Lamentation of the Flame Princess
Lamentation of the Flame Princess
Lamentations of the Flame Princess
Undead: Animate Dead spell.
Animate Dead Monsters spell.
Summon spell entity's Victims Rise as Undead power.
Animate Dead
Magic-User Level 5
Duration: Instantaneous
Range: 10'
This spell energizes the faint memories of life that cling to the corpses and skeletons of people, allowing them to move and act in a gross mockery of their former existence. Because the entities inhabiting these bodies are chosen by the caster, these undead are under his total control. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. The animated dead will always interpret any instructions in the most violent and destructive manner possible. They will also prefer to attack those that they knew in life, no matter their former relationship with the person in question. The bodies remain animated until they are destroyed.
For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally.
Animate Dead Monsters
Magic-User Level 6
Duration: Instantaneous
Range: 10'
This spell energizes the faint memories of life that cling to the corpses and skeletons of creatures, animating them to a mocking caricature of their living selves. Each creature’s intellect and willpower is no longer present, allowing these undead to be under the total control of the caster. However, the faint memories of life retained by the corpse or skeleton constantly struggles with the invader introduced by the caster, a conflict that drives the host corpse or skeleton to destructive urges. They will always interpret any instructions in the most violent and destructive manner possible. The bodies remain animated until they are destroyed.
For each level of the caster, he creates 1 Hit Die, the total of which is then used to determine the Hit Dice of the undead and any special abilities. One or two Hit Dice must be assigned to each undead as the caster desires. This is each undead’s Hit Dice for the purposes of its Hit Points, saving throws, and to hit rolls. If the undead is to have special abilities, each increases the Hit Dice “cost” by one (except energy drain, which increases it by two). Adding special abilities does not increase the actual Hit Dice of the undead. Only mindless undead are created by this spell, and they must be commanded verbally.
Summon
Magic-User Level 1
Duration: See Below
Range: 10'
Magic fundamentally works by ripping a hole in the fabric of space and time and pulling out energy that interacts with and warps our reality. Various mages have managed to consistently capture specific energy in exact amounts to produce replicable results: Spells.
The Summon spell opens the rift between the worlds a little bit more and forces an inhabitant From Beyond into our world to do the Magic-User's bidding. What exactly comes through the tear, and whether or not it will do what the summoner wishes, is wholly unpredictable.
Once the Summon spell is cast, there are a number of steps to resolve:
The caster chooses the intended Power of the ¶¶Summoned Entity
The caster makes a saving throw versus Magic ¶¶
Determine the Entity’s Form ¶¶
Determine the Entity’s Powers ¶¶
Resolve the Domination Roll ¶¶
Step One
The caster must decide how powerful a creature— expressed in terms of Hit Dice—he will attempt to summon. This cannot be more than two times the caster's level, but this effective level for this purpose can be modified by Thaumaturgic Circles and Sacrifices—see below.
Step Two
The caster must make a saving throw versus Magic. Failing this saving throw means a more powerful creature than anticipated might come through the tear in the fabric of reality, which can have dire consequences for all present.
Step Three
The creature's form and powers will be randomly determined on the following tables, with different results altering the creature's basic stats.
Those default stats are: AC 12, 1 attack for 1d6 damage, Move 120' (ground), ML 10.
To determine the creature’s basic form, roll 1d12 if the original casting save was made, 1d20 if it was not.
Form
1–2 1 Amoeba
2 Balloon
3 Blood (immune to norm. attacks)
3–4 1 Brain
2 Canine (Move 180')
3 Crab (2 attacks, +2 AC)
5–6 1 Crystal (+4 AC)
2 Excrement
3 Eyeball
7–8 1 Frog (leap 150')
2 Fungus (Move 60')
3 Insectoid (+2 AC)
9–10 1 Organic Rot (causes disease on a hit)
2 Polyhedral
3 Seaweed
11–12 1 Slime (Move 60')
2 Snake (50% poison, 50% constriction)
3 Squid
13–19 1 Anti-Matter (HDd6 explosion on every contact)
2 Dream-Matter (all touched become Confused)
3 Flowing Colors
4 Fog (immune to normal attacks)
5 Lightning (Move 240', immune to normal attacks, 1d8 damage touch, touching it with metal does 1d8 damage)
6 Orb of Light (immune to normal attacks)
7 Pure Energy (immune to normal attacks, touch does 1d8 damage)
8 Shadow
9 Smoke (immune to normal attacks, Move 240', suffocation attack)
10 Wind (immune to normal attacks, Move 240')
20* 1 Collective Unconscious Desire for Suicide
2 Disruption of the Universal Order
3 Fear of a Blackened Planet
4 Imaginary Equation, Incorrect yet True
5 Lament of a Mother for her Dead Child
6 Lust of a Betrayed Lover
7 Memories of Pre-Conception
8 Regret for Unchosen Possibilities
9 Space Between the Ticks of a Clock
10 World Under Water
*If an Abstract Form is rolled, ignore the rest of the steps and go straight to the particular Abstract Form description below.
