INSCRIBE THE YELLOW SIGN School enchantment compulsion [chaotic, evil, mind-affecting]; Level 3 Casting Time 1 minute, or creation time if creating more elaborate signs 2 phases of hal
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caster, no matter how unthinkably distant (generally,
when Carcosa’s star is above the horizon) If the message
arrives, Hastur’s attention is drawn to the person saying
his name and Hastur acts as if at Influence Stage 1
for the caster (see page 246) The caster must then
draw others’ attention to Hastur in order to make them
observers and subject to his presence and abilities
INSCRIBE THE YELLOW SIGN
School enchantment (compulsion) [chaotic, evil,
mind-affecting]; Level 3
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
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
MAO CEREMONY
School necromancy; Level 5 Casting Time 2 hours If ritual is interrupted before the 2
hours are up the ritual fails completely
Components M (1 gallon of blood from the target), SC (at
least 5 and up to 10, chanting from text; +1 bonus on non-diagram ritual skill checks per optional caster)
Skill Checks Knowledge (arcana) or Profession
(Yog-Sothothery philosopher) DC 15, 1 success (diagram); DC
20, 1 success
Range touch Diagram target must be bound in the center of a
10-foot-diameter circle (any material works for all parts of the circle except the glyphs, which must be drawn in the sacrificial victim's blood)
Target helpless humanoid or monstrous
humanoid touched
Duration instantaneous Saving Throw none; Spell Resistance no
This ritual replenishes magical power by sacrificing a humanoid or monstrous humanoid as fuel The target must be killed at the end of the ritual by the primary caster, typically using a spell or enchanted weapon
When this happens, the primary caster gains a number
of spell slots equal to the victim’s Hit Dice Spells of 2nd level cost 2 Hit Dice, spells of 3rd level cost 3 Hit Dice, and so forth These spell slots can be used to cast
or prepare spells as the primary caster normally can and may exceed the primary caster's usual maximum, but fade after 24 hours
OBSCENE FERTILITY RITES OF SHUB-NIGGURATH
School transmutation [chaotic, evil]; Level 8 Casting Time 8 days (8 phases of 1 day) Components V, S, M (as many kinds of tame and wild
animals as possible are slaughtered and eaten throughout the week), F (7 Huge pillars of stone), SC (at least 100 and
up to 2,000 participants, each of which must be able
to survive a week-long festival of mindless orgies and ecstatic violence, and at least 10% of the participants