Witch 2.0

Finally got to playtest the my LotFP-ified Warlock class in Akenia’s Spire of Asmodal. I think the core idea works, but I suspect the class as written would remove some of the need to plan carefully at lower levels and scale poorly with level. At level 1, it makes sense that for a witch to struggle to magic open a door, but at level 20, they should be able to at least try to throw around boulders. 
 
final fantasy xiv
 Witch
 HP and experience as Cleric; saves and weapon and armor restrictions as magic-user

All witches have a wand, which they need to cast spells. They can cast spells as many times as they wish, and casting a spell takes the same amount of time as attacking in combat. The range of a witch’s spells is equal to 20*level feet. A spell can replicate the effect of any simple weapon, tool, or mechanical object, such as a torch, grappling hook, bow and arrow, or ladder. Players must describe what a spell actually looks like.


Witches start with a 1 in 6 chance of successfully casting any given spell, and if they fail a spell, they must wait 1 round (10 min) before they can try it again. They can allocate spell points to a spell in order to increase its odds of success. Witches start with 4 spell points, and gain 2 more every level. The list of spells is not set; players can invent them, as long as they fit the parameters for witch magic stated above. 

The maximum number of spells a witch can have active at one time is half level, rounded up. Otherwise, spells last until dismissed. If a spell involves particularly strong resistance on the part of the target, the Witch must make a Charisma check with a bonus equal to their level.
 

Sample Spell List

Aegis (shield)
Ascendance (pulley)
Adherence (rope or chain)
Attraction (grappling hook)
Destruction (bow and arrow)
Incandescence (torch)
Inscription (marker)
Quicken (roller skates)
Repulsion (pole)

If you find skill points too fussy, just use the Elf skill progression for Search as the skill for all witch spells, the way Tales of the Grotesque and Dungeonesque uses Hear Noise column for all thief abilities.

World of Lamentations

So games with others is on a wicked cool Dark Souls kick, and it got me thinking about the kinds of NPCs I would have in such a game. It also made me want to get around to hacking a less forgiving version, more LotFP-like version of World of Dungeons. I briefly considered calling it World of Princesses, but that’s another game.

Perish is an island-nation-continent that exists in an endless state of darkness. It is also a megadungeon. There is no real civilization, just a handful of scavenging settlements and a half-dozen domains run by slowly dying, half-mad godlings. The fact that the characters are on Perish means that they have, sometime before level 1, screwed up in an extraordinary way. The main things to do on Perish are finding out how to get off or, if you are particularly ambitious, figuring out how it ended up being such a terrible place. The two tasks may not be completely unrelated. 

Denizens of the Land of Perish
Diminished Gods
Centuries ago, something killed the God of the Sun, which plunged nearly all of Perish into perpetual night. Time has consumed many of the details, but some think one, some, or all of the surviving gods were involved. Whoever committed the crime likely knows where the missing Sun God’s soul is, which is necessary to bring light back to the Sun. 

As I imagine this, all of the following details are extremely valuable and difficult to find—this is a sort of megadungeon murder mystery, so facts have to be scarce on the ground for this to work.

  1. Vast, the Verdant Wyrm presides over the Febric Wood. Some say it lured the Sunlit God to the place of his murder with the promise of a gift. Its favored children are the Great Stags and their riders, the Horned Hunters, who prey on the slavering beasts of the Wood.
  2. Ixion, Envoy of the Many Dead rules the Elysian Demimonde. He claims to serve the innumerable infernal powers of the Underworld, and it is rumored that they compelled him to betray the Sunlit God, his greatest and most beloved ally. His greatest servants are the Asphodel Maidens, who wear red in their hair, and the Knights of Gules, who rot inside their armor.
  3. Haeme, Princess of the Splendid Dead holds court in the Manse Macabre. She loathes Ixion and his affinity for shambling masses of restless Dead, but her hatred of the God of the Sun and his searing daylight is legendary. Her most powerful servitors are the Sanguine Coterie, who admit only vampires of the purest of bloodlines , and the Midnight Choir, whose choristers can wound with their song.
  4. Vercingetorix, the Golden Hero reigns from the top of the Tower of Blades. There are those who suspect that only the skill and sword of such a warrior could kill the God of Sunlight, but his Soldiers of Fortunes and Auric Priests believe in nothing but his virtue.
  5. Elagabulus, Lord of Dusk can be found in the chambers of his father’s Solar Palace, where he drafts his plans to reignite the Sun. Surviving histories note that the courier who reported the Sunlit God’s death found the Lord already sitting in his father’s throne. The Crepuscule Wanderers and the Archivists number his most devoted followers 
  6. Martel, Radiant Envoy of the Moon dwells with her servants in the Lunary Gardens.  The cynical note that where the power of the Sun has failed, the Moon hangs steady in the sky, but Perish would be truely lightless her illumination, attenuated as it is. The Knights Nightingale and the Plangent Dreamers attend to her dutifully.

