unaided, a period in which any
direct light impacting upon them, from a source other than the forges which
created them, will cause them to fracture. As they successfully cool, the
ambient light around them severely diminishes until they are swathed in
darkness.
The final test for a successful casting
is to strike one of them: the struck bell will make no noise while the other
bell will ring.
Enchant Coin Sword (Taoist Sorcery)
A traditional coin sword is made from a
number of Chinese coins tied together with red thread into the shape of a
sword. Mundane types of these talismans are said to slice ‘bad fortune’,
rendering it ineffective; this version of the device is much more potent. The Coin Sword must be made of 64 coins
dating from the reign of the Kiangxi
Emperor: a mantra is muttered while the coins are tied together and the
finished ‘Sword is then passed
repeatedly through the smoke of a pear-wood fire until sunset. This process
requires the caster to sacrifice 3 POW and a minimum of 10 Magic Points.
Thereafter the Coin Sword displays a
number of magical effects:
Firstly, the Coin Sword will, upon command from the caster, collapse into an
innocuous pile of coins and string, instantly re-forming into a dagger shape
when ordered to do so by its creator. Secondly, if used as a weapon, it will do
damage similar to a dagger (1d4+2+db) even to creatures subject to damage only
from magical weapons; the Coin Sword
also Impales, even creatures normally
immune to such damage. Finally, if the wielder of the ‘Sword has to make a Luck
Roll and fails while using this talisman, they can instantly re-roll their
attempt at half their standard Luck.
Legend has it that there is a version of
this talisman where the red string is replaced by the sinews of a person
related to an enemy of the creator: this weapon is supposed to give great power
to the caster against their foe, negating any Armour and magical defences and doing an extra 2d6 damage.
Enchant Taotie
(Taoist Sorcery)
This spell requires a bronze artefact
decorated with a taotie image dating
from the Shang or Zhou Dynasty.
The caster sacrifices 3 POW and 1d6 SAN whilst inscribing words of power in ink
upon the bronze image to be enchanted: afterwards the ink may wash off but the
spell remains in place until activated. Once cast, the image will animate as an
invisible protector according to the desires of the caster.
The caster must state the conditions
under which the image will activate. The spell can be as specific as “if anyone
not worshipping Nyarlathotep passes this image” or “anyone not sympathetic to
my goal to destroy the Earth” but the activation principle must be stated as part of the spell. Note that the condition
“anyone to whom I take a dislike” or “anyone I subsequently nominate as an
enemy”, or similar, will not be sufficient for the purposes of this spell. Once
activated, the taotie will do its
utmost to destroy those against whom it is directed. If defeated, the taotie will resume its inanimate form
and not subsequently attack those who previously defeated it; it will, however,
reanimate against a new set of intruders.
Taotie
(Lesser Servitor Creature)
“The taotie on Zhou bronzes has a head
but no body. When it eats people, it does not swallow them, but harms them.”
-Lushi Chunqiu, Spring and Autumn Annals:
Prophecy
A taotie
is a stylised, zoomorphic creature used to decorate the ancient bronze
artefacts of the Shang- and Zhou Dynasties. These images are highly decorative
and have in common staring eyes and a multitude of flailing, armed limbs; in
some cases the taotie represents only
a face with starting eyes and bared fangs. These images are usually found on
ritual vessels, such as censers, or on doorplates, where their fanged maws grip
the handles of the doors they guard. Occasionally, a taotie can decorate the pommel, or guard, of a sword or dagger.
Although it is not known what sort of animal is depicted by the taotie, the intent of these images is to
act as a fierce protector or guardian of the object to which they are attached.
By means of ancient Taoist spells, the taotie can be enchanted to come to life
and defend its owner or the object to which it is attached. When this occurs,
the creature is not clearly seen: the engraved image may seem to shift and move
slightly by those exposed to its wrath; however, the monster is largely
invisible, although accompanied by fearsome roars and shrieks. Further, as it
moves and strikes, its invisible form rings with the clash of metal.
The taotie
attacks by biting its opponents and these wounds are vicious and terrible;
however, since the creature has no body per
se, the rent flesh is not devoured but simply dropped after the attack is
completed: the victim of such an attack is a terrible sight to behold (possibly
necessitating a SAN roll). The beast can be attacked but has all the qualities
of the metal from which it is made: attacks will ring, bell-like off its
invisible hide and sparks will fly to indicate a successful strike. Given this
metallic quality, the taotie is
immune to Impaling attacks. All attacks against the invisible creature are at
-10% (excepting attacks which have an area effect).
