Mythos Spells

Lovecraft’s approach to magic was unique. Magic was not, technically, supernatural but followed natural laws as yet unknown. His creations did not arise from some sort of religious heaven or hell, but from other dimensions or distant corners of the universe.

Regardless of its origins, Mythos magic can be mastered and used by mortals—sometimes to their benefit, usually to their destruction. The fact that many of his creatures follow different natural laws than those common to the mortal realm means they can be controlled or dominated by different rules. Never overlook hidden threats, and pace yourself, as too much exposure to alien science can strain the mortal mind and frame. Be wary of the risks as you exploit the potency of the Mythos magic, but also know that proper use of these powers can give a character the ability to confront and even sometimes overcome the horrors of the Mythos. If one is willing to brave the perils inherent in exploring its secrets…

Spells

Mythos magic is largely a matter of understanding and exploiting alien geometries and sciences unknown to mortal cultures. Described here is a selection of the most notable and widely-known of these spells, many of which are distributed by cultists of the Great Old Ones and Elder Gods. Although they are most famously found in eldritch tomes, these spells can also be found in spellbooks as normal. A few associated with Outer Gods or Great Old Ones are protected secrets of their churches, however, and GMs are encouraged to decide for their own games whether they are available to player characters.


Spell Lists

The following lists summarize the new spells presented in this page. Remember that some of these spells have rare components not found in a normal Spell Component Pouch.

Alchemist Extracts

1st-Level Alchemist Extracts
Mist of R'lyeh: Medium creature is invisible for 1 round.

3rd-Level Alchemist Extracts
Shrivel: As reduce person, but target's gear remains original size.

5th-Level Alchemist Extracts
Consume Likeness: Take another's form with matching physical ability bonuses and penalties.

6th-Level Alchemist Extracts
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.

Antipaladin Spells

1st-Level Antipaladin Spells
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Antipaladin Spells
Command of the Bloody Tongue: Damage to the target results in 1d6 points of bleed.

4th-Level Antipaladin Spells
Orne's Black: Darkness allows creatures within to see outside normally.

Bard Spells

1st-Level Bard Spells
Lethargy of Tsathoggua: Target doesn't act for 1d4 rounds.
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Bard Spells
Shrivel: As reduce person, but target's gear remains original size.
Sign of Eibon: Increase your caster level by 2.
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Bard Spells
Orne's Black: Darkness allows creatures within to see outside normally.
Powder of Ibn Ghazi: End invisibility and reveal magic auras within 20 ft.

5th-Level Bard Spells
Contrary Melody: Suppress all sonic spells and bardic performances in 20-ft. spread.

6th-Level Bard Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Pipes of Madness: Contagious tune inspires mass violence and dancing, then catatonia.
Wave of Oblivion: Target forgets its identity and allies for 1d4 days.

Bloodrager Spells

3rd-Level Bloodrager Spells
Command of the Bloody Tongue: Damage to the target results in 1d6 points of bleed.
Shrivel: As reduce person, but target's gear remains original size.

Cleric Spells

1st-Level Cleric Spells
Lethargy of Tsathoggua: Target doesn't act for 1d4 rounds.

2nd-Level Cleric Spells
Kiss of Dagon: Biting fish deal water-bound targets 1d6 damage/3 levels per round.

3rd-Level Cleric Spells
Impossible Arithmetic: Deduce one piece of information without enough clues.
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Cleric Spells
Command of the Bloody Tongue: Damage to the target results in 1d6 points of bleed. Enlightenment of the Blind Idiot God: Touched creature's Intelligence becomes 1.
Green Decay: Undead of 4 HD or less rot to nothing.
Orne's Black: Darkness allows creatures within to see outside normally.
Remortification: Revive a recently dead creature for 5 rounds.

6th-Level Cleric Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Implant Dark Young: Dark young grows from target after 1d4 rounds.

7th-Level Cleric Spells
Curse of Yig: Target traitor's limb becomes a viper determined to kill the target and anyone else who knows your secret.
Dread Curse of Azathoth: Touched creature's ability scores become 3.
Gaze of Ghatanothoa: Target takes 1d10 Dex drain/round, might mummify.
Nuclear Chaos: Azathoth deals 1d100 damage and crushes all in 30-ft. radius spread.
Zyngaya: Create Mythos undead from corpse.

9th-Level Cleric Spells
Ferox: Target's Strength matches nearby foes (maximum 30).
Interplanetary Teleport: Teleport to another planet.
Mimic Form of Nyarlathotep: Polymorph into the Howler.

Druid Spells

2nd-Level Druid Spells
Kiss of Dagon: Biting fish deal water-bound targets 1d6 damage/3 levels per round.

4th-Level Druid Spells
Command of the Bloody Tongue: Damage to the target results in 1d6 points of bleed.
Green Decay: Undead of 4 HD or less rot to nothing.

6th-Level Druid Spells
Implant Dark Young: Dark young grows from target after 1d4 rounds.

7th-Level Druid Spells
Curse of Yig: Target traitor's limb becomes a viper determined to kill the target and anyone else who knows your secret.
Hibernation of Ithaqua: Sleep 1 round to regain all 5th-level and lower spell slots.
Vortex: Creates a whirlpool in water.

9th-Level Druid Spells
Ferox: Target's Strength matches nearby foes (maximum 30).
Tsunami: Huge wave damages and sweeps up all in its path.

Inquisitor Spells

1st-Level Inquisitor Spells
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Inquisitor Spells
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Inquisitor Spells
Orne’s Black: Darkness allows creatures within to see outside normally.

6th-Level Inquisitor Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.

Magus Spells

1st-Level Magus Spells
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Magus Spells
Shrivel: As reduce person, but target's gear remains original size.

