Voadam
Legend
Book of Scarlet Abomination
Dungeon Crawl Classics
Undead: Calling the Scarlet Chaos from the Queen’s Doom spell.
Giant Undead Fate Raven: ?
Abysspawn: Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen.
Calling the Scarlet Chaos from the Queen’s Doom
Level 3 Range: Conversational (Self to 60”)
Duration: Variable
Casting time: 1 round Save: Spell check DC or None
General: Caster is calling the essence of the Queen’s Doom, bringing Tamarah’s plane into limited but direct contact with the world. Dangerous.
Manifestation: 1. Caster reaches a single perfect pitch note and the air shimmers and warbles before disgorging its fell contents. 2. The character’s features become flush with colour – depending this could be as simple as a blush to a temporary reddening of the skin, hair, and eyes though taking on an actual foreign hue with increasing success 3. The invoker ritually – and literally – cuts a jagged hole in any surface, or in the air and the spell effect pours out like a bloody wound.
1 Lost, failure, and Patron taint!
2-11 Failure. Depending on the results of the Patron bond, the caster may or may not be
able to cast it again.
12-15 Revealing Swarm – Summons (at pressure) a small jet of scurrying weird mutant living creatures from one of the planes of the Queen’s Doom; they immediately clear away debris, reveal secret doors or concealed things, and will locate any one thing desired by the caster, if so instructed. Adds ten to relevant perception tests. Lasts no more than 60 seconds.
Otherwise, the Red Queen is too busy for the likes of you. For the next d5 rounds, natural creatures (mundane animals) will be (roll a d6; even = drawn to you odd = frightened by something out of race instinct and display threat behavior. They will attack if the character approaches but will otherwise avoid. However for the duration you will save v. fear and fear effects/attacks at +2.
14-15 Grasping arms of the Hungry Pit - opens an small irregular channel allowing abyssal energies into the world – Tamarah hears your pleas for aid and lends several arms; 1d4+1
extremities; a combination of arms, tentacles, and less recognizable grasping appendages erupting out of any near drain, pit, hole, or similar defect from abyssal space; they will set about attacking (at +4) and immobilizing/entangling (spellcheck DC Ref to avoid or escape, check once/round) up to four of the caster’s enemies for the next CL+1 rounds.
16-17 21 Tamarah reminds her followers that, in the end, there is no problem that cannot be overcome by consumption; q.v. by eating the problem itself.
The caster’s jaw visibly distorts and distends, and the whole of their face seems to take on a monstrous yet painful aspect. The caster’s mouth has now become a form of gate, a Hell gullet to the Queen’s Doom. Anything that is slain and so devoured by this mouth has its soul sucked out and devoured by the Red Queen.
Each round the Hell gullet can chomp down on a target with mighty force, this is a bite attack that strikes at +3 and inflicts 2d16+STR+CL with each sharp tearing bite.
18-21 Invocation of the Hungry Pit - opens an irregular but generally circular hole in a surface within 1d3x8” of the caster; to all appearances a pit but anything thrown in will be as though thrown into the jaws of a great multiplanar beast (as 20-21 above). After d3 rounds, from this terrible obscene mouth rises the ‘Pillar of the Consumed’, a great proboscis-like tongue. The Consumed - A semi digested mass of bodies and souls of Tamarah’s (former) enemies - kept a semi molten composite of shifting desperate arms, hands and mouths, reaching and shifting, and takes its existential rage on anything within its 16” reach burning with pain and cold. It strikes with 1d24 action die inflicting 2d6 hp damage and 1d4 stamina drain with a successful strike.
When the duration expires there is a 1 in 20 chance that the Pit once summoned, will wander off, a permanent portal to somewhere in the Red Queendoom.
22-23 Reaching into the Spawning Pits - opens a portal to the least plane of the Red
Queendoom, where her countless thousands of abandoned children writhe in scented
darkness.
This momentary portal exists to allow 1d6 tamlyngs to flee into the world of the caster, appearing at the end of the round. They will be compelled to fight the focus of the invoker’s ire for 1d3 rounds before they are distracted by something shiny like their freedom.
24-26 A vast and spectacular demonic blood rose appears anywhere in the caster’s
immediate line of sight, erupting from the ground or another surface, immediately opening, unfurling it’s pollenating tendrils to puff orange smoke in a 20” radius/caster level centered on the flower. Everything inside that is living will suffer a loss of 1d6 Pers and become very susceptible to suggestion -1 to will saves but this susceptibility is triple strength with regard to the caster who are especially weak willed toward them and save at minus 3; further for 1d6 minutes those affected will not be disposed toward violence toward the caster at all unless provoked. 1d3 rounds after it manifests, the rose will disgorge one of the following.
a) Swarm of bats, b) 1d3 killer bees, c) a pair of Red Wasps, d) A tangle of two headed snakes
27-31 Tamarah cannot be bothered with your petty nonsense … but as she values you for some inexplicable reason of her own, she sends you Starbow. Starbow (pp. 50-51) can ferry passengers literally anywhere in the omniverse, in as much or as little time as she wishes.