TAOTIE, Ancient Invisible Guardians
STR: 4D6+20 (Average: 34)
CON: 3D6+10 (Average: 20-21)
SIZ: 6D6+15 (Average: 36)
INT: 1D6+1 (Average: 4-5)
POW: 3D6 (Average: 10-11)
DEX: 2D6+12 (Average: 19)
Move: 12
SAN: 0
HP: 28-29
Weapons: Bite 70%, 2D6+db
Armour: 10 points of Metallic Hide; the taotie is immune to Impaling attacks
Average Damage Bonus: +2D6
Spells: None
Skills: None
SAN
Loss: it costs 1D8 SAN to
encounter an Enchanted Taotie
The Golden Mantra (Taoist Sorcery)
This is a fairly simple spell that has a
powerful but often limited usefulness. By means of the spending of a minimum of
2 Magic Points and the rapid chanting of the invocation, the caster is able to
see the presence of gold, silver, or platinum around them in a 10 foot (3
metre) radius. For every Magic Point spent above the minimum, another 10 foot
(3 metre) radius can be covered. The spell does not reveal the presence of
traps or protective magicks; only the location of such metals and their
distance from the caster.
Harmonious Chimes of the Boddhisattvas
(Taoist Sorcery)
This spell can be cast upon any set of
wind chimes or a small bell. The enchantment costs 5 Magic Points and involves
some chanting and a sacrifice of uncooked rice thrown to the four compass
points. Thereafter, while the chimes or bell are free to sway in the breeze,
any predatory animals will avoid the area around them (to the distance wherein
the chimes or bell can be heard). Additionally, those pursuing the caster (or
seeking similar travelling groups or individuals with ill-intent) will suffer
-20% to their Track, Spot Hidden, Listen,
Navigate and Luck Rolls, where
such rolls are actively used to discover the caster and their companions. Those
affected by the ‘Chimes will not
consciously hear the tinkling sounds that they produce and will be unable to see
the magical device; however, if the ‘Chimes
touch the ground, they will cease to work. In any event, they stop magically
functioning at the next dawn.
Lantern of the Fire Crows (Taoist
Sorcery)
By means of this spell the Taoist
sorcerer creates a cage to contain Fire Vampires. The sorcerer creates an
eight-sided lantern of brass with mirrored panes and enchants it with 10 Magic
Points. When a Summon/Bind Fire Vampire
spell is next cast in the vicinity of the Lantern,
the ‘Vampire is automatically contained within the cage and remains there
indefinitely; with the expenditure of a further 10 Magic Points another Fire
Vampire can also be contained: up to 4 ‘Vampires can be so trapped. As each is
released, the delayed Summon/Bind
spells which caused their appearance take effect and can be enacted as per
usual, but with the creator of the Lantern
as the controlling influence. If the Lantern
(15 Hit Points) is destroyed, all Fire Vampires contained within it are freed
under their own volition.
Octagonal Mirror of Fortune (Taoist
Sorcery)
The octagonal mirror, or Bagua Mirror, is a feng shui element designed to ward off bad fortune. This version
has similar properties, in that it deflects negative magical effects from a
designated area. Only the frame of the mirror is actually octagonal, about 4 to
6 inches (10.16 to 15.24 centimetres) across, surrounding a circular mirror;
this frame is decorated with hexagrams from the I Ching in various ritual colours. When placed above, or on, a door
or window, it protects the room immediately beyond this portal. All individuals
within this space enjoy the benefit of +50% to any Resistance Roll required to deflect a magical attack (even a
beneficial effect) launched against them.
Creating the Octagonal Mirror requires the sacrifice of 10 Magic Points; the
frame of the ‘Mirror must be made of
pear wood. The Octagonal Mirror of
Fortune is only useful if it is placed outside a building: if it is taken
inside it ceases to work and will not function thereafter.
Octagonal Mirrors of Scrying (Taoist
Sorcery)
There are two different versions of this
spell: one mirror allows the creator to see events at a great distance removed;
the other prevents such clairvoyant intrusion. Both mirrors resemble the feng shui bagua mirror, being
octagonally framed and marked with eight hexagrams from the I Ching; however, the mirror for
granting clairvoyance is convex, while the mirror to prevent this effect is
concave. Both types of ‘Mirror must
be made of pear wood and 10 Magic Points must be expended in their creation.
