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The Red Sign

School transmutation [chaotic, evil]; Level 7

CASTING

Casting Time 4 hours (2 phases of 2 hours; interruption causes automatic failure)
Components V, S, M (a slashing weapon of at least +3 or equivalent enhancement used to carve the Red Sign, and blood no more than 24 hours old of at least four creatures of size equal to the target), SC (at least 5 and up to 12 providing verbal components, each of whom must have at least 1 rank in Knowledge [religion] or Profession (Yog-Sothothery philosopher) or have Mythos taint), L (a smooth basin filled with blood from intelligent creatures and some of the blood of the subject, in which the target is almost entirely submerged)
Skill Checks Knowledge (nature) or Profession (Yog-Sothothery philosopher) DC 15, 1 success (diagram); Knowledge (religion) or Profession (Yog-Sothothery philosopher) DC 30, 1 success
Range touch
Diagram a simple circular diagram surrounds the basin containing the target
Target living, non-mindless, non-humanoid creature touched
Duration permanent
Saving Throw Fort negates (harmless); Spell Resistance yes (harmless)
Backlash Upon completion of the ritual, the target is reduced to 1 hit point.
Failure The target can never again be affected by this ritual.

DESCRIPTION

This ritual, known only through the direct teachings of the dark young of Shub-Niggurath, permanently enhances a non-humanoid creature with the power of this mysterious red symbol. The sign is forever after visible as a glowing red symbol somewhere obvious on the creature’s body. The creature gains a +2 enhancement bonus to Intelligence, Wisdom, and Charisma, and it also gains 1d6-1 spell-like abilities at the GM’s discretion, each with caster level equal to its Hit Dice and each usable three times per day. Typically, the creature should not gain any spell-like abilities of higher spell level than the creature’s final CR/2.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.