4th-Level Magus Spells
Orne’s Black: Darkness allows creatures within to see outside normally.
Powder of Ibn Ghazi: End invisibility and reveal magic auras within 20 ft.

5th-Level Magus Spells
Consume Likeness: Take another's form with matching physical ability bonuses and penalties.
Voorish Sign: Replace a 4th-level or lower prepared spell with another.

6th-Level Magus Spells
Grace of the King in Yellow: Turn humanoid's bones to molten gold.

Medium Spells

1st-Level Medium Spells
Lethargy of Tsathoggua: Target doesn't act for 1d4 rounds.
Mist of R’lyeh: Medium creature is invisible for 1 round.

2nd-Level Medium Spells
Impossible Arithmetic: Deduce one piece of information without enough clues.

3rd-Level Medium Spells
Enlightenment of the Blind Idiot God: Touched creature's Intelligence is 1.
Shrivel: As reduce person, but target's gear remains original size.
Song of Hastur: Target spellcaster loses highest-level available spell slot.

Mesmerist Spells

1st-Level Mesmerist Spells
Lethargy of Tsathoggua: Target doesn't act for 1d4 rounds.
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Mesmerist Spells
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Mesmerist Spells
Enlightenment of the Blind Idiot God: Touched creature's Intelligence becomes 1.
Powder of Ibn Ghazi: End invisibility and reveal magic auras within 20 ft.

6th-Level Mesmerist Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Wave of Oblivion: Target forgets its identity and allies for 1d4 days.

Occultist Spells

1st-Level Occultist Spells
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Occultist Spells
Shrivel: As reduce person, but target's gear remains original size.
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Occultist Spells
Orne’s Black: Darkness allows creatures within to see outside normally.
Powder of Ibn Ghazi: End invisibility and reveal magic auras within 20 ft.

5th-Level Occultist Spells
Shriek of the Byakhee: Quickly summon byakhee, but it might go wild.

6th-Level Occultist Spells
Grace of the King in Yellow: Turn humanoid's bones to molten gold.
Wave of Oblivion: Target forgets its identity and allies for 1d4 days.

Psychic Spells

1st-Level Psychic Spells
Lethargy of Tsathoggua: Target doesn't act for 1d4 rounds.
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Psychic Spells
Impossible Arithmetic: Deduce one piece of information without enough clues.
Shrivel: As reduce person, but target's gear remains original size.
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Psychic Spells
Enlightenment of the Blind Idiot God: Touched creature's Intelligence becomes 1.
Sarnath Sigil, Lesser: Ranged weapon attacks redirect to target.

5th-Level Psychic Spells
Shriek of the Byakhee: Quickly summon byakhee, but it might go wild.
Transport to Yondo: Send target away for 1d4 rounds; it returns suffering from shrivel spell.

6th-Level Psychic Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Grace of the King in Yellow: Turn humanoid's bones to molten gold.
Wave of Oblivion: Target forgets its identity and allies for 1d4 days.

8th-Level Psychic Spells
Pipes of Madness: Contagious tune inspires mass violence and dancing, then catatonia.
Sarnath Sigil, Greater: Ranged weapon attacks and spells redirect to target.

9th-Level Psychic Spells
Cursed Slumber: Target sleeps permanently, grants bonus to arcane and psychic spells.
Interplanetary Teleport: Teleport to another planet.
Temporal Energy Nexus: Retroactively change 1d4 rolls in the past 1d2 rounds.

Ranger Spells

2nd-Level Ranger Spells
Kiss of Dagon: Biting fish deal water-bound targets 1d6 damage/3 levels per round.

Shaman Spells

2nd-Level Shaman Spells
Kiss of Dagon: Biting fish deal water-bound targets 1d6 damage/3 levels per round.

4th-Level Shaman Spells
Command of the Bloody Tongue: Damage to the target results in 1d6 points of bleed.
Orne’s Black: Darkness allows creatures within to see outside normally.

5th-Level Shaman Spells
Transport to Yondo: Send target away for 1d4 rounds; it returns suffering from shrivel spell.

6th-Level Shaman Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Implant Dark Young: Dark young grows from target after 1d4 rounds.

7th-Level Shaman Spells
Curse of Yig: Target traitor's limb becomes a viper determined to kill the target and anyone else who knows your secret.
Dread Curse of Azathoth: Touched creature's ability scores become 3.
Hibernation of Ithaqua: Sleep 1 round to regain all 5th-level and lower spell slots.
Vortex: Creates a whirlpool in water.
Zyngaya: Create Mythos undead from corpse.

9th-Level Shaman Spells
Ferox: Target's Strength matches nearby foes (maximum 30).

Sorcerer/Wizard Spells

1st-Level Sorcerer/Wizard Spells
Lethargy of Tsathoggua: Target doesn't act for 1d4 rounds.
Mist of R’lyeh: Medium creature is invisible for 1 round.

2nd-Level Sorcerer/Wizard Spells
Kiss of Dagon: Biting fish deal water-bound targets 1d6 damage/3 levels per round.

3rd-Level Sorcerer/Wizard Spells
Impossible Arithmetic: Deduce one piece of information without enough clues.
Shrivel: As reduce person, but target's gear remains original size.
Sign of Eibon: Increase your caster level by 2.
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Sorcerer/Wizard Spells
Enlightenment of the Blind Idiot God: Touched creature's Intelligence becomes 1.
Green Decay: Undead of 4 HD or less rot to nothing.
Orne’s Black: Darkness allows creatures within to see outside normally.
Powder of Ibn Ghazi: End invisibility and reveal magic auras within 20 ft.
Remortification: Revive a recently dead creature for 5 rounds.
Sarnath Sigil, Lesser: Ranged weapon attacks redirect to target.