Strange Wanderers
There is a 1 in 6 chance a random wanderer will be waiting for you in a place of safety when you arrive.

  1.  The Scholar of Clabrous is dressed in antiquated finery and wears a crow mask at all times. It rewards with Soul anyone who brings it fresh specimens of the blood, flesh, or bone of any creature, though it favors rare or exotic creatures. No one knows what the Scholar does with these substances, or how it is able to wander as it wishes unharmed.
  2. Newt is a pallid little boy with great dark eyes and sharp pearly teeth who sells rumors, stories, maps, and ciphers, though he insists all his customers buy them sight unseen. He hates the light of the moon.
  3. Charles is a spider the size of a large dog with a man’s face on its thorax. It lives in a place it calls the Eaves, which shares a border with nearly everywhere. For a fee of Soul, it can lead you on a shortcut through the Eaves to almost anywhere you please, though you may not come out the same way you went in.
  4. Starlit Witch Imanta wears veils of silver thread and a red crown. She will summon forth loyal servitors from the space between stars in return for Soul, but these beings require a steady supply of yet more Soul to stay in this world
  5. Sariat the Weaver is wrapped head to toe in pristine white bandages. She will lift curses, purge poisons, mend wounds, and obliterate traumatic memories for a price.
  6. Rosario the Greatsmith bears a hammer of black stone and his forge burns with ancient flame. He will forge Soul into wondrous weapons and armor, but his prices are astronomical.

And here’s how the game is played.

The Primary Rule
When you attempt a task that is difficult or carries grave consequences for failure, roll 2d6+relevant attribute. 

  • On a 10+, you enjoy the fruits of your success. 
  •  On a 7-9, you succeed partially or pay a cost for achieving your goal. 
  • On a 6-, you fail, and bad things happen to you.

Character Advancement
When creatures in Perish are slain, they leave behind Soul equal in value to their level. Soul is required to recover HP—when you receive healing by any means, whether it be natural or magical, you must expend Soul equal to actually regain the HP. It can be used to level up, as well as acquire equipment, spells, servants, and information, though  entities that traffic in Soul are rare and seldom pleasant to deal with.

Gaining a level requires the expenditure of 10*current level Soul. When you gain a level, you gain d6 HP and gain abilities as determined by you class. You may also forgo all other benefits of leveling up to increase an attribute by 1, to a maximum of +1. 

    Character Creation
    The six attributes are Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. For each attribute, roll 1d6. 

    • On a 6, the attribute is +1
    • On a 2-5, the attribute is 0
    • On a 1, that attribute is -1 

    You begin your misadventure with d6 HP and pick one of the following classes.

    Warrior
    You add your level to damage rolls and start with 6 additional HP

    Thief
    You have skills. When you make a roll to which a skill is applicable, add that skill’s bonus, in addition to the relevant attribute, to the roll. You start with +1 in every skill. When you gain a level, you can increase a single skill’s bonus by 1, to a maximum of +2.

    • Architecture
    • Bushcraft 
    • Climb  
    • Languages 
    • Sleight of Hand 
    • Stealth 
    • Tinker 

    In short, thieves roll 2d6+relevant attribute+relevant skill 

    Magic-User
    You start with a single random spell, selected from a list determined by your college. You can cast any spell you know as much as you like. When you do, describe the exact effect you want the spell to have, and roll 2d6 with no modifiers. 

    • On a 10+, the spell succeeds, as safe as houses 
    • On a 7-9, the magic works somewhat, or it succeeds at a cost, whether it be in HP, Soul, or be some other turn for the worse.
    • On a 6-, something terrible happens.

