Undead Origins

Midnight Minions of the Shadow

Midnight Minions of the Shadow
3.5
Forsaken: The dark truth would shatter even the strongest spirit. As the Shadow rose, so too did the necromantic forces that fueled the Fell. As the years pass, more and more of the dead rise as horrors that live only to feast on the living. In the last days of Aryth, even a mother’s womb cannot protect her child from the Shadow.
There is a small chance that any fetus that dies during the pregnancy will awaken into a hideous state of half-life. Called the forsaken, these creatures continue on in a parody of natural growth and birth.
Forsaken is an inherited template that can be applied to any newborn humanoid creature.
 
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Winter's Roar Vikmordere Bestiary

Winter's Roar Vikmordere Bestiary
Pathfinder 1e
Aptrgangr Lake: Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.
The frigid waters of Serpent Lake hold many dangers. Vikmordere legend claims a portal to the underworld lies deep beneath its surface. True warriors fear drowning here above all other deaths, for a warrior touched by the dark abyss is forever beyond the reach of the Ancestor Spirit. These cursed wretches become lake aptrgangr, driven only by a desire to draw others into the deep.
Aptrgangr Land: Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.
Vikmordere warriors loathe the dishonorable. Cruel leaders sentence cowards and traitors to torturous ritual deaths, before leaving the body for scavengers. If the restless spirit is sufficiently strong, it can permanently possess one of the creatures devouring its corpse. The foul beast becomes the receptacle for the soul, gaining the ability to reanimate the half-eaten body, crush the wills of lesser beasts, and even usurp control over the bodies of others. However, the true spirit and will of the undead lies forever within the familiar.
Vaettir: The bone-chilling cold of the region breeds desperation. When supplies run low, hard choices are made. These decisions can be as simple as theft or as terrible as murderous cannibalism. Those that survive carry the guilt and pain of their actions for the rest of their lives, often remaining forever silent regarding their crimes. Those that die regardless sometimes arise as vættir, forever mindlessly guarding the place where they sinned and died.
Vereri Stalker: Vereri stalkers are the assassins and bounty hunters created to serve powerful liches and evil witches.
White Wailer: When a witch is burned alive on ground that has not been properly sanctified, a white wailer can arise from her tortured screaming soul. This most often happens when an ignorant superstitious populace takes matters in their own hands, and so the unlucky witch can just as easily be good or evil.

Wight: Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.
Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.
 
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Castles Forlorn

Castles Forlorn
2e
Rivalin ApTosh, Vampire: Rivalin had lain in the mud of the battlefield that day, hovering on the brink of death, until dusk descended. Hidden as he was by the muck of blood and rain, the warrior was overlooked by soldiers who came to collect the bodies of fallen comrades. Then, with the close of day came those that feed upon the dead—and upon those about to die. Thus the last of Rivalin's life force was drained away by a vampire. Two nights later, Rivalin arose with his own, aching thirst for blood. . . .
Tristen ApBlanc, 4th-Magnitude Ghost: One dark night in the year 1609, when Tristen had reached his midteens, Rual's fears were realized. By the light of a baleful moon, she spied him in the woods, bent over the corpse of a young doe. She thought at first that he had been hunting, but when the boy arose from the body of the animal with a crimson-smeared face, Rual knew the boy's paternity was at last telling true. The toxins in Tristen's body were finally changing him into a vampire.
Ironically, the draining of Tristen's blood while he simultaneously assimilated Rual's, infused with holy water, amounted to a transfusion that washed away the tainted poison which would have eventually turned him into a full vampire. The process was excruciatingly painful to Tristen, leading him to believe he was dying, but it was actually affecting a cure.
Nevertheless, Rual set in motion the blurring of planar borders that would eventually draw Tristen and the surrounding lands into the demiplane of dread. Covered with unholy blood and outraged to the point of insanity by the murderous betrayal of her adopted child, the druid deprived Tristen of his cure and poisoned him again, this time with her deadly curse. As Rual laid her malediction upon Tristen, the sun sank below the horizon and her blood began to boil within his body. He fell to the ground and thrashed convulsively, screaming until his veins burst within him, and then he died.
But death is a relative term among the cursed, and it was certainly not the end of Tristen. He arose as a ghost that same night, and he discovered that he could not leave the sacred grove where Rual's body and his own lay.
Flora ApBlanc, 1st-Magnitude Ghost: Flora became a ghost because of the anguish she suffered wondering if her child would survive the mob that lynched her.
Rual, 4th-Magnitude Ghost: Due to the emotionally charged nature of her murder at Tristen's hands (which occurred in the Forfar year 1609), Rual has returned from beyond the grave as a ghost of the fourth magnitude.
Isolt ApBlanc, 3rd-Magnitude Ghost: The anguish and grief that Isolt felt as she died turned her into a ghost of the third magnitude.
Gilan ApBlanc, 2nd-Magnitude Ghost: Gilan saw the whole thing as he was getting dressed that morning. Racing across the courtyard, he threw himself upon the wolves in an effort to save his beloved pet. The wolves turned on the boy, instead.
Startled, Tristen called off the wolves, but it was too late. They had already torn the boy to pieces. Furious, he drew his sword and attacked them without quarter, but this only succeeded in sending a number of the beasts scuttling away from the keep. Some of them still carried pieces of the boy in their slavering jaws as they ran. As a result, there was little of Gilan left to bury.
The savage attack that took Gilan's life drove him mad. His ghost has blocked out all memory of the events of his death and he believes the dog in his arms to be alive.
Morholt ApBlanc, 2nd-Magnitude Ghost: He was 18 when he was killed, in Forfar year 1833. Doomed by the sudden nature of his death to become a spirit, the second son of Tristen and Isolt ApBlanc believes he is still alive. (Murdered in his sleep, Morholt never knew who his attacker was.)
Aggie: ?
Zombie Wolf: Zombie wolves are not created by a wizard or a priest, but are a creation of the domain of Forlorn itself.
Zombie wolves rise from the dead when the body of any regular wolf in the domain of Forlorn is not decapitated after it is killed. If this gruesome task is not carried out, the corpse of the wolf rises as a zombie 2d8 days after it has died.
It is generally thought that the creatures gain this strange form of existence from contact with the land itself, which channels energy from the Negative Material Plane. Some sages speculate that simply preventing the wolf carcass from having any contact with the ground for a full eight days will prevent it from rising as a zombie, but in the absence of any practical application of this theory, it remains unproven.
Vampire: ?
Treant Undead: ?
Gregory, Geist: The spirit is the geist of Gregory, the druid who hid the horn of the sacred grove and later was torn to shreds by goblyns.
Geist: Generally speaking, geists are relatively harmless spirits that are undead manifestations of a person caught between mortality and immortality at the moment of death.
Haunt: ?
Odem: ?
 
