James R. Coplin

My Personal Site

Bartholomew Tagg’s Journal
  • English
  • 0/1 Sanity Loss
  • +2% Cthulhu Mythos
Summon / Bind Servitor of the Outer Gods

A single Servitor arrives amid haunting echoes of piping. Magic point cost varies; for each 3 magic point sacrificed, increase the chance for a successful cast by 10%; a result of 96-100 is always a failure. Spell costs are tripled because of the great power of these beings. The spell also costs 3d3 Sanity points to cast. A flute is also needed to cast this spell; if the flute is enchanted, it increases the chances to successfully cast the spell by 10% per POW point within the flute. Cultists cast this spell anywhere and anytime that is especially unhallowed – typical nights would be Midsummer’s Eve, Mayday, Halloween, and Walpurgis Night.


Clarence Rodger’s Journal
  • English
  • 1d6 Sanity Loss
  • +3% Mythos

Contained in this book is an explanation of Rodger’s dealings with the Yithians, an explanation of the Yithian Communicator, notes that a Yithian will be traveling to the present to inhabit the body of someone who will help Rodger’s in his duties, plus the order that the threat posed by Paul LeMond and anyone he associates with must be eliminated.


Pnakotic Manuscripts
  • English
  • 1d3/1d6 Sanity loss
  • +6% Mythos
  • x2 Spell Multiplier
Call Cthugha
Create Yithian Communicator

(Requires assistance of a Yithian, who will become the communicator’s contactee)


 Dr. Lewis’ Journal
  • Latin
  • 1 week to read
  • 1d3/1d8 Sanity loss
  •  +7% Mythos
  •  +10% Chemistry

Documents his laboratory reports on his experimental serum, plus notes and calculations for the gate spell to the Houses of Parliament.


Baron Hauptmann’s Scroll of Call/Dismiss Beast
  • Latin
  • INTx5 roll to learn

 Lair of Nyogtha Inscription
  • INTx5 roll to learn
Call/Dismiss Nyogtha

Scroll of Brew Space Mead
Found in Baron Hauptmann's Castle 
  • German
  • INTx4 roll to learn

 De Vermiis Mysteriis
Found in Baron Hauptmann's Castle 
  • Original Latin Edition
  • 48 weeks to study and comprehend (4 weeks per spell)
  • 1d6/2d6 Sanity loss
  • +12% Mythos
  • Skill Checks for Astronomy, History, and Occult
  • The page with the Summon / Bind Star Vampire spell has been permanently enchanted with 9 POW to assist in summoning by Hauptmann
Command Ghost

Compels a ghost to come forth to answer specific questions. Casting the spell costs 10 magic points and 1d3 Sanity points. The casting must be performed at night. A mammal’s blood is poured upon the grave or ashes of the dead person the caster wishes to contact. The spirit will refuse to re-enter this world so the caster must overcome its magic points with with his or her own on the Resistance Table, forcing it to appear. Sanity loss for viewing the ghost varies with the ghost, which appears in its form at death. The ghost summoned by this spell responds to questions about events occurring while the spirit lived. Each question costs the caster one magic point and another Resistance Table struggle. When the spirit is victorious, or when a game hour elapses, it departs.

Contact Diety / Byatis
Contact Diety / Yig
Create Scrying Window
Create Zombie

This spell requires a human corpse which retains sufficient flesh to allow mobility after activation. The caster puts an ounce of his or her own blood in the mouth of the corpse, then kisses the lips of the corpse and “breathes part of the self” into the body. One point of Power is lost, a gift to the corpse, and the caster losses 1d10 Sanity points. If the spell succeeds, the caster may give the zombie simple commands which it will carry out. Should the caster die, the zombie becomes inactive and rots away. Other than the caster’s POW, the number of zombies that can be created is unlimited. Part of the invocation refers collectively to the Outer Gods – every caster knows such entities exist, though no names are used. These zombies are those from the Beasts and Monsters chapter and are useful indefinitely.