    When you level up, you can either acquire an additional random spell or gain a +1 bonus to a spell you already know. You can choose this bonus no more than 2 times per spell.

    Sorcerers of the Dark College can learn the following spells. There may be others, waiting to be discovered by the cunning and perspicacious. 

    1. An incantation to extinguish light 
    2. A spell to bestir the Dead 
    3. A charm to commune with beasts 
    4. A conjuration to call forth a weapon 
    5. A glamour to change one’s form 
    6. An invocation to seal a pact

    Seers of the Celestial College can learn the following spells. There are others to be found, if you are prudent and pious.

    1. A spell to illuminate the darkness  
    2. A chant to banish the Dead 
    3. A petition to heal the wounded 
    4. An augury to peer into the past 
    5. A prayer to destroy enchantment 
    6. An orison to glimpse the future 

    Equipment
    You begin with d6 pieces of equipment of your choice from the Lamentation of the Flame Princess Miscellaneous list, in addition to the following:

    You start with a single weapon. It can be melee or ranged, though you begin play with only d6 pieces of ammunition

    • Light weapons require one hand, are easy to hide, and deal d6 damage on a hit
    • Martial weapons require one hand and deal d6+1 damage on a hit 
    • Huge weapons require two hands and deal d6+2 damage on a hit

    You start with a single piece of armor. It can be of any type.

    • Clothing reduces all damage received by 0+Constitution and allows the wearer to move quickly 
    • Light Armor reduces all damage received by 1+Constitution, and the wearer to move at moderate speed.
    • Heavy armor reduces all damage received by 2+Constitution, though the wearer moves slowly, loudly and struggles with activities such as climbing and swimming.

    Squamous and Noisome

    I CAN ONLY TAKE SO MANY SQUAMOUS BLOBS, CARCOSA. MAN CANNOT LIVE ON OOZE ALONE. Also, those rituals are pretty ick. Here’s replacements. I also like having fairly simple rituals because it means players can summon something on accident.


    SCION OF SUNLESS SEAS


    She stands taller than any man, and wears ruined finery. Her hair is black and her eyes are black and her teeth are black and she stands on a black barge, her ivory servants plying oars through depthless waters that were not there until she arrived.


    HD: 15

    AC: 14 (see description)

    Movement: 90” (boat only; she cannot leave it)

    Damage: d12 (touch, Save vs Paralyze or be knocked prone)

    Alignment: Chaotic


    The touch of the Scion crushes limbs and ruptures flesh as if they were exposed to the immense pressure of deep seas. The voice of the Scion is undeniable; she can cast the Cleric spell Command at will. Her barge can comfortably hold 4 additional people, but they are in reach of the Scion as well as her servants. It is not advisable to fall into the Scion’s waters; even her followers fear them.


    TO SUMMON: At sunrise, pour 20 HP worth of blood (not all necessarily from the same source) into a body of water that extends past the horizon. Wait past sunset, and she will arrive.


    TO BIND: If The Scion of Sunless Seas is ever separated from her barge, she must obey a single command of any length and complexity from the person who returns it to her.


    TO BANISH: If a silver nail inscribed with the Fifth Name of Providence is driven into the prow of her barge, the Scion will glide away, unable to return until summoned by a willing mortal.


    LORD HORATIO NELSON


    He’s still dressed in the finery they buried him in, and still wears the chains they tried to use to keep him in the ground. Nobody knows why Lord Nelson keeps on coming back, or why he’s so damn crazy, but everybody hopes he’ll just go away.


    HD: 20

    AC: 16

    Movement: 180”

    Damage: 2d6 (bite, heals amount equal to damage); 2d6 (cannon); +5 damage to French

    Alignment: Chaotic


    Lord Nelson is a vampire. He can move past obstacles and enemies by turning into a swarm of bats. He can cast Animate Dead and Animate Dead Monsters at will, but only on creatures he has killed himself. He can Charm anyone who makes eye contact with him. Lord Nelson is also completely insane. He is just as willing to command his undead servants and Charmed victims to reenact old victories in the middle of heated battle as he is to use them to depopulate entire towns. In a fight, he switches victims seemingly at random, singing bar songs all the while. Lord Nelson refers to his victims with aristocratic versions of their names, even if he has no way of knowing them.