Each basic form that is not from the Abstract Forms category will have a number of additional features.
The base Hit Dice of the creature that the caster wished to summon determines the die type used to determine additional features as follows: Hit Dice ie Type
0 (1d6 hp) 1d2
1 1d4
2 - 4 1d6
5 - 7 1d8
8 - 10 1d10
11 - 13 1d12
14 + 1d20
Roll the indicated die type… This is the Base Number. Roll that die again. If the new roll is less than the Base Number, then roll an appendage on the following table. Roll again and keep adding appendages until a new roll greater than, or equal to, the previous roll is made.
Appendages Adjective Noun
1 1 Adhesive Antennae
2 Beautiful Arms
3 Bestial Branches
4 Chiming Claws
5 Crystalline Eggs/Seeds
6 Dead Eyes/Great Eye
2 1 Dripping Face
2 Fanged Feathers
3 Flaming Fins
4 Furred Flowers
5 Gigantic Foliage
6 Glowing Fronds
3 1 Gossamer Genitals
2 Gushing Horn
3 Humming Legs
4 Icy Lumps
5 Immaterial Machine
6 Incomplete Maggots
4 1 Malformed Mandibles
2 Necrotic Mouths/Great Maw
3 Negative Oil
4 Neon Proboscis
5 Numerous Pseudopods
6 Petrified Scales
5 1 Prehensile Shell
2 Pungent Sores
3 Reflective Spine
4 Rubbery Stinger
5 Running Stripes
6 Skeletal Suction Pods
6 1 Slimy Tail
2 Smoking Teats
3 Stalked Teeth
4 Thorned Tentacles
5 Throbbing Wings
6 Transparent Wrapping
Step Four
To determine the number of powers that a creature has, use the base Hit Dice of the creature that the caster wished to summon to determine which die type to use according to the following table: Hit Dice ie Type
0 (1d6 hp) 1d2
1 1d4
2–4 1d6
5–7 1d8
8–10 1d10
11–13 1d12
14+ 1d20
Roll the indicated die type… This is the Base Number. Roll that die again. If the initial saving throw in Step Two was successful, the entity has a special power if the second roll is less than the Base Number. Roll again and keep adding special powers until a new roll greater than, or equal to, the previous roll is made.
However, if the initial saving throw was failed, a new power is gained on a roll less than, or equal to, the Base Number, so the creature will have a greater chance to have more powers than if the casting was more controlled. If a 1 is rolled, however, no further rolls can be made.
The possible powers of a summoned entity can be randomly determined on the following table. Reroll any duplicate results.
