In Call of Cthulhu, spells are a crucial aspect of the game, with each spell having a casting time listed in its description. The casting time is instantaneous, which activates on the user’s DEX+50, while a one-round casting takes one round and activates on the user’s DEX in the present round. A spell’s range is usually one of three options: touch, 100 yards, or sight with the unaided eye.
Some spells are useful in combat situations, while others are not. The Keeper Rulebook explains all the basics of magic and has several spells, including the Grand Grimoire of Cthulhu Mythos Magic. The spell caster’s essence or energy is channeled into powering the spell, and some magical attacks leech Magic points or POW from unwilling targets.
In Call of Cthulhu, players can choose how many magic points they want to put into a spell, with a +10 success chance per 1 MP. This allows the game to work as needed without breaking the game.
Magic in Call of Cthulhu is not something that player characters deal with much, as using magic usually means the end of the character. BRP’s Ritual is a subskill of the Perform-skill, allowing a character to cast or boost spells. Learning a spell can take hours, days, weeks, or months (typically 2D6 weeks, but at the Keeper’s discretion).
Spells are found in tomes that cost sanity to read, and there is only a small chance to learn a spell from a particular tome. Once a spell is successfully cast, it can be cast later without making any rolls, other than any spell targeting requirements.
📹 Spells & Grimoire – How to Play Call of Cthulhu 7E (Tabletop RPG)
Spellcasting in CoC is an experience similar to throwing grenades into a firework factory, where all the fun can turn into instant …
How luck works in Call of Cthulhu?
Luck points can be used to alter a skill roll on a 1 for 1 basis, limited by the character’s available Luck score. For instance, Dirk Dagger is attacked by a swamp beast, who rolls an Extreme success, aiming to tear out his throat. Dirk fails to dodge, resulting in a tie. Dirk’s player spends 56 of his Luck points to convert the Dodge roll to an Extreme success, resulting in a 07 score. The dodging character wins, and Dirk now has only 4 Luck points remaining.
He should consider engaging the swamp beast again, hotfooting it away the first chance he gets, leaving his colleagues to cover his retreat. Adjusting weapon fumble or firearm malfunction outcomes costs 10 Luck.
What happens if you go insane in Call of Cthulhu?
If your investigator is temporarily insane, the Keeper may add a phobia or mania to your sheet or corrupt one of your existing backstory entries. They may also present you with “Delusions” (hallucinations), which can be confirmed by making a “reality check” by selecting a Sanity roll. Once 1D10 hours have passed, the investigator is sane once more and cannot be affected by more delusions. However, altered backstories, phobias, or manias gained while insane remain in effect.
How many endings are there in Call of Cthulhu game?
Call of Cthulhu has four different endings, with one always available and the other three depending on Edward Pierce’s choices throughout the story. Sarah Hawkins’ suicide is a tragic event where Edward keeps his pistol on her, telling her she cannot continue. Sarah realizes she cannot force him and walks towards the cliff’s edge, whispering an apology to Simon Hawkins. The sky clears, and the camera pans to Sarah’s broken body on the shore, having dropped Simon’s Russian Cossack toy. Edward, brooding in the Pierce Investigations Agency, looks over a painting of Sarah’s body.
How does Sanity work in Call of Cthulhu?
In Call of Cthulhu, insanity is triggered by traumatic experiences and the Cthulhu Mythos. The duration of the insane state depends on the number or proportion of Sanity points lost. Three states of insanity can result: temporary, indefinite, and permanent. Sanity points are tracked carefully, as the number can change throughout the game. When investigators encounter a sanity-threatening situation, the Keeper may call for a Sanity roll.
A successful roll equals or less than the investigator’s current Sanity points, while a failed roll results in the loss of Sanity points. The amount lost depends on the spell, book, entity, or situation encountered.
What happens if you have 0 sanity?
Experienced players often keep low insanity players in a building to provoke ghosts and gather more evidence. At zero sanity, players become the top target for hauntings, a high-risk strategy. When the average sanity of the group falls below half, more haunting events occur. Sanity can be quickly lost when spending alone, in low light areas, near the ghost, or if seen. To regain sanity, players can take sanity pills, which replenish 40 of their sanity, keeping them relatively safe from hunts. It is recommended to bring as many pills as possible when investigating larger buildings.
