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 Witch's Recipe Book

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Keeper

Keeper


Posts : 634
Join date : 2019-03-04

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PostSubject: Witch's Recipe Book   Witch's Recipe Book EmptyTue Nov 30, 2021 3:21 am

---I'm going to update this over the next few days. I'm going to try to untangle my notes into something more organized, so I'm not going to just do a dump.---Categories may change as I try to untangle and sort things.--- I think I'm giving up trying to categorize them....at least for now. In some cases I'm including "game terms" for clarity sake.

1. Traditional Remedies
Many of the recipes in this book would fall under traditional natural remedies for ailments such as coughs, infections, fevers, etc.
Note: I will probably not list these as they are common folk recipes.

2. Questionable Traditional Witchcraft IE: Like love potions, sleep potions, etc.

3. The Spells: requiring various mutilations either self inflected or on others during mixing:

Easiest Game Method: These spells, at some point in their casting (either at the time of putting the spell together, or in preparation of ingredients) require some for of disfigurement to either the caster, or a victim. Small insignificant cuts often won't do. The easiest way to handle this is to generically require a damage roll.

1. Aging Vapors - Causes the inhaler to age.
2. Wilt - Causes plants to wilt.

3. Doll (AKA: Damage Transfer)
When drunk any pain and damage dealt to the drinker is transferred to a victim.
An actual "doll" must be made for each victim. The "doll" does not need to resemble the person. Stitched inside it needs to contain "items of a personal nature" to the victim. The doll is then soaked in a mixture, the container it is soaked in is then shattered. The doll is then rung out into a vial or some other container to be consumed.
The victim needs to be within sight/visible to the drinker.
Inking the victim's true name in blood and putting it in the potion makes it more potent and last longer (shelf life).
The witch's notes does outline a plan to use this to trick a guy who wanted to get back at someone having an affair with his wife. It seems to suggest that at some point the injuries inflicted will return to the drinker.

4. Laughing Plant: When applied to a plant it causes the plat to move up and down as if it is laughing.

5. 3rd Eye: Causes an eye to grow on person which can be seen through by caster.
Requires a poultice to be made of a cake of moss, and the grosser ingredients being an optic nerve soaked in eye juice, a cat colon, and lizard tale along with a boiling water and hand in it scream.
The poultice is applied to the victim (bandaged on) and within a day it starts to graft itself to the victim. After 3-9 days it will have soaked in and an eye will begin to grow on the victim. Then meditating on the victim (personal effects in hand help as does a true name) allows the caster to see through the eye.

6. Breath of Water: Causes targets lungs (and other organs) to fill with water.
---I used my new random witch ingredients generator Smile --- It might need some work, we'll see ---
Targeting
1. Name* and/or Picture of person or see person (Name not as good)
Ingredients
2. Boil water
A. Bone
B. Sad Tears
C. Dead Crow
D. Chewed Slug
Sounds
3. Strike an Iron Drum
4. Snap a twig
5. Brand/Burn the inner thigh
Damage to Caster: 1d6


7. Wither: Target withers away over a number of days. (In game terms, a target may lose 1-2 attribute points per day.)

8. Drain: Drains a target of magic points, then digs into their POW.
Requires a stomach (human).
Victim is placed on a spit over an "alter" (Which seems more like a table with a set of four glyphs on it) Caster fills the stomach with their hair. The victim is cut open with a "sacrificial dagger." (This would seem to be a knife made from bone, though other notes show assembling something that resembles half a pair of scissors with a bone handle.)
Blood is drained from the victim and into the stomach which is stitched closed.
The more drained, the more mp and pow drained.
Caster keeps the stomach close to them, longer the better, but no more than "it takes the stomach to rot."
Caster consumes the contents and inherits the essence.
If the contents are not consumed just after opening the essence will escape.
Escaping essence can be channeled to a corpse but the notes stop there.  

9. Mirror: Enchants a mirror which reveals a see'ers "true" self. This will show a reflection that breaks illusions. The "true" self however is not necessarily how the person actually looks but how they think they look. IE: Personal insecurities will be reflected. (Example: A thin person may look fat, scars might be accentuated, bags and wrinkles increased, etc.)
Requires a "large mirror" large enough for the caster to lay on.
The mirror must be polished with a "freshly removed tumor" with other ingredients. (A hand drawn image depicts some sort of animal beside the caster, about the size of a medium dog. The caster is holding a knife like object above their head while rubbing the mirror.)
The final part requires the caster to stab themselves and "writhing on the mirror."
Notes suggest the caster coming close to death, will imbue the mirror as it sees them and as the caster comes to know themself.  


10. Animal Transformation: Transforms a target into an animal over the course of 3 to 8 days, permanently.

11. Shift (AKA Dimensional Shift) Allows the target, typically the caster, to "slip into" and move across surfaces as if they are "2d." Vague staining on the surface may be visible, particularly if the target is holding still.)

12. Unluck - Target experiences what is likely the worst day ever...until the tomorrow when it likely gets worse.
(Game Terms: Target is nearly guaranteed one horribly unlucky event. Resistance table is used each day the target fails they get another unlucky day until they resist. Resistance is unconscious.)    

13. Irrational Fear - Target develops a crippling fear of something that makes little sense and is of the "unnatural" world. (Unnatural meaning an item or byproduct that requires manufacturing. (Pens/ink/shampoo/metal shavings/glass/chairs/petrol/phones/etc.)