1. AC +2d6
2. AC +1d10
3. AC +1d12
4. AC +1d12, immune to normal weapons
5. AC +1d20
6. AC +1d4
7. AC +1d6
8. AC +1d6, immune to normal weapons
9. AC +1d8
10. AC +1d8, immune to normal weapons
11. Animate Dead (at will)
12. Blurred (always on, first attack against creature always misses, otherwise +2 AC)
13. Bonus Attack (if initial attack hits, opportunity for another attack)
14. Bonus Damage on Great Hit (does one greater die damage if hits by 5 or more, or rolls a natural 20)
15. Chaos (at will, one at a time)
16. Cloudkill (at will, one at a time)
17. Cold Attack (ranged, HDd6 damage)
18. Confusion (on a successful hit)
19. Continuing Damage (after a hit, victim takes one die less damage each Round until creature leaves or is killed)
20. Damage Sphere (all within 15' take 1d6 damage per Round)
21. Darkness (at will, one at a time)
22. Detect Invisibility (always on)
23. Drain Ability Score (on a successful hit)
24. Duo-Dimension (always on, but does not take extra damage)
25. Electrical Attack (ranged, HDd6 damage)
26. Energy Drain (on a successful hit)
27. ESP (always on)
28. Explosion
29. Feeblemind (on a successful hit)
30. Fire Attack (ranged, HDd6 damage)
31. Gaseous Form (at will)
32. Globe of Invulnerability (always on self)
33. Grapple (+5 to rolls involving grappling)
34. Haste (always on self)
35. Immune to Cold
36. Immune to Electricity
37. Immune to Fire
38. Immune to Magic
39. Immune to Metal
40. Immune to Normal Weapons
41. Immune to Physical Attacks
42. Immune to Wood
43. Impregnates (victims hit must save versus Poison or carry a thing)
44. Incendiary Cloud (at will, one at a time)
45. Lost Dweomer
46. Magic Drain (on a successful hit)
47. Maze (on a successful hit)
48. Memory Wipe (on a successful hit, but no other damage)
49. Mimicry (can duplicate sounds and voices it has heard)
50. Mind Control (at will, one at a time)
51. Mirror Image (always on)
52. Move Earth (at will)
53. Multiple Attacks (additional 1d3 attacks)
54. Paralysis (on a successful hit)
55. Pernicious Wounds (do not naturally heal)
56. Phantasmal Force (at will, one at a time)
57. Phantasmal Psychedelia (at will, one at a time)
58. Phantasmal Supergoria (at will, one at a time)
59. Phasing (can move through solid objects)
60. Plant Death (all vegetation dies within 10' x HD)
61. Poison (on a successful hit)
62. Polymorph Other (on a successful hit)
63. Prismatic Sphere (at will)
64. Prismatic Spray (at will)
65. Prismatic Wall
(at will, one at a time)
66. Psionic Attack (auto-hit, 1d6 damage)
67. Psionic Scream (auto hit in 30' radius area, 1d6 damage + victims must save versus Magic or be Slowed)
68. Radiation Attack
69. Radioactive
70. Ranged Attack
71. Regenerate (regains 1d3 hp a Round)
72. Reverse Gravity (at will, one at a time)
73. Silence (always on in 15' area)
74. Slow (once every ten Rounds)
75. Spell Turning (always on)
76. Spellcasting (as Magic-User of 2d6 levels – random spells)
77. Spore Cloud (all in area must save versus Poison or become infested)
78. Stinking Cloud (continuous around creature)
79. Stone Shape (at will)
80. Summon (as per this spell, no miscast, creatures under control of this creature, not original caster)
81. Swallow Whole (on a natural 20 or hitting by 10 or more)
82. Symbol (one type, randomly determined, at will)
83. Telekinesis (at will)
84. Teleportation (at will)
85. Time Stop
86. Transmute Flesh to Stone (on successful hit)
87. Transmute Rock to Mud (at will)
88. Valuable Innards (worth 500 sp × HD)
89. Ventriloquism (at will)
90. Victims Rise as Undead
91. Vulnerable to Cold (takes +1 damage per die)
92. Vulnerable to Cold Iron (takes +1 damage per die)
93. Vulnerable to Electricity (takes +1 damage per die)
94. Vulnerable to Fire (takes +1 damage per die)
95. Vulnerable to Metal (takes +1 damage per die)
96. Vulnerable to Physical Attacks (takes +1 damage per die)
97. Vulnerable to Silver (takes +1 damage per die)
98. Vulnerable to Wood (takes +1 damage per die)
99. Wall of Fire (at will, one at a time)
100. Web (at will, one at a time)
Step Five
The Domination roll requires two 1d20 rolls, one on behalf of the caster, the other on behalf of the summoned entity.
The caster's level, Thaumaturgic Circle Modifiers, and Sacrifice modifiers are added to his roll.
The creature's Hit Dice is added to its roll, and it also receives +1 to the roll for every Power it has.
Domination Roll Results
If the Magic-User wins, the margin of victory determines how many d10s to roll to determine how many Rounds the creature will be under the caster's control. The caster must concentrate on controlling the creature for this period of time, and if the caster's concentration is broken (by being damaged, or casting another spell, for instance), there must be another Domination roll to determine if the creature will remain under control (this second roll can only confirm the original term of control, not extend it, and at most the creature can only win a basic victory in this second contest). The creature returns to its dimension when this time ends.