Starbow can, per her half-demonic nature, move through the phenomenal universe at the
speed of light, to the benefit (and terror!) of those astride her. Starbow is immune to attacks from light, attempts to bend time or space, and suffers no ill effects from either radiation or cosmic energy. Note that the steed may deposit the invoker anywhere that it’s whim, and the whims of its mistress, regardless of any stated or given request. The creature has many other capabilities but likely the caster will not be able to make use of them save as it pleases Tamarah.
32-33 It is said that Tamarah’s laughter causes violence. Tamarah manifest through the invoker with the lilting high laughter of an amused demon. For the next 2d6+CL rounds, everything within hearing range is inspired to pick a target and go to town, striking at +4 to hit with their best weapon or most powerful attack. Further, threat range for all critical hits is doubled and all criticals occur at +6 on the roll for the duration. Finally, a single target chosen by the caster experiences the sudden growth of thorns of bone , rapidly growing within the target’s chest and lungs, inflicting 1d4 hp damage initially; for each subsequent round, the target takes 1d6 damage and is depleted a point each of Agility and Stamina as their breathing becomes a bloody mess.
34-35 The sky above shimmers and seemingly turns to liquid as you bring a small fraction of her plane to yours. For 5d12 rounds, the luminescent churning multispectral liquid sky from several of the planes of the Red Queen’s Doom pours forth into the skies above, polluting the natural world with its foul essence and overwhelming possibilities.
2 in 5 Chance of (d5) 1. Hot hail 2. Black lightning 3. Ghost winds 4. Rain of hot multicolored mud balls, covering the landscape in the aftermath of a Play-Doh fight 5. Phantom fog that will throw d3 illusions at each party member journeying through it
Meanwhile, the Horned Queen’s Hunting Party (comprised of 1d8 Abysspawn 1d6 vapour dogs and 1d12 hunger dogs and 2d6 tamlyngs) comes charging out of this chaotic miasma to kill or capture the invoker’s enemies … and anyone else that gets in their way. The tamlyngs may however flee immediately.
36+ Having attracted a considerable degree of her attention, Tamarah momentarily sends a minor aspect of herself to possess the caster, lending a fraction of her power, influence, and sense of authority to the invoker who uses it to persuade, control, or influence those around them. The spell represents a tiny fraction of Tamarah’s attention as it is loaned to her most especial followers for d5 (modified by Personality) hours.
For that duration, the caster gains / recovers 2d6 additional hit points, and recovers up to 1d4 spellburn or ability drain from Personality, Strength, or Intelligence (each). The caster is at +2 to hit, damage, and saving throws for the duration. Further, the shimmering, vertiginous aura nauseates all living creatures within a 5’ radius of the caster that fail a will save, who suffer -1 to action die rolls for the duration and up to d3 rounds thereafter.
At this point, 0 levels have no choice but to obey the caster. The effect persists for d5 weeks plus 1 per caster level; Caster gains a minor corruption and during this time, paladins, witch hunters, lawful clerics, and others concerned for the world around them may come for the character. For the duration, any who attempt to defy the caster’s wishes must succeed on a Will save, DC = to the Spell check result.
Further, 5d24 days after this invocation, Tamarah herself will visit the caster in dreams and offer them a sip of RED. She will appear in the guise of the Chalice Goat; the goat will kneel that one may drink of the cup (taking the form of a bowl shaped defect in its skull) and thus drink directly from her mind. Up to (level) may partake including the caster. Those who do will receive 1d4 points of floating attribute recovery (the caster receives 1d6+pers mod), heal 2d5+pers mod HP, and experience a moment of demonic ‘enlightenment” which occurs at +30 on the roll. Results must be applied immediately. The invoker’s alignment becomes chaotic and they detect as Demonic to spells and abilities that detect and affect such. They have for all intents and purposes fallen.
Finally, should the caster die during this spell’s duration - the deceased invoker rises as an NPC after a number of nights determined by their action die; They rise at night with full hit points and geased to annihilate without delay those who slew them. The deceased is treated as undead for the duration and functionally indestructible until banished by high level magic, or it runs out of enemies on its list. At which point the vengeance seeker will be torn apart by red and crimson flames as their body and soul are reduced to howling madness and claimed by Tamarah herself, forever damned.