How do spells work in Call of Cthulhu?
Spells in combat have varying casting times, with some being useful and others not. Instantaneous spells activate on the user’s DEX+50, while one-round spells activate on the user’s DEX in the current round. Two-round spells activate on the user’s DEX in the following round. These spells are detailed in the Keeper Rulebook and other Call of Cthulhu supplements and adventures, including their effects, costs, and other relevant information.
How does magic work Call of Cthulhu?
Magic points are typically used to cast spells, with investigators having one-fifth of their POW. However, powerful sorcerers and cultists have larger pools of magic points. The owner’s will is used to power the spell. If magic points reach zero, the investigator deducts further loss from hit points. A casting roll is required for the first cast of a newly learned spell, and subsequent uses do not require a roll.
Non-player characters and monsters do not need to make casting rolls. A Hard POW roll is required for the first cast, and if successful, the spell description is referred to. If failed, nothing happens.
What is the point blank rule in Call of Cthulhu?
The point-blank range firearm rule bestows a bonus die upon a target situated within one-fifth of their dexterity in feet, but it also permits melee attacks from the same range in the subsequent turn. To illustrate, a character with 80 DEX has a 16ft point blank range, which precludes the possibility of making a melee attack from a distance of 16ft.
How to get spells Call of Cthulhu?
Learning a spell from a Mythos book requires an initial reading and selecting the spell to study. The process can take hours, days, weeks, or months, with the Keeper’s discretion. The spell can be taken up, put aside, and repeated as needed. A roll is usually called at this stage, but the Keeper may grant automatic success depending on the scenario. If success is not automatic, the player should attempt a Hard INT roll to learn the spell. If the roll fails, the investigator has not learned the spell.
The Keeper should be creative in considering consequences for failing a pushed roll, including sanity point loss and strange magical effects. If the investigator is in no hurry, they can continue working without pushing the roll. The timing of the next INT roll is at the Keeper’s discretion.
Learning a spell from another person is quicker than one person learning from a book, typically taking one week or less (1D8 days). The same rules apply, but the process is faster.
How do Call of Cthulhu skills work?
In Call Of Cthulhu, players can acquire skills by earning Character Points. These points can be spent on skills to enhance their abilities, such as unlocking doors, finding hidden objects, or persuading NPCs. Some skills include Spot Hidden, which allows the player to detect hidden items, and Eloquence, which enhances the character’s ability to manipulate others through speech. Increasing these skills increases the chances of successful manipulation or convincing.
📹 Call of Cthulhu: Part 8 – The Mythos & Magic
An in-depth look at Magic and the Mythos Rules for 7e Call of Cthulhu. You can buy the rulebook PDF here: …
Here’s a fun thing to do with a mythos tome. Once the tome has been read, any time the investigator enters the room the tome is in, state “(enter tome name here) is on the desk and open.” Use the same type of voice and try to say it the same way every time. The first time, the player probably won’t even notice or care. The second time they will and will probably say something like “yeah, I left it like that” or something similar. And every time they say something like that, just wave your hand nonchalantly and go “if you say so” in a voice that basically tells them you know they’re wrong and are humoring them. Again, try to say it the same way each time. If the player isn’t the type to get angry at you for doing it constantly, they will eventually start doing more and more elaborate ways to put it away and keep it in it’s place, but when they re-enter the room “the tome is on the desk and open.” This will drive the player just as batty as the investigator may be, so after a while make sure you also add in the occasional “no, you distinctly remember taking it out earlier, though you don’t remember why” just to mess with them further. I know, this one’s pretty evil.
There’s a couple things you kinda glanced over I’d like to expand on: First, a lot of the magic stuff is based on rituals, there are some pretty strong instant spells but the real powerhouses are the rituals where you need more than one person, usually other people need to give you magic points to cast some spells as a requirement. Some rituals by themselves might also have a requirement that could make your character go through sanity losses besides the cost of the spell itself, like having to perform a sacrifice, or do something terrible to someone in order to get special ingredients. Some of the components and rituals themselves are quite gruesome and only mad men might endure it’s costs. Second, which is more of a recomendation, don’t turn your game into D&D. The game itself has an atmosphere and way of facing the cosmic horrors from beyond the stars and beneath the earth. If you start giving your players too much magic spells they’ll eventually be able to sort your challenges easier than you think. Always be mindful on how the magic knowledge will affect their characters and warp them as they dwell deeper into the unknown and arcane powers. Also, the adition of magic adds a new economic variable to the game for your players, as they have a resource they have to spend (via magic points and or sanity) and you’ll have to take them always into consideration, since it can make or break the game too easily. Lastly, a lot of the spells in Call of Cthulhu are utility spells, and those might be the best kind of spells you’ll ever get.