The convex mirror can only scry living,
mortal beings native to this world, not extra-terrene creatures, beings from
Earth’s Dreamlands or other dimensions or time periods. The viewer need only
inscribe the name of the person upon whom they wish to spy in ink upon the back
of the mirror and they will then be able to observe them for a duration of
(1d6-1)+10 minutes. Note that the spell allows for visual impressions only; no
sound is transmitted by the enchantment. As well, the subject of the scrutiny
is able to make a Luck Roll as the
time period of the spell ends in order to gain a brief sensation of having been
secretly watched.
Like the Octagonal Mirror of Fortune the concave Mirror of Scrying only works if placed above a door or window
outside of a single room. Until it is removed or taken indoors, that room is
sacrosanct against any attempt to scry within using a convex Mirror of Scrying.
Powerful Sutras of Kuan Yin (Taoist
Sorcery)
These are a series of potent prayers
written on strips of paper using a pear-wood pen: the caster must succeed in
three consecutive Art: Calligraphy
rolls in order for this spell to be effective. The caster must then expend all
of their Magic Points to empower the papers. Once this is achieved, the ‘Sutras may be used to cast out a
possessing influence from an individual who is being dominated by spirits,
ghosts or similar. It is especially effective against the Jiang-shi.
The caster must tie, pin, or paste the
strips of paper to the forehead of the possessed individual: this has the
immediate effect of paralysing the victim, rendering them incapable of
movement. Thereafter the caster pits their POW against that of the possessing
entity on the Resistance Table; the
caster gains a benefit from the ‘Sutras
of +40% to their Roll. If successful, the possessing spirit is driven from the
victim; the thoughtful practitioner will take care to have other magicks
prepared to prevent the spirit dominating someone else in the vicinity, if this
is a danger. If unsuccessful, the victim is once more free to move and act
according to the will of the possessor: other attempts at using the ‘Sutras may be tried but only after a
period of rest on the behalf of the caster.
Note well that certain possessing
entities cause death or hideous damage when abandoning a host and this spell
does nothing to mollify or halt these effects.
Rebuke the Taotie (Taoist Sorcery)
This spell requires the use of a bronze
gong, bell, or chime dating from the Shang
or Zhou Dynasty. By ringing this device and commanding an animate taotie to desist, the enchanted creature
will be forced to return to a quiescent state and will thereafter ignore the
caster.
The caster matches their POW with that of
the taotie on the Resistance Table in
order to be effective; they also must expend 10 Magic Points. If this roll
fails, the taotie becomes enraged at
the caster and singles them out for attack, ignoring all others.
Summon Dragons of Rain (Taoist Sorcery)
This is a weather-affecting spell that
causes a particular effect – precipitation. The caster expends as many Magic Points
as they desire whilst chanting the sutras required for the spell; as well, they
can invite other participants to accompany them, adding their Magic Points to
the effect. The spell takes and hour to cast, at the end of which a Luck Roll must be made (an averaged roll
if there is more than one caster) by the Keeper. If this roll fails nothing
happens and the effort has been wasted, although the caster(s) will not be
immediately aware of their failure.
Should the spell be successful, a violent
rainstorm occurs 2D10 minutes after the spell casting concludes. The area covered
by the storm is equal to a 250m radius multiplied by the Magic Points expended;
the duration is equal to the Magic Points expended in hours divided by two
(round up), or until the next sunrise.
Sword of Shang-ti (Taoist Sorcery)
This spell is cast upon a small metal
object, like a coin or a ring. The caster chants invocations to the Heavenly
Emperor, Shang-ti, while burning gold paper; the object to be enchanted must be
wrapped in silk (possibly in a small pouch) and suspended in the smoke of the
fire made by the gold paper. The caster expends 8 Magic Points and 1D6 points
of Sanity in this process.
The spell comes into effect the moment
that the metal object is removed from its silk shroud. 1D8x10 minutes later, a
bolt of lightning will streak down out of the heavens and strike the object,
obliterating it and anything intervening (10d10 points of damage). Alarmingly,
the bolt will not be diverted by anything conductive standing higher than the
target (trees, flagpoles, pagodas, etc.). However, if the target object is
buried or passes more than a foot below the surface of the earth, the spell
fails to work.