5th-Level Sorcerer/Wizard Spells
Shriek of the Byakhee: Quickly summon byakhee, but it might go wild.
Transport to Yondo: Send target away for 1d4 rounds; it returns suffering from shrivel spell.
Voorish Sign (wizard only): Replace a 4th-level or lower prepared spell with another.

6th-Level Sorcerer/Wizard Spells
Ancient Sorcery of Serpentfolk: Duplicate a lower-level spell.
Consume Likeness: Take another's form with matching physical ability bonuses and penalties.
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Grace of the King in Yellow: Turn humanoid's bones to molten gold.
Melt Flesh: Target takes 6d6 damage, takes penalties, and risks spell failure.
Nuclear Chaos: Azathoth deals 1d100 damage and crushes all in 30-ft. radius spread.
Wave of Oblivion: Target forgets its identity and allies for 1d4 days.

7th-Level Sorcerer/Wizard Spells
Curse of Yig: Target traitor's limb becomes a viper determined to kill the target and anyone else who knows your secret.
Dread Curse of Azathoth: Touched creature's ability scores become 3.
Gaze of Ghatanothoa: Target takes 1d10 Dex drain/round, might mummify.
Hibernation of Ithaqua: Sleep 1 round to regain all 5th-level and lower spell slots.
Vortex: Creates a whirlpool in water.
Zyngaya: Create Mythos undead from corpse.

8th-Level Sorcerer/Wizard Spells
Sarnath Sigil, Greater: Ranged weapon attacks and spells redirect to target.

9th-Level Sorcerer/Wizard Spells
Cursed Slumber: Target sleeps permanently, grants bonus to arcane and psychic spells.
Ferox: Target's Strength matches nearby foes (maximum 30).
Interplanetary Teleport: Teleport to another planet.
Mimic Form of Nyarlathotep: Polymorph into the Howler.
Temporal Energy Nexus: Retroactively change 1d4 rolls in the past 1d2 rounds.
Tsunami: Huge wave damages and sweeps up all in its path.

Spiritualist Spells

1st-Level Spiritualist Spells
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Spiritualist Spells
Song of Hastur: Target spellcaster loses highest-level available spell slot.

4th-Level Spiritualist Spells
Command of the Bloody Tongue: Damage to the target results in 1d6 points of bleed.
Enlightenment of the Blind Idiot God: Touched creature's Intelligence becomes 1.

6th-Level Spiritualist Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Grace of the King in Yellow: Turn humanoid's bones to molten gold.
Melt Flesh: Target takes 6d6 damage, takes penalties, and risks spell failure.
Wave of Oblivion: Target forgets its identity and allies for 1d4 days.

Summoner Spells

1st-Level Summoner Spells
Mist of R’lyeh: Medium creature is invisible for 1 round.

3rd-Level Summoner Spells
Shrivel: As reduce person, but target's gear remains original size.

4th-Level Summoner Spells
Enlightenment of the Blind Idiot God: Touched creature's Intelligence becomes 1.
Powder of Ibn Ghazi: End invisibility and reveal magic auras within 20 ft.

5th-Level Summoner Spells
Shriek of the Byakhee: Quickly summon byakhee, but it might go wild.
Transport to Yondo: Send target away for 1d4 rounds; it returns suffering from shrivel spell.

6th-Level Summoner Spells
Nuclear Chaos: Azathoth deals 1d100 damage and crushes all in 30-ft. radius spread.

Witch Spells

3rd-Level Witch Spells
Shrivel: As reduce person, but target's gear remains original size.

4th-Level Witch Spells
Command of the Bloody Tongue: Damage to the target results in 1d6 points of bleed.
Powder of Ibn Ghazi: End invisibility and reveal magic auras within 20 ft.
Remortification: Revive a recently dead creature for 5 rounds.

5th-Level Witch Spells
Transport to Yondo: Send target away for 1d4 rounds; it returns suffering from shrivel spell.

6th-Level Witch Spells
Dream Sending of Cthulhu: As nightmare, but victim gains an insanity.
Implant Dark Young: Dark young grows from target after 1d4 rounds.

7th-Level Witch Spells
Curse of Yig: Target traitor's limb becomes a viper determined to kill the target and anyone else who knows your secret.
Dread Curse of Azathoth: Touched creature's ability scores become 3.

9th-Level Witch Spells
Cursed Slumber: Target sleeps permanently, grants bonus to arcane and psychic spells.
Ferox: Target's Strength matches nearby foes (maximum 30).

Spell Descriptions

Spells that name a Great Old One are generally difficult to find outside the faith and might require spell research for others to cast.

Ancient Sorcery of Serpentfolk

School universal; Level sorcerer/wizard 6
Casting Time 1 round
Components V, S, M (a spell component pouch worth at least 5 gp)
Range close (25 ft. + 5 ft./2 levels)
Target one sorcerer/wizard spell (or spell-like ability) of a lower spell level or one other spell (or spell-like ability) of no more than half this spell's spell level
Duration 1 round/level
Saving Throw none; Spell Resistance no

You duplicate the target ongoing spell or spell-like ability as if you had cast it, using the save DC and spell level for ancient sorcery of the serpent folk and your own caster level and statistics. Targets of the duplicated spell get saving throws and spell resistance as normal as listed in the duplicated spell's description. The targeted spell must be ongoing or, if it was instantaneous, must have been cast no more than 1 round before you began casting ancient sorcery of serpentfolk.

Command of the Bloody Tongue

School necromancy; Level antipaladin 3, bloodrager 3, cleric 4, druid 4, shaman 4, spiritualist 4, witch 4
Casting Time 1 standard action
Components V, S, M (a drop of your own blood drawn by biting your tongue)
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round/level (maximum 15 rounds)
Saving Throw Fortitude negates; Spell Resistance yes

As part of casting the spell, you must damage your tongue (typically with a bite) to draw blood, dealing yourself 1 point of damage. Any damage the target takes also causes 1d6 points of bleed in addition to its other effects. The bleed does not stack with itself or other sources of bleed. If the target has or gains the dying condition, it cannot be stabilized while this spell lasts. Only by restoring the victim to 0 or more hit points can the dying condition be removed.

