Download PDF The Grand Grimoire of Cthulhu Mythos Magic
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The Grand Grimoire of Cthulhu Mythos Magic
Download PDF The Grand Grimoire of Cthulhu Mythos Magic
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Product details
Hardcover: 200 pages
Publisher: Chaosium Inc. (July 1, 2017)
Language: English
ISBN-10: 156882405X
ISBN-13: 978-1568824055
Product Dimensions:
8.5 x 0.8 x 11 inches
Shipping Weight: 1.5 pounds (View shipping rates and policies)
Average Customer Review:
4.3 out of 5 stars
6 customer reviews
Amazon Best Sellers Rank:
#46,651 in Books (See Top 100 in Books)
Well done and well organized. One of the issues I've always had with CoC is the relative paucity of spells and the fact that there was little variety between the various sorcerers in terms of their capabilities. How many times can you describe the effects of shrivel or Voorish sign before there familiarity breeds contempt? (answer: not too many, really). This book not only collects all the various spells, but it also gives suggestions for alternate names and different effects depending on whether the caster is willing to go all out into the outer darkness in preparing the spell. Combined with an excellent introduction and organization of the spells into various types (extend life, offense, protection, summoning, etc.), the book is more than just a 7e update of spells, or even a collection of spells from a variety of sources, but it is also a good way to restore the mystery and danger of spells for any CoC game. I've been using it to rerun Fungi from Yuggoth, and it is amazing how much just a couple of different spells in the hands of bad guys can change the flavor and direction of a story.
Good addition to CoC7. Nice to have all the spells gathered in one spot, plus some useful information.
Bought this as a father's day gift for my husband who plays the game on roll20. He states: "it's awesome." He's very happy with the gift.
Love the gorgeous design and layout of this reference.
While the cover art and layout is somewhat impressive, the content is not. I found that many of the more common spells that were in the 6th edition and referenced in the 7th edition rulebook but not described were left out while many more obscure spells were included. If you're going to take the time and effort to compile all of the spells from all of the modules of all of the past years, why not include all of the spells? There's no excuse for spells like Mesmerize to be left out of the book. And please explain to me why, in a book that is supposed to be a grimoire of spells, there are character descriptions like the one on page 133 of Thomas Davenport? Why include a character description and backstory instead of some of the spells that were left out? it doesn't make sense.
Amazon won't let me give half-stars, so this book gets 3 instead of the 2.5 I want to give it.This book is not bad, but not nearly as good as I had hoped. The overall product aesthetics are good with nice glossy paper and consistent illustrations (though a little hackneyed, perhaps), But the spells, in their specificity, seem to be clinical rather than creepy. And their organization does not make for productive browsing. Why Dreamland and Folk spells are singled out for being so designated in their entries, but other categories (such as Banishment, Communication, Enchantments, etc.) are not, is beyond me. The alphabetical system for presenting spells is not ideal; it would have been better to organize the spells alphabetically within their categories. This way, all travel spells would be together in one place, while all attack spells would be similarly gathered in another. And the little (and I mean TINY) symbols that the graphic designer came up with to be visual clues to what category the spells fall under look neat, but don't work. There is nothing intuitive about them and they are almost impossible to see.The book gives some welcome, albeit very brief, information about ley lines, astronomical events, sacrifice, etc. But these are dealt with much more thoroughly in Steve Jackson Games's Thaumatology GURPS Thaumatology, which is worth its weight in gold for any GM (or Keeper in CoC parlance) since much of it is system-neutral. Thaumatology's section on the astrological Decans and the Sephiroth are particularly fertile for a Keeper. If you have the modicum of imagination to add the Mythos horror yourself, Speaking of SJG, GURPS Magic GURPS Magic 4E Softcover gives 250 or so more spells than The Grand Grimoire does, though you'd have to give them CoC stats.
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