GOD I miss playing CoC… I was a 60 year old war vet who was once part of a cult, gained a fear of spiders, dropkicked a cop in my insanity frenzy, and then BOTLED… FOR 6, MILES, and then passed out on the road and got sent to the hospital… and eventually went insane and became afraid… OF MY OWN SYMBOL! I swear, that old man was comedy Gold lmao
God, this and the sanity episode have been so helpful, I really screwed both up for my first campaign. I took almost no sanity from the players, gave almost none back, gave one spell for next to nothing way too easily… That summon dimensional shambler was used hilariously though… Especially when an elder demon thing subjugated it and turned it back on it’s controller
Of all the existing magic systems across RPG’s, this is the one I think has the most apt framework for how I’d like the Force to function in a Star Wars homebrew… the importance of study in unlocking higher levels of a power… spontaneous use… attaching a sanity cost to using dark side powers unless you’re a true believer… sacrificing health to make up for a lack of adequate force points… even the possibility of failure or unintended adverse side-effects… psionics from Pulp Cthulhu is very very analogous as well. Also, having a framework for chase scenes was something I didn’t even know my homebrew needed. Needless to say it’s gonna end up pulling a lot from Call of Cthulhu, but also obviously Traveller and Cyberpunk 2020… your extensive collections of articles have really helped me explore these games as I have far less if any experience with them in some cases. Thank you.
How do call spells work? What hapens AFTER you successfully called a god or great old one ? The book doesnt specify what the god/ great old one does or for how long it stays or if its free to leave the summoning area and go to Paris or Las Vegas. I like to think i’m pretty imaginative but i have no ideea how to deal with players/cultists calling Shub-Niggurath. The call spell descriptions in the book suggest that its very easy to call any of the mentioned entities and i’m left wondering : how come humanity still exists? All it takes is 10-20 cultists to call Azatoth .
Love your articles, Seth, thanks for introducing me to COC! Just ran the Haunting last night as my first foray to COC. My players loved it as a break from usual 5e DND. One of my players ran Jack Mallone and he really fell in love with the character. Jack was the last one standing to deliver the killing blow while the others were unconscious or insane.
I love how in Skyrim The Dragonborn DLC there were those black tomes that swung a tentacle around your head and pulled you into the apocrypha upon openning. If you had Teldryn Sero as a follower and you’d open the book in front of him for second or more time, he’d usually comment “I can’t believe you’d do that on purpose” 😀 😀 😀
oh my, really! you make these incredibly informative articles and then jack comes and just CRACKS ME UP at the end! I sure hope you’ll make a best of compilation of his shenanigans at the end of the year 😉 thanks for making these wonderful in-depth articles, they’re worth so much to me as a person, who desires to become a keeper!!
I haa an idea for a house rule when talking about spontaneous spells: The player CAN learn the spell they cast that way to use it later. But they don’t learn it automatically and since they are essentially making it from scratch they make a roll to see how many weeks they need to put that spell together, make a cthulu mythos roll to see if they made the spell and then make an intelligence roll to see if they memorised it. After that their scribblings count as a tome for the purpose of learning that specific spell. This way a character that has a really high cthulu mythos (occult expert concept for example) could make some spells with their knowledge but it is simply difficult to do so and consumes a bunch of time
Question on Spontaneous Magic; if a character tried to cast the exact same spell, without knowing it, could they roll a luck roll after an3rd or 4th time to catch snippits or what was done, and then record them over time to try and build it on their own? A couple sanity checks to get the thing in the first place, but could that be something in a sorta homebrewy fashion to allow?