Invoke Demon (Summon / Bind Byakhee)

A whistle must be blown during the chant. Magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10%; a result of 96-100 is always a failure. The spell also costs 1d3 Sanity points to cast. This spell is only active on nights when Aldebaran is above horizon (October through March are the best months). The summoned byakhee will flap down out of the sky, still icy from space. To bind the Byakhee, the casters remaining magic points and the Byakhee’s are matched on the Resistance Table. With a success the Byakhee is bound; with a failure, it attacks the caster, then returns from whence it came. Bound, the Byakhee must obey one order by the caster, even to attacking its own kind, after which it is freed and returns from whence it came.

Invoke Child of the Goat (Summon / Bind Dark Young)

Brings present a single Dark Young. Magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10%; a result of 96-100 is always a failure. The spell also costs 1d3 Sanity points to cast. A beast of at least size 8 must be sacrificed. The summoner needs a knife to make the ceremonial cuts in dispatching the victim. This spell must be cast outdoors, in a wood, during the dark of the moon. A Dark Young will stalk out of the shadows after the summoning.

Invoke Invisible Servant (Summon / Bind Star Vampire)

Curious rustling sounds are heard once this thing lurks near. Magic point cost varies; for each magic point sacrificed, increase the chance for a successful cast by 10%; a result of 96-100 is always a failure. The spell also costs 1d3 Sanity points to cast. The caster needs a book in which are written or inscribed the words of the spell. If the book is enchanted, the chance for success is increased by 10% per point of Power within the book. This spell can only be cast at night under a cloudless sky. The creature is invisible save when its veins fill with blood from some visible creature. To bind the Star Vampire, the casters remaining magic points and the Star Vampire’s are matched on the Resistance Table. With a success the Star Vampire is bound; with a failure, it attacks the caster, then returns from whence it came. Bound, the Star Vampire must obey one order by the caster, even to attacking its own kind, after which it is freed and returns from whence it came.

Mind Transfer

Allows the caster permanently to trade minds with the target, perhaps to attain longer life at the target’s expense. The spell requires 10 magic points to cast, and also takes a successful magic-points match on the Resistance Table. With success, the caster loses 1d10 Sanity points, and the victim loses 1d20 Sanity points. If the exchange fails, the caster must immediately cast the spell again (lose 10 magic points) or his soul dissipates into eternity. Running out of magic points has the same result. Once the transfer is begun, it cannot be broken off.

Plutonian Drug

An enchantment. This drug has the ability to send the user’s mind back in time. Beware, for the Hounds of Tindalos are attracted by such intrusion and soon appear to devour the interloper. The drug can appear in liquid or tablet form.

Prinn’s Crux Ansata

The spell creates a special ankh which can temporarily or permanently banish individual Mythos creatures. The cost of the enchantment is 5 POW and 1d6 sanity. The object must be an ankh (looped cross) made of an unalloyed metal – pure copper, iron, silver, gold, or lead would be the easiest to find and form. For 20-INT days the caster performs episodic rites and sacrifices, and then sacrifices 5 POW and 1d6 Sanity to enchant the ankh. It is ready to use. To combat the Mythos, the caster intones a chant for three rounds, and expends any number of magic points to be matched against those of the target on the Resistance Table. Companions to the caster may contribute 1 magic point each; in token of the 5 POW, the caster adds 5 free magic points as well. Any person who knows the chant may wield the ankh and attempt to banish the creature, but does not get the 5-magic-point bonus granted to the original caster. If the ankh-wielder and companions overcome the creature, it is dispelled to its home plane. If they fail to dispel the thing, it attacks the ankh-wielder first before turning its attention to others present.

Voorish Sign

These magical hand gestures aid in Mythos magic. Making the Voorish Sign costs the user 1 sanity point and 1 magic point. The passes and hand movements only take a couple of seconds, but they increase the chance to cast successfully a Mythos spell by 5 percentiles, and in some cases seem to make visible the invisible.


Command Dhole -
Scroll found on Katiff in the Great Library 
  • English 
  • INTx4 roll to learn

The spell must be chanted together by a large group of people, each of whom must know the spell, though not necessarily the intent.  Each contributes 1 magic point to the summoning.  The chant leader loses 1D6 magic points and 1D3 sanity points.  The chant lasts hours, until the Dhole appears.

