Dragon 110
Dragon 110
1e
Dracolich: The traditional initial step in preparation for lichdom is the imbibing of a potion. The potion for dragons differs from that used by humans in both ingredients and effects –but, as with the latter, it must all be imbibed in one dose for it to work at all, and it does not always cause the desired effect.
The ingredients are as follows:
Two pinches of pure arsenic
One pinch of belladonna
One measure of fresh (less than 30 nights old) phase-spider venom (at least one pint)
The blood (at least one quart) of a virgin of a demi-human individual, of a long-lived race (or, alternatively, a gallon of treant sap; this ingredient must have been drawn seven or less nights previously)
The blood (at least one quart) of a vampire or a person infected with vampirism (this ingredient must have been drawn seven or less nights previously)
One complete potion of evil dragon
One complete potion of invulnerability
The seven ingredients must be mixed control together in an inert vessel (such as one of stone) by the light of a full moon, adding the ingredients to the vessel in the order listed, stirring all the while with the blade of an undamaged, magically whole sword +2, dragon slayer (which may be of any alignment, and strikes for triple damage against any sort of dragon). It may be imbibed at any time thereafter; the mixture will only lose its efficacy if it is touched by direct sunlight while uncovered, or if it is mixed with other liquids.
When such a potion is drunk by any sort of true dragon, it will have the following effects:
Dice Result
01-46 Potion does not work. The dragon suffers 2-24 hp damage, is helpless with convulsions for 1-2 rounds, and loses any spells memorized.
47-66 Potion works. The dragon lapses into a coma for 1-4 rounds, and when it rouses knows that the potion has worked.
67-96 Dragon slain instantly, but potion works. If the “host” has been prepared, the dragon's spirit will go there and continue the process of becoming a dracolich.
97-00 Dragon slain instantly; potion does not work. A full wish is needed to restore dragon to life. (A wish to transform it to undead, dracolich status will cause another roll on this table, instantly.)
If any creature other than a true dragon imbibes any portion of a dracolich potion, use the following table to determine the potion's effects:
Dice Result
01-44 Painful death in 1-2 rounds. The victim shrieks and has convulsions.
45-67 The imbiber is dealt 3-36 hp damage, as the potion corrodes his internal tissues.
68-72 The imbiber is feebleminded and affected by a withering disease (treat as the “rotting disease” inflicted by a mummy).
73-80 The imbiber goes into a coma for 1-6 turns, and is driven insane (as per the DMG).
81-84 The imbiber goes into a coma for 1-6 turns, and upon awakening can speak all evil dragon tongues.
85-90 The imbiber goes into a coma for 1-6 turns, and thereafter nothing appears to occur. (DM's note: The imbiber has been rendered forever immune to vampirism, the disease. but can still be life-drained and physically damaged by any vampire(s) encountered.)
91-00 The imbiber goes into a coma for 1-6 turns, and nothing more occurs.
No charm, aura reading, or similar spell or mental test will reveal that a dragon has successfully drunk such a potion.
The Cult of the Dragon always prepares the dragon's “spirit-host” before administering the potion, in case the potion slays the dragon instantly. This host must be a solid item of not less than 2000 gp value that will resist decay (wood, for instance, is unsuitable) and was magically prepared. Gems are commonly used, particularly specimens of carbuncle and jet – although peridot, sard, ruby, and sometimes even fragile black pearls or obsidian have been employed. It is desirous that the host item be often close to corpses (as explained below); for this reason, such a gem is often set in a sword-hilt.
The host first has enchant an item cast upon it (and must save vs. spell as though of the caster's level for this to be successful). If desired, glassteel can then be cast upon it, to protect the host, and then trap the soul must be cast upon it. Upon the speaking of the dragon's truename during the casting, the dragon will instantly lose 1 hp per hit die it currently possesses; these pass forever into the host. (The host should not have a maze spell cast on it; it is not a “Soulprison”.) The dragon will fall instantly into a coma for 1-4 days, and during this time its mind cannot be contacted or attacked by magic or psionics. Its mind is unreachable, as it's spirit flits back and forth constantly between the host and its dragon body. (Any spells memorized by the dragon at the time trap the soul was cast are lost.)
