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Contents

Introduction Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Appendix New Spells & Arts Books & Talismans Relics Witchcraft Occult Materials Creatures Rules Summary Bibliography Unied Magic Index eir Use i 1 28 42 49 62 85 87 96 99 103

Introduction

Ok, admittedly, reading this book will not give you the ability to summon daemons, craft love potions, or plumb the depths of esoteric knowledge. Yet, it will present you with a solid collection of ideas that you can easily slip into COLONIAL GOTHIC. THE GRIMOIRE is the sum of over ve years of playing, as well as designing for, this game. In that time myself, and others, have created new spells, and found new challenges to spring on unsuspecting players. What will you nd here? In Chapter 1 you will nd common and arcane spells. ese spells take the game into new realms, and open up numerous possibilities for gamemasters and players alike. From summoning Elder Gods, to being able to travel vast distances, the spells found here are designed to quickly be slipped into your current games.

his is a book about magic.

In Chapter 2 the topic of books are covered. ese rules appeared in the now out of print COLONIAL GOTHIC: SECRETES and since their original printing, they have been changed and tweaked to be easier to use. In addition, no chapter covering books would be complete without numerous books to use. Many of the books found here are real books found throughout history, and some, are wholly creations of the imaginations. As to which are real, and which are make-believe, that is up to you to decide. Chapter 3 introduces the concept of magical talismans. Talismans are objects which are imbued with magical power, and allow those who are not skilled in magic, to be able to call on magical powers. Chapter 4 covers the topic of relics. Relics are items that have a specialness about them. ink of them as magical items, or objects from mythology.

No book dealing with magic in the world of COLONIAL GOTHIC would be complete without a in-depth discussion on witchcraft. is discussion is found in Chapter 5. Chapter 6 covers objects of the occult. From cold iron to holy water, these objects give the hunter of the supernatural the edge they need. Finally in Chapter 7 new creatures are found.

So take a deep breath, whisper a silent prayer, and prepare yourself to plumb the depths of COLONIAL GOTHICS occult world.

The Grimoire

Breath of Life
Range: 30 feet Duration: See below Performed On: Others and Objects Sanity: 11 is Kabalistic was rst performed by Rabbi ben Abraham of Safed in 1564. rough its use, the caster creates a golem that obeys his will at all times. e original golem was constructed to Table 1.1: Gol olems protect the Jewish Community in Safed. Type Duration

e creation of a golem Clay Years equal to Resolution requires the sacrice of a human life, and therefore Wood Permanent aects the sanity of the caster. Metal Months equal to Resolution e components of the spell are a human-sized gure Flesh Days equal to Resolution (made from clay, iron, esh or a similar material), a stone slab, and personal objects belonging to the sacrice. e caster must retain the personal objects; without them, controlling the golem is very dicult. Four types of golems are commonly created, and each type requires the learning of a dierent spell. e duration of the golems existence varies. Refer to Table 1.1 for the type of golem and duration. (Golems can be created from other materials, but their longevity is generally greatly reduced.)

Clear Vision
Range: Touch Duration: 1d12 minutes Performed On: Self, Others Sanity: 6 After performing this spell, a mystic light enters the mages eyes, allowing for clear vision. Clear vision allows a recipient to see in darkness as if it was daylight. 14

The Grimoire Kitab al-Kalq (Book of Creation), by Abu Kadar Muhammad as-Sayf (1097). Arabic, TR 22.

is book is a translation of an earlier Hebrew text called e Book of Life, which is said to have been written by Abraham. e book contains instructions for creating a golem. During the First Crusade, Christian invaders sought to destroy this sacred text, believing it was a work of great evil. Abu Muhammad translated e Book of Life into Arabic, and hid it deep inside the Mosque of Maarat, where it remained hidden until it was discovered by a Muslim Scholar and brought to Safed in 1460. Kitab al-Kalq contains instructions on how to create a golem, in the form of the spell Breath of Life, which can be learned from this book.

Le Grand Grimoire, by author unknown. 1522. French, TR 12.

is tome of black magic teaches the reader ...the art of controlling celestial, aerial, terrestrial, and infernal spirits, [along]...with the true secret of speaking with the dead, winning whenever playing the lottery, discovering hidden treasure, etc. is is a vile work, and every time word is learned of its publication, agents of the Inquisition and Templars seek out the copies and destroy them. is work is reputed to be so vile, that even merely possessing the book is enough to attract the notice of devils and demons. Mages gain +1 to Lore tests when researching in this book. In addition, the book contains the spells Draw and Missive.

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Chapter 3 alismans are objects used to channel spirits, and this power is transferred through the talisman, allowing a person to perform feats of magic. Similar in many ways to spells (see Chapter 1), talisman are more akin to the products of alchemy and witchcraft in that they oer the means for anyone to work magic.