Touch of Yen Wang-yeh (Taoist Sorcery)
This spell or variants of it has passed
into Martial Arts folklore and it is rumoured that some ancient texts contain
the secret of how to perform it. Some believe that Bruce Lee was the victim of
a variation of this knowledge, known as “Dim Mak”.
By means of this spell, the sorcerer creates
a sympathy between himself and the intended victim. This is gained by means of
resonant harmony involving the ringing of a chime or the chanting of a humming
sutra whilst concentrating upon an image of the victim or an article of their
person or property. The costs of so doing are 1 point of POW and 1D10 points of
SAN.
Having thus created a harmonious resonance,
the caster must then touch the victim with their hand, upon the palm of which
they must write, in ink, the characters of the death god, Yen Wang-yeh. This
requires them to make a Fist/Punch
roll, although the impact need not be an aggressive force – the lightest touch
will suffice. Thereafter, the victim will lose 1D2 points of either STR, CON,
or DEX (randomly chosen) each day until they die. When this occurs, the caster
loses a further 1D6 SAN.
The only way to prevent the death of the
victim is to identify and kill the caster.
Ward of Steel (Taoist Sorcery)
By means of this spell, the caster can
confer upon the recipient an immunity against steel weapons. This means that
any weapon which successfully strikes the recipient which is made largely of
iron or steel will not cause any damage, although it will look as though it
has, with blood gushing and flesh apparently rending.
The spell requires that the caster write
a complicated invocation using a pear-wood pen upon a blank scroll; if this
scroll falls into the hands of unfriendly parties it can be neutralised immediately.
The casting requires the sacrifice of 1 POW and 10 Magic Points. Once cast, any
martial strike upon the subject will cause no lasting bodily harm;
alternatively, any friendly contact with the subject causes great damage, the
more intimate, the greater the harm. Martial Artists who are the subjects of
this spell become instant loners, unable to bear the close contact of friends
and acquaintances: the consequence of bearing this charm is a loss of 1d10 SAN
points.
War Drums of Lei Kung (Taoist Sorcery)
This spell requires the skin of an
intelligent creature, killed while surrounded by a thunderstorm. The skin must
be marked with the characters of the thunder god Lei Kung and cured or tanned
in preparation for use as the heads of a set of drums. The creation of these
drums costs 2 POW (1 for each drum) and the creator’s maximum amount of Magic
Points over 1 week. The caster must work only during the hours of darkness, in
a ritually-pure enclosure while burning gold paper and incense. If a
thunderstorm occurs during this time (Luck
Roll) the efficacy of the ‘Drums is enhanced by +20%.
The power of the War Drums is a factor of
the number of Magic Points expended in their creation: this number multiplied
by 5 is the amount those listening to the ‘Drums must overcome with their POW
on the Resistance Table. If they fail this roll, they immediately panic and
flee the area, not stopping until they are out of earshot, and thereafter they
will not willingly return to the proximity of the sound. All animals within
hearing of the War Drums are automatically put to flight.
*****
Mythos Magic
Bells of Darkness
These ‘Bells are made of bronze, are lens-shaped in cross-section with an
inward-curving mouth and taper to a height of about 15 feet. They are of
course, exceedingly heavy. When encountered they are rarely found intact and
often they have been buried: their purpose, which is to summon the Great Old
One, Zu-che-quon, makes them targets for the fearful and unknowing. The Bells are made slightly differently in
other parts of the world, most notably by the Indian tribes of the southern
Californian coast, and these have slightly different effects than their Chinese
equivalents.
Taoist Seal of Zu Che Quon
Fragmentary ‘Bells can be identified by the Taoist seal of Zu-che-quon which
they bear; intact ‘Bells are hard to
examine as they extinguish all light in their vicinity: batteries lose their
charge, flaming brands sputter and die, bulbs break and wicks fail. The very
shadows seem to increase and multiply, as if the Bell was exuding darkness just as a candle gives light. As well,
approaching within 100 yards of the Bell
causes an irritation of the eyes, prompting those affected to rub unreservedly
at the affected organs: victims must make a POW vs. POW roll on the Resistance Table against the POW
sacrificed in making the Bell to stop
this activity. Those who do not make this roll continue to rub their eyes, to
the point of causing damage; they must then make a SAN Roll (1d2/1d10) or
severely damage their eyes in the misguided belief that they would be better
off without them.