The chant leader attempts to overcome the magic points of the summoned Dhole with his own and, if successful, he commands the Dhole when it appears.  It remains controlled until the caster frees it, either voluntarily or by losing his concentration, falling asleep, etc.  and at that point it disappears.  If the command roll fails, the Dhole attempts to eat everyone, then disappears.  Alternately, the spell can be used to command an already present Dhole if uncontrolled currently by overcoming the magic points of the Dhole.


Create Barrier of Naach-Tith -
Scroll found with Hauptmann's papers in the Great Library 
  • Latin 
  • INTx4 roll to learn

This barrier provides both physical and magical defense.  Each participant in this spell loses 1D10 Sanity points and a variable number of magic points.  Each magic point expended in the creation gives the barrier 1D6 points of STR.  The spell takes 1 game minute to cast (during which time all magic points to be used must be expended) and the resulting barrier last 1D4+4 hours.  Anyone who knows the spell may participate in the casting and contribute magic points to the barrier.

The barrier is spherical in shape, and about 100 yards in diameter.  It can be cast around the user, to protect him or her from harm, or it can be cast so as to englobe a monster or enemy.  Any creature bisected by the barrier upon creation is unharmed and thrust outside the barrier.  Anything trapped inside the barrier can only get out by beating down the barrier with a successful STR against STR roll on the Resistance Table (multiple trapped victims cannot combine strength on the table).  A bullet or missile can cross the barrier if the rolled damage to the barrier overcomes the barrier’s STR on the Resistance Table.  If penetrating the barrier, the object does the damage rolled, as if the barrier did not exist, and the barrier is destroyed.

A written copy of the spell is known to be in a great haunted library on a planet orbiting the star Celaeno, one of the Pleides.


The R'Lyeh Text
Taken from Lang-Fu 
  • Complete Chinese Edition
  • 56 weeks to study and comprehend (7 weeks per spell)
  • 120 Hours to skim 
  • 1d10/2d10 Sanity loss
  • +17% Mythos
  • Skill Checks for Astronomy, History, and Occult
Call Cyaegha
Contact Cthulhu
Contact Deep One
Contact Father Dagon
Contact Mother Hydra
Curse of the Stone
Grasp of Cthulhu
Wave of Oblivion

Nameless Cults (Golden Goblin edition)
Taken from Marcus Raven’s Boat, the Omphale
  • English
  • 30 weeks to study & comprehend, 60 hours to skim
  • 1d8/2d8 Sanity loss
  • +9% Mythos

Contains descriptions of several spells, but instructions for actually performing them are incomplete.


Marcus Raven’s Journal
Taken from Marcus Raven’s Boat, the Omphale
  • English
  • 1d4 Sanity loss
  • +2% Mythos

Beschluss von Verehrung Gemass Lugalzaggisi
Taken from the Ziggurat of Kizzah, in Iraq
  • German (translated from the Sumerian by Wilhelm Krumm)
  • 2d4 Sanity loss
  • +4% Mythos
  • Spell Multiplier x3

Create Gate (to Yuggoth)

Summon/Bind Dark Young

Contact Fungi From Yuggoth


The G’Harne Fragments
In Karl’s possession, from a previous adventure
  • English (translated by Sir Amery Wendy-Smith)
  • 12 weeks to study & comprehend, 24 hours to skim
  • 1d6/1d10 Sanity loss 
  • +10% Mythos
  • Skill Checks for Anthropology, Archaeology and Occult
Contact Cthonian
Contact Elder Thing
Contact Deity/Shudde M’ell
Red Sign of Shudde M’ell

True Magick
Taken from the shack of Duncan MacBain
  • English
  • 24 weeks to study & comprehend, 48 hours to skim
  • 1d4/1d8 Sanity loss
  • +6% Mythos
  • Skill Check for Occult

“A veritable encyclopaedia of the Devil’s lore.”

Call Forth Spirit of the Air (Summon/Bind Star Vampire)

Call Forth Winged One (Summon/Bind Byakhee)

Speak with the Dark One (Contact Nyogtha)

Summon/Bind the Demon