Consume Likeness

School transmutation (polymorph); Level alchemist 5, magus 5, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Fortitude negates; Spell Resistance yes

The face and appearance of the target change into the face and appearance of another creature of the same size and creature type that you clearly recall from memory. The target creature gains an enhancement bonus of up to +4 or penalty of up to -4 as appropriate to bring its Strength, Dexterity, and Constitution scores toward those of the new likeness. If you have eaten any of a corpse, you can produce an appearance resembling the creature that corpse once was (at any age) even if you have never seen the creature alive.

This spell can be made permanent with a casting of the permanency spell (requiring caster level 14th and diamonds worth 15,000 gp).

Contrary Melody

School abjuration [sonic]; Level bard 5
Casting Time 1 standard action
Components V, S, F (a musical instrument)
Range 20 ft.
Area 20-ft. radius spread centered on you
Duration concentration
Saving Throw none; Spell Resistance no

Sonic spells and effects and audible bardic performances have no effect in the area. Their durations continue to elapse.

Cursed Slumber

School enchantment (compulsion) [curse, mind-affecting]; Level psychic 9, sorcerer/wizard 9, witch 9
Casting Time 1 standard action
Components V, S, M (white sand)
Range close (25 ft. + 5 ft./2 levels)
Area one living creature with an Intelligence of 3 or higher
Duration permanent
Saving Throw Will negates; Spell Resistance yes

No violence, face-full of water, or kiss will wake the target of the cursed slumber. The target creature falls into a magical sleep with no need of food or water (although it must still breathe). The target continues to age normally and can die of old age. This spell is a curse and can only be removed by remove curse or related spells.

If the target remains asleep for at least 1 year, the spell grants benefits to spellcasters in its vicinity. All arcane and psychic spellcasters within 30 feet of the sleeping target gain a +2 competence bonus on Knowledge (arcana) checks and Spellcraft checks. Treat the caster level of any arcane or psychic spell cast within 30 feet of the sleeping target as 1 higher if the target has been asleep at least 1 year. Caster level increases from multiple cursed creatures are not cumulative.

Curse of Yig

School transmutation [chaotic, death, poison]; Level cleric 7, druid 7, shaman 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S, DF
Range unlimited
Target one humanoid who has betrayed a secret that the caster directly shared
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

A limb (usually an arm) of the target transforms into a viper and bites the target, automatically hitting and dealing 1d4+1 piercing damage. Unless the target is immune to poison, it automatically suffers 1d4 points of Constitution damage and its flesh bloats purple around the wound, hemorrhaging throughout its body (but leaving the snake unharmed). Each round, the snake bites again as before. The viper is a Small venomous snake with the advanced template and hit points equal to half the victim's maximum. Any damage, healing, or spell targeting the viper or victim while they are attached applies to the other as well. The viper is not affected by poison or by damage to the victim's ability scores. If the victim dies, the viper detaches and moves to attack the nearest creature within 1 mile per caster level that you know to have learned the secret or the victim knew to have learned the secret you wish to keep hidden, continuing on a rampage of murder until the snake is killed or no targets are left within range. The snake then becomes a normal viper.

The viper detaches from the victim when its hit points are reduced to 0. If the limb is cut off or falls off, a regenerate spell or the regeneration ability cannot restore the original limb, but a limited wish, greater restoration, wish, or miracle spell can. If the target dies from the snake’s attack or other causes later while still missing the limb, he cannot be raised from the dead by the raise dead spell. Only a more powerful spell such as resurrection, true resurrection, miracle, or wish can bring the victim back to life.

This spell can only be cast on a target once by a particular caster, regardless of the number of secrets betrayed or the outcome of the spell. You cannot cast this spell on the same target again.

Dread Curse of Azathoth

School necromancy [chaotic, curse]; Level cleric 7, shaman 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/level
Saving Throw none and Will partial; Spell Resistance yes

Recorded only in desecrated tombs by worshipers of Azathoth, this spell reduces the target's ability scores to 3 (unless they were already lower). The target can follow simple instruction and recognizes friends. It cannot cast spells and its caster level for any spell-like abilities is reduced by 6 (the spell-like abilities can't be cast if the caster level is reduced below 1). The target receives no saving throw to resist the spell initially, but can attempt a Will saving throw as a full-round action each round to regain its faculties. This spell can be ended early by a heal, limited wish, miracle, or wish spell.

Dream Sending of Cthulhu

School Illusion (phantasm) [chaotic, evil, mind-affecting]; Level alchemist 6, bard 6, cleric 6, inquisitor 6, mesmerist 6, psychic 6, shaman 6, sorcerer/wizard 6, spiritualist 6, witch 6
Saving Throw Will partial; Spell Resistance yes

This spell functions as nightmare except as noted here. It allows the presence of Cthulhu to enter the mind of the target creature. The victim suffers 1d10 points of damage and is fatigued even if it succeeds on its saving throw. If the victim fails the saving throw, it becomes shaken for 1 day and must succeed at a second Will saving throw or it gains an insanity that is not debilitating (generally a phobia; see Insanity rules) and also draws the personal attention of Cthulhu (GM’s discretion as to the effects of this communion).

Enlightenment of the Blind Idiot God

School transmutation [chaotic]; Level cleric 4, medium 3, mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 day/level
Saving Throw Will negates; Spell Resistance yes

The target’s Intelligence decreases to 1. It cannot understand even simple words or phrases, although it recalls basic feelings toward friends and foes and can be guided with Handle Animal checks as if it were an animal. It cannot cast spells.

