![]() Even then, the illusion is broken if you lose any hitpoint.įlesh Ward: Amazing! 1d4 sanity is nothing for a spell that can possibly quadruple your effective hp. Easily worth 5 POW and 2D10 sanity.īody Warping of Gorgoroth : Useful for a disguise, but the 5 POW & 2d6 sanity cost discourages its routine usageīless Blade: Niche spell, but highly useful if facing enemies that can't be harmed by mundane weapons.Ĭhant of Thoth: Occasionally helpful when soling an intellectual problem, but the 1d4 sanity cost discourages its useĬonsume Likeness: The 5 POW cost and especially 1d20 sanity cost means you should only cast this if the identity is desperately needed. The lungs are probably best to remove so to become invulnerable to suffocation - you'll be able to spam toxic gases, smoke, and the like on your enemies. With this on, you'll likely survive all fights unless your party straight up abandon you once you fall unconscious. Wrack: Paralyzing spell that disables a target for at least 3 minutes, and costs a mere 3 mp & 1 sanity.Īpportion Ka: Makes you unkillable - until someone figures out they can destroy your brain. Wither Limb: Does 1d8 damage for 1d6 sanity, and presumably impairs the affected limb. 1d4 sanity each round is really harsh - I would only use this defensively Shriveling: Good damage to mp ratio but high sanity cost makes this only usable in very dire circumstances. The odds of finding the corresponding creature unbounded is low, though. Separate Binding: Amazing if facing the corresponding horror that is unbounded - the 1 sanity cost is super cheap. Best used against melee enemies or while under heavy cover. Red Sign of Shddle M'ell: Could potentially paralyze multiple creatures and do damage to many more, but high (1d8) sanity cost. Melt Flesh: 5 rounds casting kills the spell. Mindblast: Bouts of insanity are unpredictable, and cultists & mythos creatures can't experience bouts of madness. Too bad it takes 12 mp and 1d6 sanity to cast Keeper may determine that determinant opponents can overcome their fear. Implant Fear: The lack of save makes this quite useful. The high mp & sanity costs make this difficult to use regularly, though. Decent change for a knock-out if 10+ mps are used and the target isn't heavy. Wonderful combo with Flesh Ward.įist of Yog-Sothoth : Best used to knock off enemies into environmental hazard or out of cover. Can't be resisted, but making the caster bleed breaks the spell. Low magic (2mp ) but high sanity (1d6) cost make this ok.Įvil Eye: Excellent debuff, especially against enemies using firearms. Sky Blue if used to setup a Mind Transfer spell.Įnthrall Victim: The main issue is that the enthralled creatures is easily relieved of the trance. An instantaneous casting time, a mere 1 sanity & 1 mp cost makes this amazing.ĭust of Suleiman: Powerful spell against planar beings - but the main difficulty is locating the Egyptian mummies.ĭread Curse of Azathoth: The 4 mp cost & 1d6 sanity cost is high - it's probably best to outright cast a combat spell instead of merely reducing the POW of a target. It's junk, and possibly unusable because of the 24 mp cost.ĭominate: "Shoot/stab yourself" make great commands. Absurd magic & sanity cost, high casting time, constant POW rolls, ridiculously low range. The 1D20 sanity cost kills it.Ĭreate Mist of R'lyeh: Smoke bombs that only cost a mere 2 magic points, no sanity, and can be cast instantaneously! Black if actual smoke bombs are readily availableĭeath Spell: Absolutely awful spell that's pretty much strictly worse than Breath of the Deep. Unfortunately 8 magic and 1d6 sanity is rather high.Ĭlutch of Nyogtha: Requires concentration, does slow damage (1d3 a turn), has a high magic cost, & require a POW roll each turn. Best used for stealthy assassinations - can be cast from far away and without sound. I use the following color scheme:īreath of the Deep: Good combat spell against creatures that need to breath and have low POW & CON. The ratings assume that the spell are used as described in the rulebook. Note that of course, Keepers are free to modify spells in any way they wish. I've only included spells in the Keeper's Guide, and omitted spells found in the Grand Grimoire and other sources. I made this list so that Keepers and Players can have a rough idea on how useful a given spell is likely to be to PCs. ![]() As you know, not all spells are equal, and some are more effective than others.
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