Over 550 spells of dire consequences, secrets, and unfathomable power!
Contained within are gathered spells drawn from over thirty years of Call of Cthulhu supplements and scenarios. Each spell has been revised for the Call of Cthulhu 7th Edition game, including optional Deeper Magic for the most powerful of Mythos sorcerers and monsters, with which to beguile and confound investigators.
Chaosium Unveiled: Inside The Grand Grimoire of Cthulhu Mythos Magic
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 this grimoire as a resource, a play aid, and as inspiration when designing scenarios. The Grand Grimoire of Cthulhu Mythos Magic is an essential supplement for Keepers of Arcane Lore.
A Glimpse of the Magic Inside
Advice on Expanding Magic in your game.
And how to integrate Folk Magic (or not).
Spells that should not be cast - Your investigators will face cultists willing to sacrifice their sanity and indeed their very souls to be able to cast terrible spells in the name of their dark and unforgiving masters.
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What The Critics Say
"Players have been clamoring for a Call of Cthulhu spellbook for years. Here is, in one single tome, the unspeakable knowledge that is bound to break even the most fortified minds."
— Antonios S., RPGNet Review.
"A treasure trove of info… a near indispensable reference work for practically all Call of Cthulhu Keepers."
— The Gaming Gang, Thirty Years of Mythos Magicks.
"Looks like an old tome of magic - as it should... a great resource when you are running a campaign, and especially when you are writing your own adventures."
— Geeks-A-Go-Go, The Grand Grimoire of Cthulhu Mythos Magic Reviewed.
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PDF Product Name: [The Grand Grimoire of Cthulhu Mythos Magic - PDF]
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- Page Count:
- Mike Mason with Matt Sanderson
- Cover Artist:
- Sam Lamont and Rhys Pugh
Pro: Enough magic for all your investigators to go properly insane and become cultists. Probably more than you'd ever need and very helpful accessoire for writing scenarios yourself. Neutral: A few illustrations for ritual drawings and inscriptions would be nice. Con: Would definitely benefit from a different structure (not just everything in alphabetical order but sorted by categories).
Maybe not an essential CoC supplement, but honestly, a Keeper should buy it even if they're only going to lovingly turn the pages and think of horrible ways to mess with their players. TGGoCMM is an unparalleled resource for magic in CoC. Just buy it.
This is a beautiful book that could have been just as useful as a simple list of spells like many other companies produce. Chaosium made a real gem here, beautiful to look at as well as being a wealth of fun ideas to use at the table. Must have book.
+ Exhaustive content. Plenty of spells, rituals, potions, ect all. + Solid production values. Full color. Good art and page layouts. +/- Some new systems but could have been further developed. - Everything is lumped together alphabetically. Some separation say between Rituals, Spells, and Item Creation would be helpful, or at the least, some separated indexes. - A listing of all mythos tomes would have made sense to include
all the dark and obscure mythos-magic you could ever want! page directions among the spell categories (chptr 3) is the only thing i feel is lacking. or even better - sort everything according to category instead of alphabetically.
Gorgeous design; cool little alternate rules like folk magic, ley lines, and spell components; and, of course, scores of awesomely dreadful spells drawn from the history of CoC. (It also makes a fun summer read in the park, but beware picnicking families carrying Elder signs.)