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Enchant Weapon: Similar to Enchant Gris-Gris (Call of Cthulhu, p.

234), this
creates a weapon that gives the owner special abilities, like the sacred “Big
Medicine” rifles of the Native Americans. The spell costs the caster 3 magic
points, while the owner of the weapon has to invest 1 point of POW, 1D4 SAN points,
and a variable number of magic points. An animal of at least SIZ 10 must be
sacrificed. A magical aura produced by engravings and items added to the weapon
(for example, magical words or signs scratched into a knife blade or pistol slide,
coffin nails or silver studs in the wooden stock, brass tacks in the shape of a
Thunderbird or medicine wheel cross, a sleeve of beads on the handguard, an
inscribed parchment in the oiler compartment of the shoulder stock, blood poured
down the barrel during the enchantment, etc.) improves one aspect of the weapon,
specified before the enchantment of the weapon – such as increasing the owner’s
combat skill by +5 percentiles, improving the Malf of the weapon by +5 percentiles
(if this improves it to better than 00, it will never malfunction while in the
owner’s hands!), increasing Damage by +1 when used by the owner – for each magic
point the owner invests in the enchanted weapon. An enchanted weapon will not
damage creatures that are immune to ordinary weapons.

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