    TO SUMMON: Burn an entire ship of the line* down to ash OR burn a piece of the HMS Victory in a marble bowl, and Lord Nelson will come scrambling as fast as he can.


    TO BIND: Lord Nelson must obey any legitimately issued royal order or decree read aloud in his presence, even if it was not written with him in mind. He has thus far avoided bondage by murdering anyone he sees with paper.


    TO BANISH: Smoke from any gunpowder recovered from the HMS Victory forces Lord Nelson to flee until the next sunrise. It also makes him very angry.
    *Is this right, Richard G?

    Pernicious Albion Character Creation

    Character creation is exactly the same as Lamentation of the Flame Princess, except that you pick a bloodline and choose from the following classes. You can assign attribute scores as you wish, but you can’t reroll attributes if the modifiers are negative.


    BLOODLINES
    All Pernicious PCs are approximately human, but there are several variations on that theme.
    1. New Londoner: You are from the city of New Londinium. Your cosmopolitan upbringing (and proximity to a slightly radioactive knowledge-goddess) has given you a talent for languages; you have +2 to your Languages skill
    2. Briton: You are from one of the chieftaincies beyond the grasp of New Londinium’s rulers. Your people made pacts with the spirits of the wild long ago; you can use your Bushcraft as Languages when attempting to communicate with animals.
    3. Roman: The Empire had a rich tradition of poorly conceived sorcerous experiments. It is this fact that deposited Albion into the middle of Carcosa, and it is this fact that infused the blood of all Romans with a lingering taint of undeath. You can cast Speak With Dead 1/day.
    4. Deep One: You are descended from one of the marine monstrosities from far beneath Albion’s seas and lakes. As you are some sort of hybrid between fish and human (the specifics of how this looks is up to you), you can move with equal speed through water and over land, and you can breathe underwater. 
    5. Tiefling: You are descended from one of the soldiers that took part in Hell’s semisuccessful invasion attempt a century ago. You can ignite a fist-sized flame in the palm of your hand at will. You can throw it or thrust it at your enemies to deal d4 damage. It lasts for 1 turn after it leaves your hand, sheds flickering light, and otherwise acts like a regular flame. 
    6. Changeling: You are descended from a bona fide fairy. You cannot utter a lie. Any promise made to you cannot be broken, and you cannot violate any oath you swear.
    7. Nephilim: You are descended from the race of giants born when exiled angels bred with humans. You are 6 to 8 feet tall and have a +1 to your Strength modifier. 
    8. Human: you and your ancestors are (rather improbably) unwarped by the magics, radiations, and influences of Carcosa, which makes you sensitive to malign presences. You can Detect Evil at will.
    CLASSES

    Cleric of The Grigori

    1. Cleric or Druid: as Lamentations of the Flame Princess Cleric. You are a priest, druid, or prophet for one of the gods or goddesses of Albion. You have access to 3 miracles (which depend on your deity), and you can cast them without preparing.
      1. Her Majesty Gloriana: Queen of Albion, Supreme Governor of New Londinium, Sovereign Goddess of Forbidden Knowledge and Black Magicks
        father dagon. by roryrory, distributed under creative commons
      2. Father Dagon: Patron of Deep Seas and the Beasts Therein
      3. Cernunnos: Horned God of Hunt and Wild
      4. The Morrigan: Black-winged Goddess of Crows and War
      5. Desdemona: Princess-Diabolic of the Iron City of Dis and General of the Infernal Expeditionary Army
      6. The Grigori: The Watchers, The Angels-In-Exile, The Banished Council, Fathers of Giants and Artifice
    2. Magician: as Lamentations of the Flame Princess Magic-User. You start with 4 random spells in your spellbook.
      a gentleman magician
    3. Fairy-Knight: as Lamentations of the Flame Princess Elf. You have sworn yourself into service for one of the great fairies of Albion. You are skilled at both magic and combat; you start with knowledge of 2 spells (which depend on your liege) and can cast any spell you know.
      fairy-knight of rose
      1. King of Roses Red: Fair Monarch of that Land Known as Earth and All Denizens of its Surface and Interior, Liege to the Knights of Rose and Knights of the Thorn
      2. The Regent of Midnight and Noon: Seneschal of All Hours, Steward of the House of Death, Lord of the Tower at the End of the World, Liege of the Knights Chronic
      3. Morgaine: Sorceress Supreme, Mother of All Witches, Sister of All Spiders, Keeper of the Last Breath of the True King, Founder of the Dark Knights
        Morgaine
      4. Gogma, the Last and Most Splendid of the Sea Giants, Mistress of the Castle Glaces, Benefactress of the Knights Undulant
    4. Fighter: as Lamentations of the Flame Princess Fighter. 
       

