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Inscribe The Yellow Sign

School enchantment (compulsion) [chaotic, evil, mind-affecting]; Level 3

CASTING

Casting Time 1 minute, or creation time if creating more elaborate signs (2 phases of half the casting time)
Components S
Optional Components F (a copy of the King in Yellow gives a +5 insight bonus on all skill checks)
Skill Checks Craft (painting) or Profession (Yog-Sothothery philosopher) DC 15, 1 success (diagram); Knowledge (geography) or Profession (Yog-Sothothery philosopher) DC 15, 1 success
Range touch
Diagram The Yellow Sign may be drawn at any size, and its difficulty is not affected by size; sometimes the inscriber gets carried away in crazed artistry and makes it into an elaborate baroque sculpture or hides it such that it can only be seen as graffiti on multiple buildings from a certain angle, and these require higher Craft (painting) checks or other appropriate skill checks

EFFECT

one Yellow Sign
Duration permanent
Saving Throw Will partial; Spell Resistance no

DESCRIPTION

This ritual—which can only be performed by insane devotees of Hastur and the King in Yellow—inscribes the Yellow Sign, which can only be noticed or identified by insane creatures or those who have read The King in Yellow play. If a creature has read The King in Yellow and sees the Yellow Sign, the creature automatically becomes shaken and must succeed at a Will saving throw or be confused for 1d4 rounds. If the creature becomes confused in this way, it has a percentage chance equal to the save DC of becoming permanently insane in a way defined by the caster of the ritual. If a character or creature goes permanently insane from seeing the Yellow Sign, they become obsessed with it, the King in Yellow, and Carcosa, effectively becoming a cultist of the King in Yellow.

Section 15: Copyright Notice

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