Ferox

School transmutation; Level cleric 9, druid 9, shaman 9, sorcerer/wizard 9, witch 9
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 round/2 levels
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The target's Strength score increases to 30 or the highest among all enemies within 60 feet, whichever is lower. This spell has no effect if the subject has no enemies within 60 feet. Its bonus adjusts at the start of its turn each round to reflect the highest Strength among foes within 60 feet. This spell has no effect on creatures with Strength scores of 30 or greater.

Gaze of Ghatanothoa

School necromancy [curse, evil]; Level cleric 7, sorcerer/ wizard 7
Casting Time 1 standard action
Components V, S, DF/F (an abstract representation of Ghatanothoa)
Range close (25 ft + 5 ft./2 levels)
Target one humanoid
Duration 1 round/5 levels
Saving Throw Fortitude negates; Spell Resistance yes

You take on a fleeting aspect of the unspeakable form of Ghatanothoa in the eyes of the target creature, causing it to mummify rapidly if it can see you clearly. At the start of your turn each round, the target must make a successful Fortitude save or take 1d10 points of Dexterity drain as its body begins to stiffen and mummify. If the Fortitude save succeeds, the spell ends.

If a creature’s Dexterity score is drained to 0 in this way, it transforms into a perfectly preserved and completely immobile mummy, yet the victim does not die. A creature mummified in this way no longer needs to eat, drink, or breathe, and no longer ages. It is essentially immortal, and can observe the world around it (and may even take purely mental actions, including the use of psychic magic), but can take no other actions.

No magical effect can end this condition (even if the victim’s Dexterity drain is healed) save for an effect that removes this curse. The curse can only be removed by limited wish, wish, or miracle. If the target was trapped for a long time, it will likely have developed some form of madness.

Grace of the King in Yellow

School transmutation [chaotic, evil, fire]; Level magus 6, occultist 6, psychic 6, sorcerer/wizard 6, spiritualist 6
Casting Time 1 standard action
Components V, S, M (1 lb. of gold ingots worth 50 gp per 10 lbs. of the target’s weight)
Range medium (100 ft. + 10 ft./level)
Target one humanoid
Duration instantaneous
Saving Throw Fortitude partial; Spell Resistance yes

You cause the target’s bone marrow to transform into molten gold, unless it succeeds at a Fortitude saving throw. The molten marrow expands and hardens, shattering the bones. The shards of bone shred the creature’s insides and the molten heat sears its nerve endings (although it doesn't harm equipment). The victim takes 3d6 points of damage per caster level (maximum 60d6), half of which is fire. A creature that survives this effect takes 1d6+4 points of Strength and Wisdom drain from organ and bone damage. Magic that removes this ability drain ejects the golden replica of the victim's skeleton from the victim's body and deals the target an additional 1d6 points of damage per caster level. Resurrection and similar spells eject the golden skeleton harmlessly.

If the target's saving throw succeeds, it instead cries tears of molten gold and takes 7d6 points of fire damage before the tears cool harmlessly. The tears are worth 50 gp if collected.

Green Decay

School transmutation; Level cleric 4, druid 4, sorcerer/ wizard 4
Casting Time 1 standard action
Components V, S, M (a pinch of green mold)
Range close (25 ft + 5 ft./2 levels)
Targets all undead in a 20-ft.-radius burst
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

You cause all undead in the area of effect of 4 HD or less to decay into piles of harmless green mold unless they succeed at a Fortitude save. Each undead gains a bonus or penalty on this saving throw based on the brightest level of illumination in its space: supernatural darkness (+3), darkness (+2), dim light (+1), normal light (+0), bright light (–1).

Hibernation of Ithaqua

School universal [chaotic, evil]; Level druid 7, shaman 7, sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a flawless emerald worth 5,000 gp)
Range personal
Target you
Duration 1 round
Saving Throw none; Spell Resistance none

You fall asleep for 1 round. You are helpless during that time and cannot be awakened. You awaken at the end of your next turn with all your expended spell slots of 5th level and lower restored. If you prepare spells, those slots have the same spells prepared as you previously had prepared in them.

Implant Dark Young

School conjuration (creation) [chaotic, evil]; Level cleric 6, druid 6, shaman 6, witch 6
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

You create a small boil on the target. If the target succeeds at a Fortitude saving throw, the boil withers and falls off within one round. If the target fails this save, the boil grows with amazing speed over the course of 1d4 rounds. At that point, the target takes 1d6 points of bleed as an adolescent dark young of Shub-Niggurath bursts from the boil in a shower of pus and blood. The dark young attacks any creature besides a cultist of Shub-Niggurath or someone wearing an unholy symbol of Shub-Niggurath.

Impossible Arithmetic

School divination; Level cleric 3, medium 2, psychic 3, sorcerer/wizard 3
Casting Time 10 minutes
Components V, S, M (an offering to the Great Old Ones; see text)
Range personal
Target you
Duration Instantaneous

You gain a glimpse of a terrible truth, receiving one truthful answer regarding the Mythos. The material component is an offering to the Great Old Ones. It is up to the GM to decide if the offering is acceptable — rarer or more obscure information requires more exotic offerings. For example, a silver holy symbol of a Great Old One would be appropriate to learn a vague clue about the components required to cast a minor ritual or to learn one fact about a minor Mythos monster.

A scroll of a rare spell of 4th level would be suitable to learn about the goals, methods, or origins of a CR 8 or lower creature. A 1st-level wand or alchemical curiosities worth at least 1,500 gp would be suitable to understand how to perform some rituals without having detailed instructions. An exotic magic item or occult art object worth 3,000 gp would be a suitable offering to learn the likely weaknesses of a CR 15 monster or deduce what Great Old One a secretive cult is likely trying to summon based on a few clues.