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The Evil Eye

The Evil Eye
2e
Leyla, 2nd Magnitude Ghost: When she was alive, Leyla was a nurturing wife, but death robbed her of a chance to be a mother. The karmic resonance of her dying, augmented by Raul's violin of passion, brought some part of her back as a ghost. The ghost is more a twisted embodiment of Raul's grief, memory, and passion than an accurate representation of Leyla when she was alive. She is a pale echo of her former self.
 
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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.
 
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Lamentations of the Flame Princess Grindhouse Edition Referee Book

Lamentations of the Flame Princess Grindhouse Edition Referee Book
Lamentations of the Flame Princess
Undead: Certain undead are so infested with disease that they slowly kill those they damage. Those damaged by such undead must make a saving throw or turn into the same type of undead within a set period of time.
Vampire: Vampires may create other vampires. Any character drained to 0 Constitution by a vampire over multiple sessions – not through a total drain – will rise at sunset d6+1 days later as a vampire with one hit point.
 
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A Red and Pleasant Land

A Red and Pleasant Land
Lamentations of the Flame Princess
Vampire: If a vampire successfully slays a victim through energy drain, the victim will become a vampire of the same type of the lowest rank (pawn or ace).
Voivodjan Vampire: ?
Nephilidian Vampire: ?
Colorless Bishop, Nephilidian Vampire: ?
Colorless Knight, Nephilidian Vampire: ?
Colorless Pawn, Nephilidian Vampire: ?
Colorless Queen, Nephilidian Vampire, Nyvyan: ?
Colorless Rook, Nephilidian Vampire: Colorless Rooks are made from the remains of dead Pale Rooks: first the corpse is sat on a throne and enmeshed in a kind of rolling frame pulled by horses. Then the top of the Rook’s head is sawn off like the lid off a pot and the head is filled with sea water nearly to the rim. If a vampire then sits floating in the head, the Colorless Rook comes to life, and can act as a powerful battle oracle or magical battery.
Decapitated Lord, Voivodjan Vampire: ?
Elizabeth Bathyscape, Heart Queen, Voivodjan Vampire: ?
Pale Horse: If a Stalking Horse is slain, a Pale Horse—a kind of horse-headed ghoul— will burst forth and simultaneously attack all nonvampires within 7’, attempting to strangle them with the slain horse’s entrails at +6 to hit for 2d10hp. This happens as soon as the Stalking Horse dies (no initiative roll) and the Pale Horse then dies immediately after the attack, regardless of its outcome.
Nadasdy, King of Hearts, Voivodjan Vampire: ?
Knave of Hearts, Voivodjan Vampire: ?
Order of Clubs, Voivodjan Vampire: ?
Order of Diamonds, Voivodjan Vampire: ?
Order of Hearts, Voivodjan Vampire: ?
Order of Spades, Voivodjan Vampire: ?
Pale Bishop, Voivodjan Vampire: ?
Artorius, Pale King, Voivodjan Vampire: ?
Pale Knight, Voivodjan Vampire: ?
Pale Pawn, Voivodjan Vampire: ?
Red Bishop, Voivodjan Vampire: ?
Red Bride, Voivodjan Vampire: ?
Vlad Vortigen, Red King, Voivodjan Vampire: ?
Red Knight, Voivodjan Vampire: ?
Red Pawn, Voivodjan Vampire: ?
 