Dungeon Crawl Classics
Undead: Calling the Scarlet Chaos from the Queen’s Doom spell.
Giant Undead Fate Raven: ?
Abysspawn: Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen.
Calling the Scarlet Chaos from the Queen’s Doom
Level 3 Range: Conversational (Self to 60”)
Duration: Variable
Casting time: 1 round Save: Spell check DC or None
General: Caster is calling the essence of the Queen’s Doom, bringing Tamarah’s plane into limited but direct contact with the world. Dangerous.
Manifestation: 1. Caster reaches a single perfect pitch note and the air shimmers and warbles before disgorging its fell contents. 2. The character’s features become flush with colour – depending this could be as simple as a blush to a temporary reddening of the skin, hair, and eyes though taking on an actual foreign hue with increasing success 3. The invoker ritually – and literally – cuts a jagged hole in any surface, or in the air and the spell effect pours out like a bloody wound.
1 Lost, failure, and Patron taint!
2-11 Failure. Depending on the results of the Patron bond, the caster may or may not be
able to cast it again.
12-15 Revealing Swarm – Summons (at pressure) a small jet of scurrying weird mutant living creatures from one of the planes of the Queen’s Doom; they immediately clear away debris, reveal secret doors or concealed things, and will locate any one thing desired by the caster, if so instructed. Adds ten to relevant perception tests. Lasts no more than 60 seconds.
Otherwise, the Red Queen is too busy for the likes of you. For the next d5 rounds, natural creatures (mundane animals) will be (roll a d6; even = drawn to you odd = frightened by something out of race instinct and display threat behavior. They will attack if the character approaches but will otherwise avoid. However for the duration you will save v. fear and fear effects/attacks at +2.
14-15 Grasping arms of the Hungry Pit - opens an small irregular channel allowing abyssal energies into the world – Tamarah hears your pleas for aid and lends several arms; 1d4+1
extremities; a combination of arms, tentacles, and less recognizable grasping appendages erupting out of any near drain, pit, hole, or similar defect from abyssal space; they will set about attacking (at +4) and immobilizing/entangling (spellcheck DC Ref to avoid or escape, check once/round) up to four of the caster’s enemies for the next CL+1 rounds.
16-17 21 Tamarah reminds her followers that, in the end, there is no problem that cannot be overcome by consumption; q.v. by eating the problem itself.
The caster’s jaw visibly distorts and distends, and the whole of their face seems to take on a monstrous yet painful aspect. The caster’s mouth has now become a form of gate, a Hell gullet to the Queen’s Doom. Anything that is slain and so devoured by this mouth has its soul sucked out and devoured by the Red Queen.
Each round the Hell gullet can chomp down on a target with mighty force, this is a bite attack that strikes at +3 and inflicts 2d16+STR+CL with each sharp tearing bite.
18-21 Invocation of the Hungry Pit - opens an irregular but generally circular hole in a surface within 1d3x8” of the caster; to all appearances a pit but anything thrown in will be as though thrown into the jaws of a great multiplanar beast (as 20-21 above). After d3 rounds, from this terrible obscene mouth rises the ‘Pillar of the Consumed’, a great proboscis-like tongue. The Consumed - A semi digested mass of bodies and souls of Tamarah’s (former) enemies - kept a semi molten composite of shifting desperate arms, hands and mouths, reaching and shifting, and takes its existential rage on anything within its 16” reach burning with pain and cold. It strikes with 1d24 action die inflicting 2d6 hp damage and 1d4 stamina drain with a successful strike.
When the duration expires there is a 1 in 20 chance that the Pit once summoned, will wander off, a permanent portal to somewhere in the Red Queendoom.
22-23 Reaching into the Spawning Pits - opens a portal to the least plane of the Red
Queendoom, where her countless thousands of abandoned children writhe in scented
darkness.
This momentary portal exists to allow 1d6 tamlyngs to flee into the world of the caster, appearing at the end of the round. They will be compelled to fight the focus of the invoker’s ire for 1d3 rounds before they are distracted by something shiny like their freedom.
24-26 A vast and spectacular demonic blood rose appears anywhere in the caster’s
immediate line of sight, erupting from the ground or another surface, immediately opening, unfurling it’s pollenating tendrils to puff orange smoke in a 20” radius/caster level centered on the flower. Everything inside that is living will suffer a loss of 1d6 Pers and become very susceptible to suggestion -1 to will saves but this susceptibility is triple strength with regard to the caster who are especially weak willed toward them and save at minus 3; further for 1d6 minutes those affected will not be disposed toward violence toward the caster at all unless provoked. 1d3 rounds after it manifests, the rose will disgorge one of the following.
a) Swarm of bats, b) 1d3 killer bees, c) a pair of Red Wasps, d) A tangle of two headed snakes
27-31 Tamarah cannot be bothered with your petty nonsense … but as she values you for some inexplicable reason of her own, she sends you Starbow. Starbow (pp. 50-51) can ferry passengers literally anywhere in the omniverse, in as much or as little time as she wishes.
