The Grand Grimoire of Cthulhu Mythos Magic

The Grand Grimoire of Cthulhu Mythos Magic

Author: Mike Mason

Publisher: Chaosium

Published: 2017-02-28

Total Pages: 0

ISBN-13: 9781568824055

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Over 550 spells of dire consequences, secrets, and unfathomable power! Here are gathered spells drawn from over thirty years of Call of Cthulhusupplements and scenarios. Each spell has been revised for the Call of Cthulhu 7thedition game, including optional Deeper Magic for the most powerful of Mythossorcerers and monsters, with which to beguile and confound investigators. Packed full of advice and guidance on diverse matters including spell names,elements of spell casting, magical components, and astronomical considerations.Plus flawed spells, ley lines, folk magic, and the magic of the Dreamlands. Use thisgrimoire as a resource, a play aid, and as inspiration when designing scenarios. The Grand Grimoire of Cthulhu Mythos Magic is an essential supplement forKeepers of Arcane Lore. Requires the Call of Cthulhu Rulebook.


Grimoire of the Necronomicon

Grimoire of the Necronomicon

Author: Donald Tyson

Publisher: Llewellyn Worldwide

Published: 2012-04-08

Total Pages: 217

ISBN-13: 0738722227

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On the heels of his widely successful trilogy of works honoring H. P. Lovecraft, Donald Tyson now unveils a true grimoire of ritual magic inspired by the Cthulhu Mythos. The Grimoire of the Necronomicon is a practical system of ritual magic based on Lovecraft's mythology of the alien gods known as the Old Ones. Fans of Lovecraft now have the opportunity to reliably and safely get in touch with the Old Ones and draw upon their power for spiritual and material advancement. Tyson expands upon the Old Ones' mythology and reintroduces these "monsters" in a new, magical context—explaining their true purpose for our planet. As a disciple, you choose one of the seven lords as a spiritual mentor, who will guide you toward personal transformation. Grimoire of the Necronomicon features ritual forms and invocations for the daily and yearly rites of the Old Ones, individual rituals devoted to each of the seven major figures of the mythos, and most importantly, a grand ritual for personal attainment. The daily rituals provide an excellent system of esoteric training for individual practitioners. This grimoire also provides structure for an esoteric society—Order of the Old Ones—devoted to the group practice of this unique system of magic.


The Book of Shadows

The Book of Shadows

Author: Fantasy World Journal

Publisher:

Published: 2019-06-17

Total Pages: 122

ISBN-13: 9781074525316

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Book of Shadows and Grimoire (6"x9" - 15.24 cm by 22.86 cm - Customized Interior Pages) This is a truly amazing spell book that any witches yearned for because their tools are never complete without at least one good spell book! With this blank Grimoire, you can create your own personalized spell book and this will give you a good start to building your own Book of Shadows. This Grimoire allows you to record the name of the spell, its purpose and the deities invoked, and a section to record the ingredients and the outcome of the casting. The opposite page is purposefully designed to include a dot grid page to allow you space to jot down your thoughts and the whole casting experience. A perfect book for anyone who loves spell. Pick one up as a gift for yourself or a friend today! So scroll up and Get One Now!


Grimoires

Grimoires

Author: Owen Davies

Publisher: OUP Oxford

Published: 2010-09-23

Total Pages: 553

ISBN-13: 0191509248

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What is a grimoire? The word has a familiar ring to many people, particularly as a consequence of such popular television dramas as Buffy the Vampire Slayer and Charmed. But few people are sure exactly what it means. Put simply, grimoires are books of spells that were first recorded in the Ancient Middle East and which have developed and spread across much of the Western Hemisphere and beyond over the ensuing millennia. At their most benign, they contain charms and remedies for natural and supernatural ailments and advice on contacting spirits to help find treasures and protect from evil. But at their most sinister they provide instructions on how to manipulate people for corrupt purposes and, worst of all, to call up and make a pact with the Devil. Both types have proven remarkably resilient and adaptable and retain much of their relevance and fascination to this day. But the grimoire represents much more than just magic. To understand the history of grimoires is to understand the spread of Christianity, the development of early science, the cultural influence of the print revolution, the growth of literacy, the impact of colonialism, and the expansion of western cultures across the oceans. As this book richly demonstrates, the history of grimoires illuminates many of the most important developments in European history over the last two thousand years.


The Cthulhu Mythos Encyclopedia

The Cthulhu Mythos Encyclopedia

Author: Daniel Harms

Publisher: Elder Signs Press

Published: 2008-08

Total Pages: 0

ISBN-13: 9781934501054

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This is the third edition of Daniel Harms' popular and extensive encyclopedia of the Cthulhu Mythos. Updated with more fiction listings and recent material, this unique book spans the years of H.P. Lovecraft's influence in culture, entertainment and fiction. The voluminous entries make The Cthulhu Mythos Encyclopedia invaluable for anyone knowledgeable about the Cthulhu Mythos and necessary for those longing to learn about the Cosmic Horrors from past and present decades. Also includes appendix about the history of H.P. Lovecraft's infamous Necronomicon.


Pulp Cthulhu

Pulp Cthulhu

Author: Mike Mason

Publisher: Call of Cthulhu Roleplaying

Published: 2016-08

Total Pages: 270

ISBN-13: 9781568820910

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Call of Cthulhu RPG 1930s


The Great Old Ones

The Great Old Ones

Author: Marcus L. Rowland

Publisher:

Published: 1989

Total Pages: 176

ISBN-13: 9780933635388

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"The Great Old Ones" consists of a set of six scenarios for Call of Cthulhu: "The Spawn" is in the Wild West, with Indians, Wobblies, and bad guys; "Still Waters" is an adventure for people who hate to lend books; "Tell Me, Have You Seen the Yellow Sign?" makes a symbolic stop-over in New Orleans; "One In Darkness" features South Boston hoodlums; "The Pale God" introduces investigators to an unusual contract; "Bad Moon Rising" is an experience to remember. The adventures can be presented in sequence, as a loose campaign; limited cross-references allow the scenarios to stand independently.