14. Foul Food - Anything a target eats or drinks tastes foul.

15. St. Vitus Dance - Target will dance themselves into exhaustion. Afterwards, for 3 months, target will feel compelled to dance (but not to exhaustion) any time they hear music.

16. Violent Fog - Creates a strong thick smoke which brings about animalistic like violence if breathed in.

17. Compel Animal - At the time of casting an animal will attempt to come to the caster. The animal can be commanded to perform a simple task, within its capabilities.
Failure Side Effect - If an animal is unable to reach the caster at the time of casting one of two things may happen:
1. The first animal the caster comes across they may give a command to.
2. If the caster does not command the first animal they, within one week an animal will come to the caster to receive a command. If it does not receive one, it dies within ten minutes.

18. Compel Insects - This strange spell is not quite like Compel Animal. In this case a swarm of various insects will be attracted to where the spell is cast and attempt to assemble themselves into a humanoid like being. The first person they come across at the site of the casting may command the insect humanoid to do something and it will attempt to do it.
Note: This spell requires tending at the location to keep it going until the humanoid is assembled.

* 19. Strict Nanny - This spell requires quite a few body parts or a corpse, plus the "heart of a bitch." (Despite the name a male "bitch" heart will work too.) The heart is put into the corpse, and buried in a shallow grave in the shape of something. In 1 to 7 days it will rise and be the shape and thing of its burial mound.
It will then latch onto a person or family, or in some cases a place, and kill anyone that breaks one of its rules.  
If the corpse is destroyed the thing will "die."
If it kills the person or family it will die, or if the place is left abandoned for a week it will die.
The caster has no say in what the thing's rules are. Some rules may be residuals of the corpse or heart personal pet peeves, others may be totally random.

* 20. Keepsake - Enchants an item that belongs to someone. The person the item belongs to will become smitten with item and must take it with them everywhere or never leave it.
If cast on a random item that does not seemingly belong to anyone someone associated with it will go crazy trying to find it. (Example: If cast on a random shovel in a store, some factory worker somewhere that manufactured it will likely start looking for it.)

These spells affect an individual through concentrating on them during the spells final moments.

Other
Forever The book contains numerous variations of this spell, and seems to have been a work in progress by her. Some notes suggest she learned it from another witch or was at least inspired by, but had to put quite a bit of work into making it work.
Skin is taken from a victim, enchanted, placed as a poultice on the body. It will graft and sink into the caster's skin. So long as the victim is alive the caster may be able to maintain a "concentrated" on image of themselves.

(It would seem the witch was using the unwedable spell to trap her targets in an immortal state, remove their skin, spell graft it to her own to change her image/body to a youthful one. However as the unwedable bodies rotted, the spell grafted skin's effects would wear off. She seemed to be trying to resolve this issue.)  

The effect is slightly illusionary and glimpses of the witch's true form may occur.

Unwedable: Capable or resurrecting a living thing, the target will never die but will rot.
Used on Deceased: Target will return to life. Target will generally be constantly in a deep state of melancholy. Target may from time to time whisper a word or two but will generally be in an awake comatose like state. Target will show no signs of emotion or pain.
Flesh and body will slowly rot and need to be replaced if the target is to stay mobile. Will not want to eat but may be force fed which will sustain them for awhile and retard the rotting process.
Otherwise they will eventually become a shallow breathing corpse with a barely detectable heartbeat.
Used on Living:

Bankrupt: An odd spell. During the casting the caster smashes mice with a hammer while concentrating on the target. The target will suffer failed financial transactions. (ATM withdrawals will fail, stocks will become lost, fail to get proper change back and won't notice, fall for scams, etc.)  

Glyphs
There is a small series (about 12) of glyphs in the notes. A few of these would look pretty familiar and seem to correspond to some of the carvings on the Montgomery portal.

The notes are not clear on exactly what they are but a few things seem clear.
1. The glyphs are connected via circles.
2. The glyphs may or may not be required but do aid in the preparation of ingredients.
    A. Particularly with ingredients that are difficult to put together and/or save. Example: There is a diagram of 3 circles with. Each circle has a smaller loop/circle on it with a glyph. The image depicts a women squeezing an eye over a vial with a funnel above it, at the center of the 3 circles. A note on the diagram says, "sound of an eye."


Notes:
There are not a lot of personal notes in the book however what little there is seem to suggest that repeated casting and practice begin to change the caster beyond the normal disfigurements. These changes lead the caster to develop innate abilities. With these internal powers developed, the caster is considered a "true witch."  

True Powers:
Telekinesis
Clairvoyance
Transmutation
Invisibility
Trans-Projection
Flight (Though called "flight" this is more like teleportation)  
Fade Away: The caster fades away never to return and "lives" as their "true" spirited self.

Notes 2
The notes also hint at other witches and occasional gatherings.
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Percival

Percival


Posts : 818
Join date : 2019-03-04

Witch's Recipe Book Empty
PostSubject: Re: Witch's Recipe Book   Witch's Recipe Book EmptyTue Nov 15, 2022 7:59 pm

Ahh shit is this what Oltav used at the ceremony at the beginning of the game?

16. Violent Fog - Creates a strong thick smoke which brings about animalistic like violence if breathed in.
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