Interplanetary Teleport

School conjuration (teleportation); Level cleric 9, psychic 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V
Range personal and touch
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
Source Pathfinder Roleplaying Game: Ultimate Magic

This spell functions as teleport, except there is truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to ("the third planet from the sun" is an acceptable destination, but "a habitable world near that bright star" is not). If you have a specific location on a planet in mind, you arrive there without a chance of failure; otherwise you arrive at a location that would not immediately be life-threatening.

If no such safe landing zone exists on the world, such as someone attempting to travel into the sun without the proper precautions in place, the spell simply fails.

Kiss of Dagon

School conjuration (summoning) [chaotic, evil]; Level cleric 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (a fish scale)
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 2 rounds + 1 round/2 levels (maximum 5 rounds)
Saving Throw none or Fortitude partial (see text); Spell Resistance no

Aquatic and amphibious animals and creatures in the surrounding region have an overwhelming desire to eat the target. Animal companions and domesticated sea life can resist joining in the frenzy with a successful Will save. At the start of the target's turn each round, swarms of small fish and sea life bite at the creature as long as it is in or near water, dealing 1d6 points of piercing, slashing, and bludgeoning damage per three caster levels (maximum 3d6). If there is a high concentration of small creatures (such as from a reef), the target must succeed at a Fortitude save each round or be sickened for 1 round. If the target is within 10 feet of the water, sea life leap and climb from the water to continue the attack.

Lethargy of Tsathoggua

School enchantment (compulsion) [chaotic, evil, mindaffecting]; Level bard 1, cleric 1, medium 1, mesmerist 1, psychic 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1d4 rounds
Saving Throw Will negates; Spell Resistance yes

The target becomes wholly complacent, desiring nothing. The target stands idle or sits for the duration of the spell unless attacked. If the target is attacked, it is staggered for 1 round but can otherwise act normally.

Melt Flesh

School necromancy; Level sorcerer/wizard 6, spiritualist 6
Casting Time 1 standard action
Components V, S, M (burnt piece of flesh)
Range medium (100 ft. + 10 ft./level)
Target one living creature with flesh
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

The flesh melts off the victim's body, causing 6d6 points of damage. The ears, lips, eyelids, and nostrils run away or partially seal up, giving the victim a –4 penalty on all skill checks that would require the use of these body parts or its senses. One of these orifices (chosen randomly) is sealed completely and cannot be opened without cutting the creature, which inflicts 1d6 points of bleed damage to the victim. The target has a 10% chance of losing any spell it attempts to cast that requires a verbal or somatic component. The penalties last until the victim is healed by regenerate, limited wish, wish, or miracle.

Mimic Form of Nyarlathotep

School transmutation (polymorph) [chaotic, evil]; Level cleric 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level

You take on one of Nyarlathotep's forms, generally that of the Howler, though other forms with similarly potent benefits might be available at GM’s discretion. You become Huge and gain a +6 size bonus to Strength and Dexterity. You gain blindsight 60 feet, darkvision 60 feet, air walk at a speed of 60 feet, and constrict (3d6). You gain the following natural weapons: bite (2d6), 2 claws (1d8), and tentacle (3d6 and grab at reach 30 ft.). You also randomly gain one of the following abilities of that form. The DC for any of these abilities equals your DC for this spell.

d6 Random Ability
1 cloak of chaos
2 energy resistances of player’s choice
3 howl
4 million favored ones
5 true seeing
6 vampirism

Mist of R'lyeh

School illusion (glamer); Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, magus 1, medium 1, mesmerist 1, occultist 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner 1
Casting Time 1 swift action
Components M (vial of breath from an amphibious creature), S
Range personal
Target you
Duration 1 round

You become invisible as the spell invisibility until the end of your next turn or until you attack. However, the spell leaves a barely visible distortion, which reduces the Stealth bonus from the invisible condition by half (+10 while moving or +20 while motionless).

Nuclear Chaos

School conjuration (summoning) [chaotic]; Level cleric 7, sorcerer/wizard 6, summoner 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area 30-ft.-radius spread
Duration instantaneous
Saving Throw Reflex partial; Spell Resistance no

Multiple minor appendages of Azathoth extend into your current reality and lash out at everything in the area. Creatures and objects take 1d100 points of damage and are knocked prone. A successful Reflex save negates being knocked prone and reduces the damage by half.

Orne's Black

School evocation [darkness]; Level antipaladin 4, bard 4, cleric 4, inquisitor 4, magus 4, occultist 4, shaman 4, sorcerer/wizard 4
Casting Time 1 standard action
Components S
Range close (25 ft. + 5 ft./2 levels)
Area 30-foot radius emanation from a point in space
Duration 1 min./level
Saving Throw none; Spell Resistance no

A one-directional gloom covers the affected area, making the illumination level darkness. Creatures in the area can see outside of the affected area normally.

Creatures in the area have total concealment and can't be located by sight. The shadow dispels all magical light sources of a lower spell level in the area and suppresses the effect of all light sources and light spells (including daylight). Creatures who cannot see in darkness move through the area as if they were blinded (generally, at half speed).

Pipes of Madness

School enchantment (compulsion) [mind-affecting]; Level bard 6, psychic 8
Casting Time 1 standard action
Components V, S, M (a strand of hair from a mad person)
Range medium (100 ft. + 10 ft./level)
Targets creatures in a 20-foot radius spread
Duration 1 round/level, then 1 hour/level
Saving Throw Will negates; Spell Resistance yes

This spell causes the targets to dance madly or attack the nearest creature (50% chance of either each round) for 1 round per caster level. Dancing creatures take a –4 penalty to Armor Class and on Reflex saves, and lose any AC bonus granted by held shields. At the end of this period of frenzy, the affected creatures sit catatonic, whistling the melody of pipes of madness for 1 hour per caster level. If a subject is attacked, whether during the frenzy or during the catatonia, that subject spends the next round attacking the creature that attacked it. Any creature not yet affected by this casting of pipes of madness who hears the whistling must make a Will saving throw with a +4 bonus. If the listener fails, the spell affects the listener, starting with a period of frenzy. Upon a successful save, whether because of the initial casting or because a creature enters the area of effect, a creature becomes immune to that casting of song of madness.