      fighter veteran

    5. Paladin: XP as Magic User, HP, Saves, and Spell Progression as Cleric; Attack Bonus as Fighter. You are a warrior who has taken holy vows to fight for one of Albion’s deities.
      1. Pick a deity from the Cleric list
    6. Specialist: as LotFP Specialist
      there are so many knives in that hat
    7. Wildling: HP as Dwarf. Skills, XP, and Saves as Halfling. You have learned to survive in the strange wilderness outside the walls of New Londinium. You can withstand more punishment than any other class.
      a wildling who is totally about to save vs death

    Post-Anglican Nightmare

    I want to run a World of Dungeons city crawl. I like WoD because it is so simple; statting up and running monsters is more about thinking over how they act and what they do instead of figuring out a bunch of attributes.

    THE DISTRICT OF PARADISE
    New Londinium is the oldest, grandest, and most horrible city in the world. Its districts and wards are innumerable and ancient, and some are more wild than the gently irradiated wasteland outside its walls.
     
    Hector Lascelle is a tinpot demiurge, and he has claimed the District of Paradise as his own. Nobody lives there anymore, save for Hector and his creations, attempts at recreating the spirits and divinities of Albion from before it went sour. Some say he is building a deity deep in his workshop; others claim he is constructing an artificial Hell to match his shoddy Heaven. Regardless, the most visible fruits of Hector’s labor are the strange, squalid angels he uses to police Paradise’s border, as well as steal supplies from neighboring districts.

    Chimaerical Servitor: child-sized angel simulacrum with the body of preserved dog and the dirty grey wings of a taxidermied pigeon. Wears a cracked porcelain mask depicting a fat baby face. Carries a rhinestone-studded bow and fire gangrenous arrows made of anything it can get its little wire hands on.
    HP: 6
    Armor: None
    Damage: d6-1
    Ability: Can shriek, fly quickly if clumsily, loves to steal 

    Leaden Perdition: their enormous faces are cast masks of terrible suffering, and their giant simian hands promise terrible violence. In the chest of every Leaden Perdition is a slowly spinning wax cylinder, playing a song that un-makes, un-knits, and generally un-happens everything in earshot. Nails shiver out of boards, cloth begins to fray, and flesh slowly unwinds off of bone. This also affects the Perdition itself, though if the cylinder stops spinning or is destroyed, the construct ceases to function.

    HP: 15
    Armor: 3
    Damage: d6+2
    Ability: 10 foot tall leaden monstrosity; deals 1 damage/round to everything in earshot, armor does not defend against it; slowly damages all inanimate objects nearby 

    Brazen Herald: stooped and lanky and made of brass and leather. Wears an apparatus of ropes and hooks and springs that it uses to yank itself across the district. It possesses a thunderous voice, which it uses to report the location of interlopers to all that can hear. 

    HP: 6
    Armor: 1
    Damage: d6+1 melee/d6 ranged
    Ability: Can launch a harpoon or grappling hook at will, towards a wall, ledge, or enemy. Can try to pull struck enemies towards it, but may find itself pulled by strong or heavy targets. 

    Argent Diluvium: serpentine figure of silver wire and filigree. Generally lives in the canals and sewers of Paradise, but when it winds its way onto land, can summon a temporary flood of seawater.

    HP: 10
    Armor: 2
    Damage: d6+1
    Ability: Submerse the immediate area in 10 feet of seawater, even when it should immediately drain away. The barrier between flooded area and dry land is a gradually thickening mist of brine. 

    Golden Rapture: human skeletons wrapped with golden wire; fly overhead on peacock wings. Can create Chimaerical Servitors from nearby refuse, as well as incapacitate with false visions of Providence.

    HP: 8
    Armor: 2
    Damage: d6 (beams of golden light)
    Ability: summon Chimaerical Servitors (1 at a time); stun for 1 round target that fails Wisdom check

    Witches and Killers

    Warlocks
    1. Ravenous Brod was once an emperor, but sold his domain to Death so that he might hold power over the undead. Now he travels the world, undying, attended by an entourage of gorgeously mummified eunuchs as he buys and sells objects of great rarity and puissance.

