This eldritch tome contains lore on monsters of myth and legend and the rituals and calling diagrams (Player's Handbook, p. 157) used to summon and bind them. It can be studied to increase Knowledge (Arcana), Knowledge (Planes) and Spellcraft, as well as to learn the following sorceror/wizard spells:
1st level: contact Deep One (new spell; see below), magic weapon, summon monster I.
2nd level: summon monster II.
3rd level: magic circle against good, summon monster III.
4th level: dimensional anchor, lesser planar binding.
The outsiders described by this tome include some Cthulhu Mythos races, such as byakhee, hunting horrors and nightgaunts (see Call of Cthulhu and The Complete Dreamlands). These creatures may be summoned by the spells in this book if the DM wishes to create statistics for them. Lamp-efts and blupes could be added to the summon monster I or II list, while nightgaunts and minions of Karakal would require the 3rd-level spell, or possibly lesser planar binding.
Unlike the other creatures described within this book, Deep Ones are not outsiders. The spell used to contact them is described below.
Enchantment [Mind-Affecting]
Level: See below (Brd, Clr, Sor/Wiz).
Components: V, S, XP/DF, (F)
Casting Time: 1 round per spell level
Range: Special
Target: One or more creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This is not a single spell, but a class of spells that allow the caster to contact intelligent Cthulhu Mythos races. The contactee (a random representative of the race) receives a mental message that the caster wishes to speak or bargain with it, and it uses its normal means of travel to reach the caster in 1-100 hours. The caster must wait at or near the point of casting until it arrives, or the spell is wasted. The creature is not under the caster's control in any way, and will likely have its own agenda and motivations. The caster must have a way to communicate with the creature, even if only by gesture. However, if the caster appears non-threatening, has a specific, achievable goal in mind, and offers a suitable reward, then the creature will be more inclined to agree to the request. (Knowing what a member of a Mythos race would find an acceptable reward may pose a challenging riddle.) Assuming the initial parley goes well, the creature may even agree to set up some simple method of being called by the caster for further dealings. This method will usually not require the caster to cast the spell again (and thus not incur the XP cost again).
If the race is Large (or CR 4 or more), only one creature will appear. If Medium or smaller (or CR 3 or less), more than one might appear, as the DM deems fit. If multiple creatures appear, they may approach as a group, or may leave some of their number in hiding until their spokesman agrees to the request.
Each Contact Mythos Race spell must be learned as a separate spell, and none helps with learning other Contact spells. In most cases, the spell level equals the CR of an average member of the species. [Contact Deep One, below, is an easier spell but has a very rare focus.] Each spell must be cast in a location appropriate to the race--usually near a known outpost of the race, or at least in its native terrain.
Focus: These are specific to the Contact spell. The spell may require an expensive or hard to obtain component, or may require none at all.
XP Cost: 100 per spell level.
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, XP/DF, F
Casting Time: 1 round
This spell may only be cast along an ocean's shore, and to work it must be near one of the Deep Ones' submerged cities. See Appendix: New Monsters for Deep One statistics.
Focus: A specially inscribed black stone tablet, which is thrown into the water upon casting the spell. The 1d8 Deep Ones summoned return the stone to the caster upon their arrival. It is believed that only stone taken from R'lyeh itself is effective in summoning these creatures. Normally, only the Deep Ones have easy access to such stones.
XP Cost: 100.