Book of Madness

In the times of Mu and Atlantis, one of the many specialised Witch Cabals of Mu studied and concocted various magicks. One of the most insidious of these cabals was the Miron College of Az-Ath-Oth. They studied at length the effects of psychology, the effects of magick upon psychology, the human brain and the lore of Az-Ath-Oth. The result was a discipline that could wreck one's brains and send men mad with mere words. Despite its power, the effects were somewhat mutual. Not even an iron will could help a practitioner emerge completely unscathed.

The information in the book was printed upon papyrus in ancient Muan. When the continent sank in ~10, 000 BC, the magick of madness was not heard of again until a group of pirates uncovered lost copies in Indonesia in the 17th century. Because of its effect on the minds of its casters, this knowledge very slowly and precariously, and still does today. With the reemergence of the Children of Dagon, an original copy was aggressively stolen from a museum in Canberra, Australia and the group began practicing it once again.

Basic Madness Spells

Mindslave - 2cp
You reactivate and control the synapses of a recently deceased human, or hijack the synapses of a live one. Regardless, once this mindslave is dismissed, they die. They use the mindslave stats. You have a telepathic link to the slave at all times and they utterly obey your every command. They can carry out simple commands, but when not tasked, will stand motionless and gormless until told to do things. They will not attack or defend themselves unless expressly told to. They cannot speak normally, but will repeat speech fed to it by the master, parrot fashion. While you have a mindslave, you are at -1 to resist fear, madness, or any form of mind control.
Mindslave: Basic Ritual; Grants the augmentation of Mindslave. Requires a very recently deceased human corpse, or an unconscious one. Requires a variety of preservative spices and herbs. Takes 1 hour to cast.

Limb of the Deep - 2cp
You grow from either the front of back of your chest a suckered and brightly colored octopus tentacle. This counts as the physical advantage 'tentacle' with a strength of 2. This is slightly over balance, but then again, you do have a tentacle growing out of your chest.
Limb of the Deep: Basic Ritual; Grants the augmentation of Limb of the Deep. Requires a severed octopus limb and its eyes. Also requires a variety of ancient spices and herbs. Takes 3 hours to cast. A subject may have this ritual cast on them multiple times.

Raving Paranoia - 2 cp
Your mind becomes tuned to subconsciously respond to any sort of disturbance in the area, even ones they cannot perceive. Whenever an enemy has a surprise round, you may also act that round. However, you always suffer as if you had minor foible (paranoia).
Raving Paranoia: Basic Ritual; Grants the augmentation of Raving Paranoia. Must be performed in darkness and requires a source of electricity which an assistant must use to periodically and randomly shock the subject. Takes 3 hours to cast.

Psychotic Switch - 2cp
You gain the ability to distort impulses from your frontal lobe functions in anticipation of attacks to the mind, foiling most attacks. The psychotic switch takes one round of concentration, of if you spend a plot point, you can activate it immediately out of turn. After that, roll one FUDGE dice:

Result Effect
+ -3 Socialise; Foible: No Emotions
-3 Intelligence; Foible: Bloodlust
- -3 Perception; Foible: Absent Minded

Whatever the result, the subject gains +4 to willpower. They may take one round of concentration to switch back.
Psychotic Switch: Basic Ritual; Grants the augmentation of Psychotic Switch. Takes 3 hours to cast.

Intermediate Madness Spells

Air of Depression - 5cp
No matter what your nature, your aura is dim and a deep black all over. It gives no clue that you are magickally enhanced, a being of darkness, a free agent, an angel, werewolf, xenoform or whatever. Anyone with aura sight that can see you is at -2 willpower and -1 to all actions and checks against you. You gain +5 soak (to a maximum of 10) against magickal attacks and weapons.
Air of Depression: Advanced Ritual; Grants the augmentation of Air of Depression. Caster must undergo 48 hours of sensory deprivation locked in a coffin before casting. Requires a tea made out of Hypericum flower and lemon. Takes 15 minutes to cast.

Catatonic Invincibility - 5cp
This spell rewires the brain to respond favorably to nerve-ending stimuli. In essence, the subject is not only void of apprehension in the face of pain but rather enjoys it. This spell comes with some petrifying of the nerve tips, adding some actual damage reduction. This enhancement grants immunity: pain and +2 to natural armor. The subject also gains Foible (Masochism).
Catatonic Invincibility: Advanced Ritual; Grants the augmentation of Catatonic Invincibility. Requires a precise concoction made of poppy, cowbane and belladonna which must be drunk. If the spell fails, the subject dies. Painfully. Takes 3 hours to cast.

Nightslave - 5cp
You piece together a 6 foot tall humaoid servant made from darkstuff, which is incredibly strong and durable. It uses the nightslave stats. You have a telepathic link to the slave at all times and it utterly obeys your every command. It can carry out simple commands, but when not tasked, will stand motionless and gormless until told to do things. It will not attack or defend itself unless expressly told to. It cannot speak normally, but will repeat speech fed to it by the master, parrot fashion. While you have a nightslave, you are at -1 to resist fear, madness, or any form of mind control.
Nightslave: Basic Ritual; Grants the augmentation of Nightslave. Requires a mammal sacrifice (usually a sheep or a goat) and a bronze blade. Takes 1 hour to cast.

Synergy Spells and Effects

The following spells are gained when two spells or an ability and a spell from the book of madness are known by the same person. They are generally taken to be logical leaps that are easily made once both spells are known due to the necessary level of magickal understanding necessary to use one or both spells.

Like an Octopus - Requires Like a Fish and Limb of the Deep. While submerged in water, instead of turning into a fish, the subject turns into an octopus instead. His total length, including tentacles are the same as his total height. He possesses all of the abilities of an octopus, plus he is able to either jump or climb out of the water.