Talismans and their creation have a long tradition, spanning numerous cultures. Scholars of the occult and supernatural view talismans as the rst step in any cultures magical development. ey help those who know the process contact spiritual aid, and shaping it into the eects they want. As cultures develop they learn about Ether, and how to channel it. As cultures learn work magic without the aid of objects, they also tend to gradually abandon the practice of contacting spirits, concentrating instead on more advanced forms of magical workspells.

Even though mages might no longer require talisman to work their powers, they do see a continued need to know how to craft talismans. Talismans allow mages an eective means of working magic without the need to perform spells. Another reason to practice the art of talisman creation is that in can be quite protable. Talismans allow the unskilled to work power often beyond their means, an ability for which there will always be someone will to pay. While more advanced magical cultures tend move away from talismans, some cultures cling to them. ey cling to them not because they do not know any better, but because they allow a more rened control over the spirit world. Shamans of the various native tribes view talismans as another weapon in the arsenal that they use to protect their tribe.

What Talismans Are


Talismans are objects that have been created to allow a person to invoke magical power and use it for a desired eect. ese rare objects allow the unskilled to work magic. All talismans have two pieces that must be used in conjunction with each other. If either piece is missing, the power contained in the talisman is useless. e rst part is the talisman itself, which takes the form of a patch of cloth, embroidered and embellished. e second part of the talisman is a ring upon which is engraved a word, or words, which must be spoken in order to invoke the magic.

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Chapter 5

o tell Mankind, that there are Devils and Witches; & that tho those night-birds least appear where the Day-light of the Gospel comes, yet New-Engl. has had Exemples of their Existence and Operation; and that no only the Wigwams of Indians, where the pagan Powaws often raise their masters, in the shapes of Bears and Snakes and Fires, but the House of Christians, where our God has had his constant Worship, have undergone the Annoyance of Evil spirits. Go tell the world, What Prays can do beyond all Devils and Witches, and What it is that these Monsters love to do; and through the Demons in the Audience of several standers-by threatned much disgrace to thy Author, if he let thee come abroad, yet venture at, and in this way seek a just Revenge on em for the Disturbance they have given to such as have called on the Name of God.

- Memorable Providences, Relating to Witchcrafts and Possessions, by Cotton Mather, 1689

Introduction
What is witchcraft? ough the learned of the Old and New World have long debated this question, no real consensus has been reached. It is certain, however, that Witches and Warlocks have always existed, in every culture in the world. Many think the Witches placed on trial during the time of horror in Salem, Massachusetts, and Stamford, Connecticut, were guilty of witchcraft. e truth of the matter is that they were not. ose charged in the Old World with witchcraft in the 14th and 15th-century trials were innocent, too. ese so-called Witches were, in fact, only people outside the norm, persecuted by those with no understanding or compassion. In the Salem hysteria and in many other cases, those facing the crime of witchcraft were typically charged for political reasons, not for any reputed dealings in the occult. Real Witches and Warlocks hide in the shadows, making dark pacts with even darker powers.

Witchcraft exists. In the Old world, those practicing it are known as Witches (if they are women) and Warlocks (if they are men). In the Colonies, however, the term Witch is used to describe both men and women who practice the dark rites.

Although the common idea of Witches is that they are casters of spells, witchcraft has more in common with alchemy than with the practice of magic as it is normally understood. Like alchemy, witchcraft allows skilled practitioners to create objects that are magical in nature. Once these objects are created, the Witch is able to invoke them to create given eects. Witch need to have a place, be it a house or even a suitable cave, where they can work in solitude. In addition, they must have a cauldron in which to brew the 63

The Grimoire potions necessary for the creation of their objects of power. A Witch without a cauldron or the proper ingredients cannot create objects of power, and, for the most part, cannot channel the malicious powers of witchcraft.

e nature of the magic involved makes witchcraft suitable for use only by GM-controlled villains or supporting cast. Why? Because witchcrafts sole purpose is to cause harm. ough the alchemical arts and magic spells can often cause harm, witchcraft by its very nature can only cause harm. e practice of true witchcraft requires signing a pact with dark powers of malevolence far beyond the scope of a heros understanding. GMs are recommended to do their level best to keep witchcraft out of their players hands.