Powder of Ibn Ghazi

School abjuration; Level bard 4, magus 4, mesmerist 4, occultist 4, sorcerer/wizard 4, summoner 4, witch 4
Casting Time 1 standard action
Components V, S, M (any fine powder), F (a tube or similar implement)
Range 20 ft.
Targets all creatures, spells, and objects in a burst centered on you
Duration instantaneous and 1 minute/level
Saving Throw Will negates; Spell Resistance yes

You blow the powder through a tube or other implement around you, which briefly clings to and then magically reveals all invisible creatures and objects in the area.

All effects that cause invisibility are immediately ended and no new effect can make those creatures or objects invisible again for 1 minute per caster level. All spells and magic items in the area radiate their magic auras as described in detect magic for all to see for 1 minute per caster level. Observers can only interpret the significance of an aura with a successful Spellcraft check as a standard action.

Remortification

School necromancy; Level cleric 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (diamonds worth 250 gp)
Range touch
Target dead creature touched
Duration 5 rounds
Saving Throw none; Spell Resistance no

The corpse you touch returns to life with a permanent negative level and 7d6 + caster level hit points (maximum 7d6+15, to a maximum of the creature's reduced maximum hit point total). The corpse must have been dead for no longer than 5 rounds when you cast the spell. At the end of the target creature's action on the 5th round, the creature dies again, regardless of any healing magic used in the intervening time. When it dies at the end of the spell, its negative hit points return to the same number it had before, allowing the creature to be revived by effects like breath of life as if no time had passed since its previous death. If it is killed before the 5 rounds elapse, the spell ends immediately and its negative hit points become what they were when it last died or remain at the current total, whichever is worse. Remortification has no effect on undead creatures.

Sarnath Sigil, Lesser

School abjuration; Level psychic 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

Any ranged weapon attack originating within 90 feet of the victim of this spell automatically veers toward the victim instead of its original intended target, provided that the victim is within the attack's maximum range. The victim's own ranged attacks do not loop back to target it. A new attack roll is made to hit the victim of lesser Sarnath sigil.

Sarnath Sigil, Greater

School abjuration; Level psychic 4, sorcerer/wizard 8
Duration 1 round/level or until discharged

This spell functions as lesser Sarnath sigil except as noted here. The greater Sarnath sigil also forces spells cast within 90 feet that can target the subject to do so. A spell with multiple targets adds the subject as an additional target if possible, given the other targets, but otherwise does not change. Area of effect spells aren't redirected unless they call for a ranged attack roll. Rays and other ranged spell attacks are redirected like weapons. Each spell depletes the potential of the greater Sarnath sigil by a number of levels equal to its spell level.

Once the spell has forced a number of spell levels equal to your caster level to change targets, it ends. If a spell would be partially affected, it has only a proportional chance of being redirected per spell level redirected.

For example, if the greater Sarnath sigil has 4 levels left on it and it tries to redirect destruction (7th level), the spell has a 4/7 (or 57%) chance of being redirected.

Shriek of the Byakhee

School conjuration (summoning) [chaotic, evil]; Level occultist 5, psychic 5, sorcerer/wizard 5, summoner 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect one byakhee
Duration 1 round/level
Saving Throw Will partial; Spell Resistance no

You summon one byakhee to attack a target you designate when you finish casting the spell.

The targeted creature can interfere with your control with a successful Will save. If the target creature succeeds at this saving throw, the byakhee attacks the target's nearest apparent foes for 1d4 rounds and then vanishes or attacks you. Regardless of the results of the save, it does not follow the target's orders. If the target dies, the byakhee vanishes. The byakhee must be one known to you or which you have researched extensively, which generally requires 1d4 weeks and a successful Knowledge (planes) check against DC 15 + CR.

Shrivel

School transmutation; Level alchemist 3, bard 3, bloodrager 3, magus 3, medium 2, occultist 3, psychic 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S, M (exotic salts)
Target one living creature

This spell functions as reduce person except as noted here. The spell can affect other living creatures and the target's equipment does not shrink. The target treats its weapon(s) as one step heavier (light weapons become one-handed, one-handed weapons become two-handed, and two-handed weapons and longbows can only be used as improvised weapons). It also suffers a –2 penalty on attack rolls with weapons sized for its original size. Unless the shriveled creature is wearing no armor and little or no clothing, it becomes entangled by its clothing or armor until they are removed. The victim might also become more encumbered as a result of its reduced carrying capacity.

Shrivel can be made permanent on yourself and others with a casting of the permanency spell (requiring caster level 11th and diamonds worth 7,500 gp).

Sign of Eibon

School evocation; Level bard 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level

You gain a +2 bonus to your caster level for the purpose of spells you finish casting while sign of Eibon lasts, improving your bonus on concentration checks and caster level checks as well as any level-based features of the spell. This bonus does not stack with any granted by magic items or other spells.

Song of Hastur

School abjuration [chaotic, evil]; Level bard 3, cleric 3, inquisitor 3, medium 3, mesmerist 3, occultist 3, psychic 3, sorcerer/wizard 3, spiritualist 3
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes

Song of Hastur expends the target's highest-level spell slot available. If there is more than one spell slot available of that level, one is eliminated at random. (A caster only loses one spell, regardless of how many times it has prepared the same spell.) Spell-like abilities are not affected by this spell.