👹 The magic system in Call of Cthulhu is closer to Warhammer Fantasy Role-play then it is to Dungeons & Dragons . To cast a spell in Warhammer Fantasy role-play is unreliable and if botched and/or used to much, and it will change the player’s character(s) . 🌟 Please do character creation guides / overview for other systems you & your groups play . Just like you did for Call of Cthulhu 7th edition . I really want to learn more about RuinQuest RolePlaying in glorantha, Conan, aliens, delta green & Advanced Dungeons & dragons 1 & 2 .
Loved the article as always, but as someone who loves the National WW1 Museum I was so distracted (in a good way) by your shirt! Are you from the KC area or did you get it just visiting? It’s an amazing museum; my brother used to work there. No one cool is ever from my neck of the woods so I couldn’t help but ask. 🙂
I’m a fan of the idea of mythos tomes that aren’t necessarily collections of forbidden knowledge, but rather….conceptual vessels might be the best way to put it. They vary wildly in content, style, and format, and in theory they’d just be very bizarre but ultimately mundane books. But their contents express certain ideas and themes in a way that’s just right to give them power.
Your playlist has been super helpful, but I have just a small question. How best can I present the cost of spells without breaking immersion? I feel it really breaks the illusion of the investigators tampering with cosmic forces that are otherwise dangerous and truly alien, the antithesis to human comprehension, only to say at the end, “If you wanna do it, it’ll cost you 5 points of sanity, and 10 magic points.” I can understand how to describe the cost of sanity without giving the exact amount away, possibly having warnings in the instructions similar to something like, “Initiates who wish to invoke such forces are to beware of their minds, for they are ever fragile as glass,” but I’m not so sure as to how to explain away magic points in an immersive manner, especially when the magic point cost is variable.
There an error in this article regarding the Mythos Rating as a cap for the Cthulhu Mythos you gain. The rules say that if your CM is below the book’s MR, you get the full CMF, but if your CM is at or above the tome’s MR, you still get a value equal to the CMI. Still hardly worth the years of study for just a few more points of CM, but there it is.
Is there any impact on an NPC, such as a cult leader, casting enough spells to reduce their sanity to 00, or is sanity primarily a measurement for how much a PC can take before becoming unplayable? Its always seemed weird to me how much spells cost when in literature and such, the baddies are forever performing rituals, casting spells etc yet the rules in the 7e book seem to indicate that if someone casts even a handful of spells their mind will melt.
Sorry, I may have missed it or just don’t understand. The Mythos Score helps identify anything Mythos the Investigators encounter. I can understand the use — knowledge is power and all that — but is it necessary? I mean, I’d understand if identifying a Mythos monster accurately was an automatic Sanity success, but it seems like one gives up a lot to just understand. What’s the compelling reason to study the Tomes and increase your Mythos score? It can’t only be for identification and spells, right? Is it required for gathering clues, or is Magic just that good? Is Magic required? What if you don’t care about Magic? Many questions.
I’m not sure I agree with the whole loss of sanity at becoming a believer thing… I think it would depend on the mind and personality of the character. If they already had a lot of spiritual/mystic beliefs they would be able to remain far more well adjusted with their new knowledge compared to a straight laced atheist scientist learning the same. Some people might even think learning such things is “cool” and makes their world more mysterious and interesting lol.
You mentioned incorporating modern technology in mythos tomes and it reminds me. Not CoC but I played in a Mutants & Masterminds game that us going to an old castle in the Alps that had been a Nazi stronghold and a lone Nazi occult scientist had toiled for decades after the war to create a massive super computer possessed by evil … the NECROCOMPUTRON!!! lol.
I’m not to keen to take Sanity just for reading a tome. It’s like when atheist reads a bible, for him it would be same as reading Lord of the rings. However, once that person witnesses a demon, or and angel or whatever – is that reading tomes should be considered to cause insanity. Same goes if the investigators already encountered a monster and then start reading tomes to figure out what it is they are dealing with. Otherwise, well, those are just words on a paper. At least that’s how I run it.
I have a real problem with Mythos and Magic in the RPG. PCs in Cthulhu should NEVER understand what is going on. “People who look at this mirror are being possessed by some… thing ..” is one thing. Using some ritual to banish an entity or remove a curse should be very specific to the entity or effect. Frankly, the universe becomes far less scary when people think they understand what is going on. PC’s should never feel like they are in control, or even understand what is going on.