History of Witchcraft
ere have been many debates dealing not only with magic and alchemy, but also with witchcraft. ese debates are centered not just on the existence of spells, art, and rituals, but also on those who are able to work powers beyond the scope of man. ough most confuse Witches with those skilled in the art of alchemy and the spells of magic, students of the Occult and Supernatural know that there is a vast dierence between these magical practitioners and Witches. If those practicing magic and alchemy are dierent than those practicing witchcraft, where does the confusion originate? e answer lies in the writing of one James R, or as he is more commonly known, King James VI of Scotlandlater also King James I of England. Prior to King James accession to the English throne, acts making the practice a crime in England had already been passed, during the reign of Elizabeth. e Witchcraft Act of 1541 was followed in 1562 by a second act strengthening the original with the simple statement that those who ...use, practice or exercise any Witchcraft, Enchantment, Charm, or Sorcery, whereby any person shall happen to be killed or destroyed... would be found guilty and put to death. e acts were proposed by agents of Sir Richard Southwell, and were devised to help him remove troublesome enemies. e Parliament of Scotland passed its own act in

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Bibliography

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The Grimoire A Debate Proposed in the Temple Patrick Society. W. Young, 1788. Ancient Mysteries, American Masonic Register and Literary Companion. 1, 31 (1840), pp 1-2. Anderson, Fred. Crucible of War. Vintage Books, 2000. Antiquity of Masonry. 2 (1840), pp 9-10. e American Masonic Register and Literary Companion. 2,

Article XV. e Universalist Quarterly and General Review. 8 ( July 1871), pp. 335-359. Beyer, omas Percival. Old Magic in a New Century. 301-302. Budiansky, Stephan. Her Majestys Spymaster. Viking, 2005. Bullock, Steven C. A Pure and Sublime System: e Appeal of PostRevolutionary Freemasonry. Journal of the Early Republic. 9 (1989), pp 359-373, . Review EssayInitiating the Enlightment?: Recent Scholarship on European Freemasonry. Eighteenth Century Life. February 1996, pp 80-92. . Revolutionary Brotherhood. Chapel Hill, 1996. . e Revolutionary Transformation of American Freemasonry, 1752-1792. William & Mary Quarterly, 47, 3 (1990), pp 347-369. e Pennsylvanian Gazette, October 22, 1730. e Dial, 58 (1915), pp

Burlington, Oct. 12.

Coryton, Fra. Gulielmas de. e Scottish Templars. American Masonic Register and Literary Companion. 6, 7 (1845), pp 110-111. Demon incubi vampires empus pawwawing, or witchcraft. e Recreative Magazine, or Eccentricities of Literature and Life. 1, 5 (1822), pp 406-426. Drury, Nevill. e Watkins Dictionary of Magic. Watkins Publishing, 2005. e Eclectic Magazine of Foreign Edwards, H. Sutherland. e Faust Legend. Literature. 24, 3 (1876), pp 351-358. Haynes, Alan.

Ferguson, John. Biiotheca Chemics. Kessinger Publishing Company, 2000. e Elizabethan Secret Services. Sutton Publishing, 2000. Historical Notice of the Religious and Military Order of the Temple as Established in Scotland. American Masonic Register and Literary Companion. 7, 2 (1845), pp 24-27. 100

Bibliography Harley, David. Rychard Bostok of Tandridge, Surrey (c. 1530-1605), M.P., Paracelsian Propagandist and Friend of John Dee. Ambix. 47, 1 (2000), pp 29-36. Heckethorn, Charles William. Jardine, Lisa. e Secret Societies. University Books, 1965. e Curious Life of Robert Hooke. Harper Collins Publishers, 2003.

Jones, Phil. Raleighs Pirate Colony in America. Tempus, 2001. Knights Templars. American Masonic Register and Literary Companion. 4, 43 (1843) pp 337-338. Karpenko, Vladimir. European Alchemy: Some Traditional Beliefs. Bulletin of the Indian Institute of Historical Medicine. 29, 1 (1999) pp 63-70. Krasner-Khait, B. (2001). Survivor: e history of the library. Retrieved June 31, 2009, from History Magazine: http://www.history-magazine.com/ libraries.html Leventhal, Herbert. In the Shadow of the Enlightenment. New York University Press, 1976. Library. (n.d.). Retrieved on June 31, 2009, from Wikipedia: http:// en.wikipedia.org/wiki/Libraries Library of Congress. (n.d.). Retrieved on June 31, 2009, from Wikipedia: http:// en.wikipedia.org/wiki/Library_of_congress Mann, Charles. 1491: New Revelations of the Americans Before Columbus. Alfred A. Knofp, 2005. Memoir of the Jesuits. e Anti-Masonic Review, and Monthly Magazine. 1, 11 (1828) pp 325-334. Miller, Lee. Roanoke: Solving the Mystery of the Lost Colony. Penguin Books, 2000. e Old and the New Magic. e Open Court. 14, 529 (1900), pp 333-347. On Magic. e Southern Literary Journal and Magazine of Arts. 1, 5 (1836) pp 289-299. Order of Knight Templars. e Masonic Miscellany and Ladie Literary Magazine. 2, 4 (1822) pp 139-141. Parry, Glyn. John Dee and the Elizabethan British Empire in its European Context. e Historical Journal. 49, 3 (2006), pp 643-675. Peterson, Joseph H. John Dees Five Books of Mystery. Weiser Books, 2003.