The Bells
must be constructed in pairs in order to work so, where one is found, another
will be nearby. As is typical of Chinese bells of this size, they have no
clappers but are made to resound when stuck by large strikers. These usually
take the form of a log, or pole, suspended on chains, parallel with the ground:
when swung, the end of the striker impacts against the side of the bell causing
it to sound its low, resonant note. Only, in this instance, the struck Bell of Darkness makes no noise; by
means of a resonant sympathy, the other
Bell starts to sound. Simultaneously,
the surrounding region becomes afflicted by regular earthquakes and ground
tremors
Cultists and summoners of Zu-che-quon
usually take pains to hide the second Bell
in order to thwart the attempts of those who would prevent the emergence of the
deity. The Bells must ring for the
duration of a single day – from sunrise to sunset – in order to be effective.
With the coming of the night, Zu-che-quon will emerge...
Command Lloigor
Unlike the Binding spell hereafter, this magical attack forces any Lloigor to
desist all activity within the immediate area of the caster and to instantly remove
themselves to a distant region beyond the horizon, unable to return until the
next day. The caster expends Magic Points while striking the ground with a
staff carved from pear wood: for each ‘Point expended, they pit 10% against the
POW of the creature (or the creatures’ combined POWs) in the area, on the
Resistance Table; the spell has a base 20% chance of working.
If the spell fails, the Lloigor in the
area turn their attentions vengefully upon the caster. If cast successfully,
the caster must make a Luck Roll: if
this is successful, the Lloigor remain oblivious to the identity of their
attacker; if not, the Lloigor know who drove them away and will plot against
them. Worse, the caster knows that they know and loses 1D8 points of SAN.
Contact Lloigor
This is a dangerous spell to attempt even
at the best of times. It costs 4 magic Points to cast and 1d3 Sanity Points.
The spell should be cast in a location where the Lloigor are known to be
present or where they have been known to have dwelt. Such places include
locations in York, Wales, Rhode Island, parts of Iraq, various locations in the
Indian Ocean, Haiti, some islands of Polynesia and also Massachusetts; however,
this list is not exhaustive. It should also be cast at night, when Andromeda is
visible above the horizon.
The contact will be of a telepathic
nature; rarely will these creatures assume physical form without a proper
inducement. During the exchange, the caster must pit their POW against that of
the creature on the Resistance Table: if the attempt fails, the caster is
plunged into a suicidal depression with an onset time of 2d10+7 days.
Control Lloigor (Bind Lloigor)
Like other Bindings, this spell requires the expenditure of Magic Points,
multiplied by 10 to give a base chance of taking control of the creature; if
cast when Andromeda is above the horizon, a bonus of +10% is added. If
successful, the Lloigor is bound to perform one task for the caster and then is
free to leave. This is the dangerous part:
The Lloigor are resentful of any attempt
to try and limit their freedom and to do so will incur their anger and,
ultimately, their revenge. If the task to be performed is agreeable to them or
to their worship of Ghatanathoa, they may be disposed to agree with the caster;
if not they will cavil and complain in their duty and will seek retribution on
the caster thereafter.
This may well be an inevitability: during
the exchange, the caster must pit their POW against that of the creature on the
Resistance Table; if the attempt fails, the caster is plunged into a suicidal
depression with an onset time of 2d10+7 days.
Electric Pentacle
"I turned-to now to
fit the Electric Pentacle, setting it so that each of its 'points' and 'vales'
coincided exactly with the 'points' and 'vales' of the drawn pentagram upon the
floor. Then I connected up the battery, and the next instant the pale blue
glare from the intertwining vacuum tubes shone out..."
-William Hope Hodgson, The
Gateway of the Monster
A rare defensive device pioneered by the
‘ghost finder’ Thomas Carnacki in the late Nineteenth Century. It is
constructed using a bank of batteries and a complex arrangement of vacuum tubes
connected to a series of rheostats and amplifiers. The device generates an
intense blue light and emits a vibrating electric field which helps to disrupt the
spiritual fields of ghosts and other vaporous entities, including ectoplasmic
projections. The device is to be used in conjunction with a standard magical
pentacle, as outlined in The Sigsand
Manuscript and other occult texts and grimoires, and amplifies the effect
of these magical diagrams. In practical terms, telepathic contact or any
attempts to possess or influence an individual will not work across the field
of the ‘Pentacle and spells which
have similar effects are reduced in their effectiveness by 20%. Ghosts,
wraiths, spectres or similar manifestations cannot move into or out of the span
of the ‘Pentacle (although SAN loss
for seeing any such manifestation is unaffected). Please note that the Electric Pentacle is not particularly
durable, being constructed mainly of glass, and will break easily.