    2. Witch Boy is an abandoned feral child who stumbled into prodigious arcane power when he sold his old age to a nightmare. Now he holds court over an array of diabolical entities, which attend to him in his forest hideaway with terrified, fawning respect. He wants for nothing but parents.

    3. Agony Aunt was a spinster in a past life, but a bandit raid left her homeless, without family, and all too aware of the limitations of domesticity. Now she keeps a witch’s heart in a jar of formaldehyde and feeds it lost souls and drops of blood  in return for spells. She willing to provide magical services in return for favors, but possesses a political sensibility that could politely be described as traditional and accurately described as reactionary.

    4. The Child of the Final Gate is a young woman who pawned her memory to the Hour of Midnight. She commands the forces of dark and dream and sleep and seeks the reason she desired such power in the first place. Her magic fails in daylight.

    5. Candletongue branded his tongue with the 4th Syllable of the Name of Providence. He operates out of an abandoned cathedral on behalf of the Archangel of War, hunting demons and undead and heretics. He possesses a hatred of deviants, heathens, foreigners, idolaters, and, inexplicably, horses.

    6. Jon the Not is the inverse remnants of the man who pledged his quiddity to the Sans Seraph. He looks like a photo negative and can create silences, shadows, pauses, and voids. He wishes nothing more than to tear his long-dead love out of history so she can reside with him endlessly in anti-time.

    7. Sir Gnomon made a demon of clocks his liege. Now he has gears turning in his flesh, and cannot rest or change or forget. His armor is impenetrable, but he must keep all the dreams he doesn’t have locked up in a coffer lest they overwhelm him.

    8. Vermin Festival traded his guts for a loyal swarm of rats. During the day, they rest in his body, multiplying and whispering secrets, while at night, they go forth and do his bidding. He is a gourmet of pestilence, and each rat in his body is infected with a different, horrible disease.

    Assassins
    1. Scarlet Deluxe is steel golem in the shape of a woman and covered with red enamel. It was once a slave, but swore an oath to never serve without recompense. It can unfold its limbs into all manners of strange weapons and devices, and will accept ancient blueprints and schematics as payment.

    2. Tee To Tum is a giant and a madman; his mother was a princess, but he wants blood above all else. He likes to hide in (relatively) small spaces to surprise his prey, and he only kills with his teeth.

    3. Regular Davis is utterly unremarkable and seemingly without history. His victims always die in gruesome public accidents.

    4. The Terrible Terrier is a small brown dog with the mind of a man and is guilty of the most heinous of crimes. He favors killing with exotic poisons, and thought his fees are outrageous, who is going to believe any witnesses?

    5. Teefs has horns like a goat and likes to push her victims from high places. She keeps the ghosts of everyone she has killed in a burlap sack, and covets the ghost of a true monarch more than anything.

    6. Odile is possessed by a malicious, cursed undine and can transform into a swan. She is terrified of water, for she can only kill or be killed through drowning.

    7. Suspira is almost completely undetectable, for she can only be seen through windows and doorways. Her breath carries a terrible poison, and rumor has it she is building a ship of immense size, surpassing luxury, and unknown purpose.

    8. The Hunter wears animal costumes to get close to his victims and kills with a brazen sickle. Some say he has made friends with the druids, and all know he murders those who speak his true name.

    Eschatological Conspiracy for a New Age

    I just heard about a game called Nephilim. I only know its most basic premise, but this is what I am filling in the gaps with.

    1. All text in a small Kansan town is replaced with the Tetragrammaton, written in tiny letters over and over again.
    2. A small meteorite crashes into the center of Time Square. It is a figurine of Baphomet.
    3. Graffiti versions of the Eye of Providence start popping up all over Miami, just as a large number of people start to disappear
    4. Everyone in Seattle dreams the same dream every night. They can’t remember the details, but it involves a great deal of fire.
    5. All of the goats in the tri-state area have vanished.
    6. A genetics researcher is in a bit of trouble. They thought they were developing extra-wooly sheep, but now the lambs speak, and do so with the voice of mulitudes
    7. A meteorologically improbable hurricane hits Florida, and there are reports that it is raining snakes in the worst of it.
    8. Milk and honey are oozing out of the ground in northern California.
    9. All the children in a small North Dakotan town are speaking a strange language no one understands. A school teacher thinks it might be Greek.
    10. A band called the Whores of Babylon just reached the Top 40 list. No one knows who they are or where they came from, but everyone sure likes their music.
    11. An oil rig in the Gulf of Mexico detonates. Rescue teams find an unidentifiable piece of red metal with the word Malebolge engraved into it.
    12. There’s a fire-and-brimstone cultist gaining a following in Ohio. His message is the same old story, but his son’s name is Adrammelech.