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The Grimoire Rise and Progress of Masonry. American Masonic Register and Literary Companion. 1, 2 (1839), pp 9-10. Robbins, Rossell Hope. Books, 1981. Seymour, Ian. 29-35. e Encyclopedia of Witchcraft and Demonology. Bonanza

e Political Magic of John Dee. History Today. 39, 1 (1989), pp e American

Showerman, Grant. e Ancient Religions in Universal History. Journal of Philology. 29, 2 (1908), pp 156-170. Stavish, Mark. pp 1-5.

e History of Alchemy in America. Alchemy Journal. 3, 3 (2002),

Suster, Gerald. Western Esoteric Masters Series: John Dee. North Atlantic Books, 2003. Sznyi, Gyrgy E. John Dee and Early Modern Occult Philosophy. Aries. 2, 1 (2002), pp 76-87. Volo, Dorothy Denneen and James M. Volo. Daily Life During the American Revolution, Greenwood Press, 2003. Tabbert, Mark A. American Freemasons. University Press, 2005. Witchcraft of New England. e Huntington Literary Museum and Monthly Miscellany. 1, 6 (1810), pp 263-267. Wood, W. J. Battles of the Revolutionary War 1775-1781. Cambridge, 2003. York, Neil L. Freemasons and the American Revolution. Historian. 93, 55 (1993), pp 315-331.

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Unified Magic Index

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The Grimoire Alchemy Acid and Alkalis Creation, 138 CGR1 Alchemical Poisons, 141 CGR Alchemical Vitriol, 142 CGR Distillation, 26 G2 Elixirs, 138 CGR Ability Elixir, 139 CGR Boost Elixir, 139 CGR Metallurgy, 144 CGR Pesticides and Puriers, 142 CGR Pigments and Dyes, 141 CGR Soap and Perfumes, 140 CGR Transmutation, 144 CGR Spells, Arcane Align, 131 CGR Animate Dead, 13 G Babble, 132 CGR Bone Dance, 13 G Breath of Life, 14 G Clear Vision, 14 G Cloak, 133 CGR Contact Elder God, 15 G Control, 17 G Covering Cloud, 17 G Curse, 133 CGR Elixir of Health, 140 CGR

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Colonial Gothic: Rulebook e Grimoire

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Unified Magic Index Discerning of Spirits, 18 G Distant Eye, 18 G Excise, 135 CGR Gift of Tongues & Interpretation of Tongues, 19 G Grace of Healing, 20 G Inspiration, 20 G Plague, 21 G Prayer to e Twelve, 22 G Quake, 23 G Rainmaking, 135 CGR Raising of the Dead, 23 G Spirit Walk, 136 CGR Summon, 137 CGR under, 24 G Transport, 25 G Spells, Common Awake, 122 CGR Beautys Face, 2 G Bless, 3 G Burn, 122 CGR Celestial Music, 4 G Circle, 123 CGR Conceal, 123 CGR Dispel, 4 G Divine Breath, 124 CGR Draw, 124 CGR Eagle Eyes, 125 CGR Evergreen, 125 CGR

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The Grimoire Fishs Breath, 5 G Form the Cloud, 5 G Guardian, 126 CGR Guidance, 126 CGR Healing Wind, 6 G Insight, 7 G Invocation of the Stone, 7 G Liquid Courage, 127 CGR Luck, 127 CGR Mark, 8 G Missive, 128 CGR Preserve, 128 CGR Quicken, 129 CGR Reveal, 129 CGR Reveal, 9 G Shadow of the Moon, 9 G Shield, 10 G Spirit of the Fire, 10 G Spirit of the Wood, 11 G Strength of the Earth, 11 G Strike True, 130 CGR Warmth, 130 CGR Warn, 131 CGR Talismans Talisman of Anguish, 45 G Talisman of the Animal, 45 G Talisman of Love, 45 G Talisman of Opening, 45 G

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Unified Magic Index Talisman of Passing, 46 G Talisman of Protection, 47 G Talisman of Talent, 47 G Talisman of Weather, 48 G Talisman of Vigor, 48 G Witchcraft Rituals Animal Rot, 70 G e Biting of Devils, 71 G Calling e Storm, 71 G Curse of Haunting, 72 G e Devils Strength, 72 G Devil Stone, 73 G Draught of Passion, 74 G Evil Eye, 75 G Flight, 76 G Food & Drink Blight, 76 G Maniacal Rod, 78 G Mantle of Shadows, 78 G Night Terrors, 79 G Plant Rot, 80 G Possession, 80 G Projection, 81 G Transformation, 82 G Wax Image, 82 G Witch Poison, 84 G

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