Blueprints and construction notes for
creating this artefact are available by writing to Mr Thomas Carnacki, 472
Cheyne Walk, Chelsea, London SW3.
The T’ai P’ing T’ao
This is a handful of spells taught and demonstrated
throughout China in the various secret societies that abound there, especially
the triad societies. The manipulation of these groups by the Tcho-tcho has
meant that actual Mythos magic has taken root and has a measurable effect (if
only by swelling the belief in the power of the sect through rumour). This body
of lore is called the t’ai p’ing t’ao
or ‘heavenly knowledge’ and was recorded in use up until, and during, the Boxer Rebellion. Many of these spells
have found their way into common folklore, added into various Chinese grimoires
and Mythos texts from the region: Keepers may add some or all of them with
impunity into any Mythos tomes that their Investigators unearth while in China.
However, the Tcho-tcho are known to
jealously guard power in its various forms and do not give up secrets lightly.
Each of these spells has a mundane version which boils down to a bunch of
legerdemain, chemistry and psychology and which may have been passed on instead
of the true spell; as often, the spell faithfully recorded into an older book
of lore is completely fraudulent. Wherever one of these spells is discovered,
have the reader roll percentile die: a roll under 21% means that the spell is
true and will work as described.
·
Bless
/ Blight Crops
This spell is most often used as a
propagandist tool to turn the hatred of the peasantry against a specific group
(in China, usually foreigners). It costs 6 Magic
Points to Blight one acre of vegetation, along with 1d6 SAN; the same
amount of Magic Points is needed to Bless
a crop but there is no commensurate SAN loss.
The caster burns joss paper (sometimes
called ‘gold paper’ or ‘Hell money’) whilst walking around the field to be
affected in the darkness before moonrise. With the coming of dawn, the crop
begins to be affected as per the desire of the caster; this usually takes a day
to complete. If the caster loses any blood during the time in which the Blessing / Blight takes hold, the spell
is nullified.
Non-magical
version: Simply stated,
the caster and his associates, under the cover of the moonless dark, traverse
the field to be affected and do as much damage as they can, trying to make it
look like the ‘will of Heaven’ Rice fields can be drained, branches broken,
tubers uprooted and spoiled: much can be accomplished in this time. Some
variants have a recipe for a nasty herbicide which speeds things along
excellently.
·
Create
Zombie
This is like all other similarly named
spells in that it creates an undead agent from a dead body that will perform
various limited directions as outlined by the caster. It is dissimilar though,
in the fact that it is cast upon the living who, when killed, will then turn
into the zombie warrior after death.
The caster burns ‘gold paper’ to invoke
the will of the ancestors and to attract the attentions of Heaven. Then, upon
strips of paper, written with a pen of pear wood, the caster inscribes a sutra
to Yanluo Wang, the God of Hell, asking him to allow the warrior bearing the paper
charm the ability to avenge his own death. Traditionally, this spell is cast
upon those troops about to enter battle. With the expenditure of 5 Magic Points
and 2 SAN points per individual affected, the charm will work as outlined.
At the next moonrise, the bearer of the
charm will arise after being killed, reincarnated as a zombie, and will
automatically resume the attack in which it was engaged at the moment of death.
Non-magical
version: Under cover of
darkness, the caster and his associates enter the battlefield and remove the
dead bodies of the troops that have fallen. They then strip them of their
clothing and the bodies are burned, buried or sunk. The clothes are then
distributed among the next wave of troops with the imparted information that the
robes and armour are somehow ‘enchanted’. To the defenders the next day, it
appears that the corpses slain yesterday – with the rents and bloodstains still
upon them - have risen to do battle once more.
·
Enchant
Lance
The creation of this weapon requires the
appropriate Craft skills for its
manufacture. Enchanting the lance costs 1 POW and 4 SAN points. When finished,
the ‘Lance does 1d10 points of damage and can Impale even those creatures not susceptible to Impaling damage.