If the dragon dies or is slain at any time after this, and it has before death imbibed the aforementioned potion, its spirit will go into the host, regardless of the distance between dragon body and host (which can even be on different planes of existence) or the presence of prismatic spheres, lead boxes, cubes of force, or similar obstacles. At this time, the host will levitate for 1-6 rounds, rising two or three inches upward.
Cult mages (or any other mage wishing to aid a dragon in attaining lichdom) must then provide a reptilian corpse, ideally that of a dragon or related creature. The body of an ice lizard, firedrake, wyvern, or fire lizard is ideal; that of a dragonne, dragon turtle, or dracolisk has only a small chance of successful use by the dragon's spirit. The corpse of a pseudo-dragon, pterandon, or other non-draconian creature is extremely unlikely to work. The body must be freshly killed (or, at least, dead within the period of the current moon, or 30 days), and within 90' of the host. The mage must then touch the host, cast a magic jar spell that includes the true name of the dragon, and then touch the corpse. In effect, the mage carries the dragon's spirit from host to corpse within his or her own body.
The corpse must fail a save vs. spell for the dragon's spirit to successfully possess it; if it saves, it will never accept the spirit. For this saving throw, the corpse is treated as a fighter of the same level as the dragon had hit dice when alive, with the following modifiers (any that apply) to the roll:
-4 if the corpse is of the same alignment as the dragon
-4 if the corpse is that of a true dragon (any type)
-3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard
-1 if the corpse is that of a dracolisk, dragonne, pterandon, or dragon turtle
+3 if the corpse is that of a nonreptile (i.e., not a lizard man, snake, ophidian, or the like)
-10 if the corpse is the dragon's own former body (which can be dead any length of time)
If the dragon's spirit cannot enter the body, it will take over the magic-user's own body, unless the magic-user returns it to the host by touching the host again within 2-12 rounds. It can remain in the host for any length of time without harm – unless the host is itself destroyed.
If the corpse accepts the dragon's spirit, it becomes animated by the spirit, and has the dragon's own mind and its dracolich immunities (see below). It will be telepathic if the dragon could speak in life, but unless it is the dragon's own former body, cannot speak. and therefore cannot cast spells with verbal components. (If your campaign rules dictate that dragons must use their forepaws to manipulate material and somatic components, then the dracolich may meet further difficulties if the corpse has no usable forepaws.) It can learn spells if they are available to be memorized, until its roster is full, whereupon it can never learn spells again. If the Cult of the Dragon is involved, the Cult will see that powerful and useful magics are learned.
The “proto-dracolich” has but one goal: If it is not itself the body of the dragon, it hungers for the original body, and will seek out and devour that corpse. (For this reason, Cult members favor using the dragon's own body – i.e., keeping the host near it – or else providing corpses with wings, to make any journey to the original body as rapid and easy as possible.) The dragon's spirit can sense the direction and distance of its own former body, regardless of distance (although it cannot pass without aid to another plane of existence to reach it), and will tirelessly seek it out, not needing other meals for sustenance, nor rest.
If the dragon's own body has been burned or dismembered, the proto-dracolich need only devour the ashes or pieces. Total destruction of the dragon's body is possible only through use of a disintegrate spell (the body gets a normal save vs. the spell). If a Cult mage or other magic-user casts a limited (or full) wish, the body can be reincorporated if it was disintegrated on the Positive, Negative, or Prime Material Plane, as long as the wish is cast in the same plane as that disintegration occurred. Typically, various teeth and organs of a dragon are carried off by magic-users, alchemists, or adventurers wishing to sell such remains to mages or alchemists, and the proto-dracolich need only wait until such individuals are asleep or engaged in other activity (such as combat or spellcasting) to seize and devour the parts.
Only 10% or so of the body must be so devoured for the proto-dracolich to achieve its aim (it will know when this has occurred). Thereafter, within seven days, the proto-dracolich will metamorphose into a body resembling the dragon's original body in life – able to speak, cast spells, and employ the breath weapon just as the dragon could when it was alive. (If the dracolich possesses its own former body, it regains speech and the use of its breath weapon within seven days of possession.) It is then a dracolich.
A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon.