Mmkay. As I finish up some prep for the IC thread (which will be up at the very latest by tomorrow afternoon, but more likely by the end of today), it's time for that character-specific stuff I mentioned earlier.
So first, perks:
Neil Orlund:[Eldritch Mathematician]: Doesn't experience sanity loss from witnessing impossible/alien geometries.
[Schizophrenic]: Upon losing 4 or more sanity in one day, will begin hearing / seeing things that aren't actually there. This may or may not be a good thing, depending on the circumstances.
Jackson Silvers:[Tinker]: Once per op, can attempt to create a device which has the ability to warp reality in a minute area. The device must be assembled from available parts, and all side effects are hidden until it's first use.
[Witness]: Immune to sanity loss from seeing lesser Mythos beings (Deep Ones, Ghouls, Rat-Things, etc.)
Will Ivers:[Psychiatrist]: Can restore 1d6 points of sanity to another character once per day. This will take a few hours, and must be done in a safe location.
[Paramedic]: Immune to sanity loss from seeing a mutilated corpse or other gross injury.
Elsie West:[Ex-Cultist]: Loses 25% less sanity (rounded up) when casting spells, to a minimum of 1.
[Magus]: All spells cost 1 less power to cast, to a minimum of 1.
James Jefferson Lewis:[Military]: Deals an extra 1d3 damage on all attacks.
[Translator]: Can roll EDU to attempt to understand unfamiliar languages. That is, languages that are not English, Korean, Hindi, or Urdu.
Second, spells. Stirk, you start out knowing all the spells in one of the following grimoires. Glass and Maximum Spin, you each start out knowing a single spell costing 5 power or less (or with variable cost) from one of said grimoires.
Breath of the Dark Sea
Cost: 2 Power
Casting Time: Instantaneous
The spell causes a dense mist to appear in an egg shape (10 x 10 x 15 feet), directly in front of the caster. The spell obscures vision for around 3 minutes and then evaporates without trace.
Chant of Thoth:
Cost: 10 Power, 1d4 Sanity
Casting Time: 30 Minutes
The use of this spell increases the caster’s mental faculties, boosting his or her chance of solving a particular intellectual problem. Grants the caster a bonus (-1d4) on his or her dice roll to gain knowledge, learn a spell, translate a passage, deduce the meaning of a symbol, etc.
The Vile Wrench:
Cost: 6 Power, 1d20 Sanity
Casting Time: Instantaneous
For the spell to take effect the caster must succeed in an opposed WIL roll with the target. If the caster wins the roll, the target feels as though a large hand or tentacle is crushing his or her heart, losing 1d3 hit points for each combat round that the spell is in effect. While under such attack, the target is temporarily paralyzed, as though having a heart attack. In the round that the accumulated damage from this spell reduces hit points to zero, the target’s chest ruptures and bursts, and the target’s smoking heart appears in the hand of the caster.
Baleful Influence:
Cost: 1 Power, 1 Sanity
Casting Time: Instantaneous
Bends the will of the target to that of the caster. For the spell to take effect the caster must succeed in an opposed WIL roll with the target. If successful, the target obeys the commands of the caster without exception for about 30 seconds.
Elder Sign:
Cost: 10 Power
Casting Time: 1 Hour
The spell activates an Elder Sign. An Elder Sign may be formed into a leaden seal, carved in rock, forged in steel, etc. When made active beside an opening or Gate, it makes that path unusable to minions of the Old Ones and Mythos Gods, as well as to those greater beings themselves. Without the spell, the symbol itself means nothing and has no effect. The writings of certain scribes apart, the Elder Sign is worthless in personal defense if the monster or minion can evade the Sign. Those wearing an Elder Sign around the neck, for instance, might gain protection for a few square inches of flesh where the Sign rests against the skin; however, the rest of the wearer’s body would be completely vulnerable.
The Evil Eye
Cost: 12 Power, 1d6 Sanity
Casting Time: Instantaneous
This spell causes soul-chilling dread, breaking the target’s concentration and disrupting his or her actions. The caster must be able to see and point a finger at the target whilst invoking a curse.
Cunninge Pass
Cost: 1 Power, 1 Sanity
Casting Time: Instantaneous
An ancient and powerful hand gesture used by wizards that benefits the casting of other spells. It may lessen the cost, reduce the casting time or increase the effect a little, depending on the spell in question. It is also rumored to temporarily ward against Mythos monsters—such creatures are wary of the sign and may hold off an attack until the wizard’s intentions are known.
Mindblast
Cost: 10 Power, 1d4 Sanity
Casting Time: Instantaneous
The victim of this spell suffers a terrible mental assault, inducing temporary insanity. For the spell to take effect the caster must succeed in an opposed WIL roll with the target.
Smite Down Thine Enemy
Cost: Variable, 1d6 Sanity
Casting Time: Instantaneous
The caster causes a massive, invisible force to hit a single target. The caster must be able to see the target. Each magic point invested in the spell yields 2d10 STR of force. For every 30 feet of distance that the caster stands from the target (after the first thirty feet), the caster must spend an additional magic point. When the target is struck (if a living thing), an opposed roll must be made using the spell’s STR versus the target’s CON. If successful, the target is knocked unconscious. Whether or not the target is left unconscious, the target is always pushed away from the caster for a distance in feet equal to the STR of the blow minus the target’s SIZ. The spell can be used against the STR of inanimate objects such as doors or walls, with obvious results.
Befuddle
Cost: 1d4 Power, 1d2 Sanity
Casting Time: 5 Minutes
The spell blocks the target’s ability to consciously remember a particular event. The caster must be able to see the target and the target must be able to receive the caster’s instructions. The spell takes effect immediately if the caster succeeds in an opposed WIL roll with the target. If the caster wins, the target’s mind is mentally blocked regarding one specified incident. If the incident was terrifying, the victim may thereafter still have nightmares vaguely relating to it. If the spell fails, the event in question becomes vivid in the target’s mind. The caster must know the specific event to be blocked. The caster cannot command something vague such as, “Forget what you did yesterday.” Instead, he or she must cite a certain event, such as, “Forget you were assaulted by a monster.” This spell cannot block knowledge of spells or of the Mythos unless the knowledge is firmly tied to a specific event, nor can it undo a Sanity loss or undo insanity.
Ritual of the Undying
Cost: 16 Power, 1d8 Sanity
Casting Time: 1 Week
A ritual liquid must be poured over a corpse or into the grave where a corpse lies. The corpse is left to mature. At the end of a week, the caster comes to the grave and intones the binding ritual. At the end of the half-hour chant, the corpse claws its way from the grave and thereafter performs the caster’s will. The zombie will perform mundane and simple tasks, such as “guard this”, “fetch that” or “kill him!” A zombie created in this manner continues to rot after it has risen. Thus, a sorcerer wishing a constant zombie servant must periodically create replacements.
Shrivelling
Cost: Variable Power, Variable Sanity
Casting Time: Instantaneous
A powerful offensive spell causing physical injury to a target. The caster invests as many magic points as desired and that number halved in Sanity points. For the spell to take effect the caster must succeed in an opposed WIL roll with the target. If successful, the target is subjected to a sudden and terrifying blast of \ energy, causing flesh to blacken and wither. The target loses 1 hit point per power invested in the spell.
EDIT: Added a 4th Grimoire