Non-magical
version: Usually just an
old spear and a bunch of rhetoric are needed to convince the troops that this
spear is holy and super-effective. Obviously, if the spear - decorated as it is
with ‘gold paper’, tassels, sutras and whatnot – proves less than miraculous,
then the fault lies with the (former) user, not with the instrument itself.
·
Flesh
Ward
The Flesh
Ward bestows points of Armour
against non-magical attacks upon the recipient of the spell. The caster
prepares talismans of paper, written with pear-wood pens, with sutras inscribed
upon them. The recipients of the spell begin a frenzied dance accompanied by
chanting and are fed a potion by the caster which facilitates the magic. With
the expenditure of 4 SAN points the caster bestows immunity to the tune of 1d6
points of Armour per 1 Magic Point expended.
Non-magical
version: The potion in
both versions is simply a distraction, often alcohol or a home-brewed narcotic
to deaden pain (in this century, opium). Once roused to an adrenalized
fever-pitch by the dancing and chanting, the recipients of the spell often
don’t even notice when they’ve been wounded anyway.
·
Implant
Fear
This spell imbues an image with the
ability to cause terror in all those who look upon it. In many battles with
users of the t’ai p’ing t’ao, the
main way that this spell is used is to cast it upon a ‘charm banner’, a large,
brightly-coloured flag covered with mystical emblems and carried before an
advancing force. All those who see the image must match their POW against the Magic Points (MPs) spent in the creation
of the image. The spell requires a minimum of 5 MPs to be spent and costs 1d4
SAN points. The effect lasts until the next sunrise or sunset.
Non-magical
version: in this
iteration, the image is one that is as horrible as the creator can make it and
its revelation is usually engineered in circumstances that allow the creator to
heighten the drama of seeing it. Sometimes it is heralded by a collection of
rumours promising evil to those who view the image; occasionally, the unveiling
of the image is accompanied by shrill screams or weird music. Either way, this
form of the spell works best against an opponent already willing to believe in
its negative effects.
·
Summon
Demon Fog
“Traffic had been brought a
standstill some hours before; pedestrians there were none. King Fog held the
city of London in bondage. The silence was appalling. P.C. Ireland felt as
though he was enveloped in a wet blanket from head to feet...”
-Sax Rohmer,
The Trail of Fu Manchu
This spell requires a circle of devotees
who chant and burn ‘gold paper’ for the period of the exercise. Each
participant spends a minimum 5 Magic
Points and loses 1d4 SAN. The spell resembles Alter Weather but for the fact that it calls down only one specific
meteorological effect – damp, oppressive fog. This fog lasts as many hours as Magic Points have been spent in its
making and covers an area of about 1,000 feet radius per participant:
visibility is reduced to practically naught. In the presence of those connected
to the Summoning of the fog
(cultists, creatures and so on), unearthly tendrils of the vapour visibly coil
and probe, seeking to enter buildings, or thicken around light sources.
Non-magical
version: Somewhat
similar effects can be obtained with smudge pots, various chemical compounds
and smoke. These are considerably more localised in effect and tend to be hot
and dry, rather than cold and wet.
The Tyndalon
“‘They are lean and
athirst!’ he shrieked... ‘All the evil in the universe was concentrated in
their lean, hungry bodies. Or had they bodies? I saw them only for a moment, I
cannot be certain.’”
—Frank Belknap Long, The
Hounds of Tindalos
This symbol is somehow linked to the
Hounds of Tindalos and is useful in any attempt to contact or destroy them.
Like the Elder Sign, the drawn symbol
is useless without the accompanying spell to enchant it; that being said, an
unenchanted sketch of the Tyndalon
makes an attempt to Contact a Hound
more efficacious, the Hound appearing to the caster within 15 minutes, rather
than an hour or more.
Enchanting the Tyndalon requires the sacrifice of 2 POW; if a Hound appears within
10 feet of such an image, its ability to regenerate damage is nullified.
Further, if inscribed upon a weapon and then enchanted, that weapon is
considered enchanted, but only in regard to Hounds of Tindalos and their kin.
Note well, that a gun or bow inscribed with the symbol gains no tangible
benefits; bullets and arrows so inscribed and enchanted do gain this capability. Grenades and other explosive devices
accrue no benefits since – obviously - the symbol would be destroyed in the
explosion.
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