Starbow can, per her half-demonic nature, move through the phenomenal universe at the
speed of light, to the benefit (and terror!) of those astride her. Starbow is immune to attacks from light, attempts to bend time or space, and suffers no ill effects from either radiation or cosmic energy. Note that the steed may deposit the invoker anywhere that it’s whim, and the whims of its mistress, regardless of any stated or given request. The creature has many other capabilities but likely the caster will not be able to make use of them save as it pleases Tamarah.
32-33 It is said that Tamarah’s laughter causes violence. Tamarah manifest through the invoker with the lilting high laughter of an amused demon. For the next 2d6+CL rounds, everything within hearing range is inspired to pick a target and go to town, striking at +4 to hit with their best weapon or most powerful attack. Further, threat range for all critical hits is doubled and all criticals occur at +6 on the roll for the duration. Finally, a single target chosen by the caster experiences the sudden growth of thorns of bone , rapidly growing within the target’s chest and lungs, inflicting 1d4 hp damage initially; for each subsequent round, the target takes 1d6 damage and is depleted a point each of Agility and Stamina as their breathing becomes a bloody mess.
34-35 The sky above shimmers and seemingly turns to liquid as you bring a small fraction of her plane to yours. For 5d12 rounds, the luminescent churning multispectral liquid sky from several of the planes of the Red Queen’s Doom pours forth into the skies above, polluting the natural world with its foul essence and overwhelming possibilities.
2 in 5 Chance of (d5) 1. Hot hail 2. Black lightning 3. Ghost winds 4. Rain of hot multicolored mud balls, covering the landscape in the aftermath of a Play-Doh fight 5. Phantom fog that will throw d3 illusions at each party member journeying through it
Meanwhile, the Horned Queen’s Hunting Party (comprised of 1d8 Abysspawn 1d6 vapour dogs and 1d12 hunger dogs and 2d6 tamlyngs) comes charging out of this chaotic miasma to kill or capture the invoker’s enemies … and anyone else that gets in their way. The tamlyngs may however flee immediately.
36+ Having attracted a considerable degree of her attention, Tamarah momentarily sends a minor aspect of herself to possess the caster, lending a fraction of her power, influence, and sense of authority to the invoker who uses it to persuade, control, or influence those around them. The spell represents a tiny fraction of Tamarah’s attention as it is loaned to her most especial followers for d5 (modified by Personality) hours.
For that duration, the caster gains / recovers 2d6 additional hit points, and recovers up to 1d4 spellburn or ability drain from Personality, Strength, or Intelligence (each). The caster is at +2 to hit, damage, and saving throws for the duration. Further, the shimmering, vertiginous aura nauseates all living creatures within a 5’ radius of the caster that fail a will save, who suffer -1 to action die rolls for the duration and up to d3 rounds thereafter.
At this point, 0 levels have no choice but to obey the caster. The effect persists for d5 weeks plus 1 per caster level; Caster gains a minor corruption and during this time, paladins, witch hunters, lawful clerics, and others concerned for the world around them may come for the character. For the duration, any who attempt to defy the caster’s wishes must succeed on a Will save, DC = to the Spell check result.
Further, 5d24 days after this invocation, Tamarah herself will visit the caster in dreams and offer them a sip of RED. She will appear in the guise of the Chalice Goat; the goat will kneel that one may drink of the cup (taking the form of a bowl shaped defect in its skull) and thus drink directly from her mind. Up to (level) may partake including the caster. Those who do will receive 1d4 points of floating attribute recovery (the caster receives 1d6+pers mod), heal 2d5+pers mod HP, and experience a moment of demonic ‘enlightenment” which occurs at +30 on the roll. Results must be applied immediately. The invoker’s alignment becomes chaotic and they detect as Demonic to spells and abilities that detect and affect such. They have for all intents and purposes fallen.
Finally, should the caster die during this spell’s duration - the deceased invoker rises as an NPC after a number of nights determined by their action die; They rise at night with full hit points and geased to annihilate without delay those who slew them. The deceased is treated as undead for the duration and functionally indestructible until banished by high level magic, or it runs out of enemies on its list. At which point the vengeance seeker will be torn apart by red and crimson flames as their body and soul are reduced to howling madness and claimed by Tamarah herself, forever damned.