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Carcosa

Carcosa
Lamentations of the Flame Princess
Mummy: Mummies are sorcerous devotees of Nyarlathotep entombed beneath the ground in various places, most notably beneath the vast Radioactive Desert.
The mummies of the world of Carcosa are not mindless, shambling things wrapped in bandages! Rather, they are dead Sorcerers (of any level) whose services to Nyarlathotep have earned them the state of being undead.
Mummy Brain: As millennia pass, the dry bodies of mummies gradually crumble to dust. Usually the living brains of mummies rot away upon the dissolution of a mummy’s body. But a few of the brains of mummies who are of 8th or higher level and have an 18 intelligence score continue to think and exist.
Unquiet Worms: The nethermost caverns are not for the fathoming of eyes that see; for their marvels are strange and terrific. Cursed the ground where dead thoughts live new and oddly bodied, and evil the mind that is held by no head. Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath lain, and happy the town at night whose wizards are all ashes. For it is of old rumour that the soul of the devil-bought hastes not from his charnel clay, but fats and instructs the very worm that gnaws; till out of corruption horrid life springs, and the dull scavengers of earth wax crafty to vex it and swell monstrous to plague it. Great holes secretly are digged where earth’s pores ought to suffice, and things have learnt to walk that ought to crawl.
Sometimes the worms that feed on a dead Sorcerer’s brain will assimilate the Sorcerer’s memories and sorcerous and psionic powers. Such worms swell to thrice their normal size and assemble in a horrid, vaguely humanoid shape that walks as a man.
 
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Death Frost Doom

Death Frost Doom
Lamentations of the Flame Princess
Risen Dead: Grimoire of Walking Flesh. This text, written in the Duvan’Ku language, allows the creation of a flesh golem. It requires the parts of 10d4 fresh bodies, takes two weeks time as the parts are assembled, and then requires a strong electrical charge (a lightning bolt will do) to activate the body. There is no monetary cost to making the golem with this book, and an unlimited amount may be made. When the golem activates, the mutilated remains of the bodies used for parts will rise and seek to destroy the creator of the golem. The golem will not fight these undead. The risen dead will be 2 Hit Dice 50% of the time, 2 Hit Dice and able to paralyze 40% of the time, and 4 Hit Dice and able to drain levels 10% of the time (check each creature individually). If the bodies have been utterly destroyed, then the creatures will be incorporeal, and 4 Hit Dice and energy draining (75%) or 7 Hit Dice and double energy-draining (25%). Anyone using the book will of course not know about the vengeful dead until it’s rather obvious.
Ghoul: ?
Undead Creature: ?
Sarcophogus Corpse: ?
Altar Corpse: ?
Disembodied Ghost: ?
Mummy: ?
Hideous Undead Thing: ?
General Overlord Cyris Maximus, Vampire: ?
Child Corpse: ?
Commoner Corpse: ?
Priest Corpse: ?
Warrior Corpse: ?
Above-Ground Corpse: ?
The Sleepless Queen: This woman in life was a streetwalker who was kidnapped, murdered, and corrupted into this form specifically as bait to lure greedy people to their deaths.
 
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Death Love Doom

Death Love Doom
Lamentations of the Flame Princess
Restless Dead: If the child is touched, the clock will begin to spin backwards at great speed, and all corpses on the grounds will rise. The clock will then stop, and the undead will converge on this point.
Animated Fetus: Then her husband gave her this gift which brought a demon, and it told her that she was not her husband’s deepest love. The look on Erasmus’ face told her it was true. As flesh tore and bent around her, she directed all of her hate to the latest of his offspring which she was carrying, and it gained unnatural life. No one but her knows that this is her doing and not that of the demon’s, but it has gotten away from her now.
Myrna is a wreck of a human being, as her late-term fetus gained self-awareness and miscarried itself. After dying, it rose from the dead, its mother’s blood and nourishment still coursing through its veins.
 
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