If the Magic-User wins by a Great Margin (equal to, or greater than, 5 + creature’s Hit Dice + the number of its Powers), the caster can demand a longer service from the creature without needing to consciously direct it. The details of this service must be communicated in a clear and succinct manner.
If the caster wins by a margin of 19 or more (or double a Great Margin), the creature is bound permanently in our world, and under the complete control of the caster, with no direct concentration required to maintain this control.
If the creature wins the Domination roll, it will simply lash out, attempting to kill and maim all living creatures while it is stable in this reality (a number of Rounds equal to d10 × the margin it won the Domination contest, minimum number of Rounds equal to its Hit Dice).
If the creature wins by a Great Margin (equal to, or greater than, 5 + Magic-User's Hit Dice + Sacrifice + Thaumaturgic Circle modifiers), the caster is completely at the mercy of the creature, mind,
body, and soul. Roll
1d6 and consult the Dominating Creature table below to determine what happens.
If the creature wins the roll by 19 or more (or double a Great Margin), it must make a 1d20 roll. On a 1–19 it is empowered by energy from its own dimension and multiplies its Hit Dice by 1d4+1. Re-roll its powers using its new Hit Dice as a base. It will then go on a killing rampage.
If this extra roll is a 20, the barrier between realities is sundered, and innumerable monstrosities begin dropping through. Hundreds of them will come through in the first hour, then about a hundred a day for the next week, then just a few each day. All will be hostile, as their passage to this world is accidental and our reality will be unfamiliar and unpleasant to their sensibilities.
If the domination roll is a tie, then roll again, but this time, the caster uses a d12 instead of a d20, and Thaumaturgic and Sacrifice modifiers do not apply.
Dominating Creature
1. The creature retreats to its own reality, bringing the caster back with it. The caster's physical body is destroyed, but his mental essence exists forever in misery.
2. The creature's presence in this universe is stable and it will not be drawn back to its world. The caster's will is replaced with that of the creature, and the character becomes an NPC. If the creature and the Magic-User together have the strength to destroy everyone and everything in their immediate surroundings, they will do so. If there is doubt about their ability to accomplish this, the creature and caster will retreat and begin their long-range campaign to bring about Hell on Earth.
3. The creature holds the rift open longer than it was supposed to be; 1d10 more creatures with Hit Dice ranging from 1 to the summoned creature's Hit Dice, flood into the physical world. They will attempt to slay and consume every living thing.
4. The creature and the Magic-User merge to form one being. It can switch between the two physical forms at will, and in either form possesses all the powers of both beings. The creature is in control.
5. The creature explodes on contact with our universe, disrupting all sense of self and identity. All human or human-like characters within 120' are randomly switched into new bodies, with the levels and class abilities of the new body (all bodies must change, even if a random roll puts a character back in their original body). Characters retain their previous Charisma, Intelligence, and Wisdom, and take on the Constitution, Dexterity, Strength, Class, Level, and Hit Points of the new body. All present are now Chaotic in alignment, and any Clerics lose their Cleric spells.
6. The creature is not at all interested in being in “reality,” nor does it care about anyone present. It is however supremely vexed at being called through the veil by a piece of meat. It will take one of the caster's comrades as compensation. The caster must choose one of his fellow player characters, and then that character will simply cease to be. If the caster delays, or chooses anyone else than a player character, then all the player characters in the area will be winked out of existence… and the caster will be left alone.
Thaumaturgic Circles and Sacrifices
Using Thaumaturgic Circles and offering Sacrifice while casting the spell makes the portal between worlds more interesting, attracting greater creatures to the summoning point and so allowing them to be summoned. It also numbs the consciousness of these creatures, such as it is, allowing a Magic-User to more easily control greater creatures.
Each full 2 Hit Dice of sacrifices gives the caster a +1 bonus to the Domination roll, or 1 Hit Die for a +1 bonus if the sacrifice is the same race as the caster. To count as a sacrifice, the victim must be helpless at the time of the slaying and purposefully slain for just this purpose. Combat deaths do not count.
Thaumaturgic Circles are magical diagrams (or mathematical equations which are nonsense in our
world, but important in some other) used to focus magical energy and give the caster greater control over his summoning. The diagrams are not enough, though. The materials used to draw and decorate the circles are crucial to communicating their information to the summoned creatures. 500 sp worth of materials is required to invest in a circle for every +1 bonus to the caster's Domination roll, and this is consumed with every casting.