Any spell or spell slot lost because of this spell is treated as if the caster had failed a concentration check while trying to cast it—the spell slot is wasted and the spell has no effect, but is recovered normally the next time the character prepares spells or regains spell slots.

Temporal Energy Nexus

School transmutation; Level psychic 9, sorcerer/wizard 9
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target 1d4 creatures who are or were within range of your current location in previous 1d2 rounds
Duration instantaneous
Saving Throw none; Spell Resistance yes

You disrupt the flow of time in the recent past, allowing you to choose 1d4 attack rolls, saving throws, skill checks, damage rolls, or caster level checks (in whatever combination you desire) that you observed up to 1d2 rounds ago and force those rolls or checks to be rolled again, taking the new result in place of the old.

The distortion in the time-stream prevents any other aspect of the past from being changed, even if actions by other creatures in the intervening time no longer seem to make sense.

Transport to Yondo

School conjuration (teleportation); Level psychic 5, shaman 5, sorcerer/wizard 5, summoner 5, witch 5
Casting Time 1 standard action
Components V, S, M (sand)
Range touch
Target living creature touched
Duration 1d4 rounds, then 1 min./level
Saving Throw Will negates and Fortitude partial (see text); Spell Resistance yes

Unless it succeeds on a Will save, the target is transported to the desert Yondo. It remains there for 1d4 rounds and then returns to the exact spot it left. Upon returning, it must immediately succeed at a Fortitude save or shrivel as the spell regardless of its creature type. It suffers a –1 penalty on this save for every round it spent in Yondo.

Tsunami

School conjuration (creation) [water]; Level druid 9, shaman 9, sorcerer/wizard 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Effect 10-ft.-deep wave 10 ft. wide/level and 2 ft. tall/level
Duration 5 rounds
Saving Throw see text; Spell Resistance no
Source Pathfinder Roleplaying Game: Advanced Player’s Guide

You create a massive wave of water, which then moves in a straight line across water or land. You select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. Over the surface of open water, the wave travels at a speed of 60 feet per round—on land or underwater, the wave travels at a speed of 30 feet per round.

Creatures struck by a tsunami take 8d6 points of bludgeoning damage (a Fortitude save halves this damage). In addition, the tsunami makes a special CMB check against any creature it strikes: the wave’s CMB is equal to your caster level + your relevant spellcasting ability score modifier (whichever is highest) + 8 (for the wave’s size). If this CMB check defeats a creature’s CMD, the creature is knocked prone and carried along by the wave. A creature carried along by a tsunami can attempt to escape the wave on its turn as a standard action by making a CMB or Swim check opposed by the wave’s CMB check. If a creature fails to escape, it takes another 6d6 points of bludgeoning damage (Fortitude save for half) and continues being carried along by the wave.

Objects struck by a tsunami are swept up if they are Huge or smaller and are carried along by the wave to be deposited in a pile at the end of the wave’s journey. Gargantuan or larger objects, as well as structures or objects firmly attached to the ground, take 8d6 points of bludgeoning damage when a tsunami passes through their spaces; if this is enough to destroy the object or structure, the remains are carried along by the wave. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Freedom of movement prevents a creature from being carried along by a tsunami but does not prevent damage caused by the wave hitting a creature.

A solid barrier that is taller than the tsunami that is not destroyed by the wave stops that portion of the wave from continuing onward, leaving a gap in the wave as the rest of it continues forward.

Voorish Sign

School transmutation; Level magus 5, wizard 5
Casting Time 1 standard action
Components V, S, F (your spellbook)
Range personal
Target you
Duration instantaneous

This spell taps into your deep memories of magic. You instantly prepare any single spell of 4th level or lower that you have prepared from your spellbook at least once before. You must have a spell slot open or lose an available prepared spell slot of the appropriate level or higher.

Vortex

School evocation [water]; Level druid 7, shaman 7, sorcerer/ wizard 7
Casting Time 1 standard action
Components V, S, M/DF (a stirring spoon)
Range long (400 ft. + 40 ft./level)
Effect whirlpool 50 ft. deep, 30 ft. wide at top, and 5 ft. wide at base
Duration 1 round/level (D)
Saving Throw Reflex negates, see text; Spell Resistance yes
Source Pathfinder Roleplaying Game: Advanced Player’s Guide

You create a powerful and immobile whirlpool in any body of liquid large enough to contain the spell's effect.

Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of bludgeoning damage. A Medium or smaller creature that fails its first save must succeed on a second one or be pulled into the whirlpool and held suspended in its powerful currents, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the whirlpool to eject any carried creatures whenever you wish, in whatever direction you wish. A boat that is equal in length to or shorter than the vortex's width that passes through a vortex takes 6d6 points of damage and is caught up by the current. If the boat's captain makes a DC 25 Profession (sailor) check, or if the boat is longer than the vortex's width, the boat takes only half damage and is not caught up by the vortex.

Wave of Oblivion

School enchantment (compulsion) [mind-affecting]; Level bard 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6, spiritualist 6
Casting Time 1 standard action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1d4 days
Saving Throw Will negates; Spell Resistance yes

The target loses all episodic memories for 1d4 days. It retains its skills and abilities, but not its own relationship to any creature or thing in the world. Friends, family, enemies, and associates seem to be utter strangers, and the target recalls only things it would have considered public knowledge about them (GM’s discretion).

Zyngaya

School necromancy [evil]; Level cleric 7, shaman 7, sorcerer/wizard 7
Casting Time 1 hour
Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth 50 gp per HD of the undead to be created)
Range close (25 ft. + 5 ft./2 levels)
Target one corpse
Duration instantaneous
Saving Throw none; Spell Resistance no

You turn the corpse into a Mythos undead if the creature had fewer Hit Dice than your caster level. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow.

If you are capable of commanding undead, you may attempt to command the undead creature as it forms.


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