    but i repeat myself

    Yet another draft of the Summoner class. Not sure why it has been so hard to nail down something that I like longer than a few days. I ran a game with someone playing the previous version, and one spirit felt almost too useful, while another seemed to be mostly a liability. Also, breaking creatures down by spell level is fussy and inconsistent and makes it hard to drop into any DnDish game. I also wanted to focus more on Things Going Wrong, as well as having more guidance on how the critters actually act. Also tries to scratch an itch I had with the 4e Warlock. The patrons felt more like an excuse for shooting laser beams than big nasties with motivations of their own.

    Summoner 
    A class for LotFP
    HP and Saves as Cleric, Experience as Elf


    Summoners call forth spirits. They can only summon spirits with whom they have made a pact. Forming a pact simply requires the spirit’s acquiescence, which can be acquired through violence, deception, persuasion, or bribery. Spirits follow commands delivered verbally and in person by their Summoner to the letter, and often try to twist the words of an imprecisely delivered order, though they will do their best to conceal their ability to do so.

    The sum of the HD of all Spirits a Summoner has pacts with cannot exceed the Summoner’s level. When a Summoner gains a level, they can either raise the HD of a Spirit they already have a pact with, or leave the level open to make another pact later. Summoners start with a single 1 HD spirit.


    Summoning or dismissing a spirit takes one full round. If a spirit is reduced to 0 HP or fewer, the Summoner takes d6 damage per spirit HD, and the spirit cannot be summoned until it has positive HP. Spirits recover a number of HP equal to their level per day. They cannot regain HP any other way.


    Spirits can only cast certain spells, but gain spells per day as a Magic-User. They do not need to prepare spells to cast them; instead, they can expend a spell slot to cast any spell with a level equal to or less than the slot’s level. Any negative effects from casting a spell are visited upon the Summoner.
    All spirits have the following attributes, unless otherwise noted:

    Max HP: +d6 per level
    Attack Bonus: equal to half level
    AC: 12+half level
    Saves: 12-half level
    Damage: d12 (melee)
    Movement Speed: As running unencumbered human

    Right now I only have 2 spirits because Lamentation of the Flame Princess has a relatively small spell list (especially at higher levels), and I want to keep the spirits’ spells distinct and thematically coherent.

    RED MADAMA
    Spirit of Insanity, Compulsion, and Change

    Red Madama is a wicked butterfly demon, a spirit of air and madness. When she is called forth, the Summoner can transform into her at will, leaving behind a single set of instructions that she will follow to the letter. In order to change back or give new orders, the Summoner must succeed a Wisdom check. In combat, Red Madama and the Summoner take separate turns, and track their HP, attributes, and status effects independently, transforming back and forth without a Wisdom check as their turns arise.

    When she is acting under her own power, Red Madama is grandiloquent, arrogant, and generally insane. She is willing to place herself in terrible danger in pursuit of impractical and elaborate schemes, which may or may not align with the Summoner’s interests. Red Madama often pursues extraordinarily violent revenge against those she believes have slighted her, but will also act with destructive generosity towards those she thinks have helped her.


    Spells Known
    Generally pertain to illusion, delusion, and transformation

    I: Cause Fear, Charm Person, Command
    II: Change Self, Forget, Phantasmal Force
    III: Howl of the Moon, Phantasmal Psychedelia, Suggestion, Fly (uses butterfly wings)
    IV: Confusion, Hallucinatory Terrain, Polymorph Self
    V: Chaos, False Seeing (Reversed True Seeing),  Insect Plague (red butterflies, not locusts)
    VI: Babble (Reversed Tongues), Geas, Phantasmal Supergoria
    VII: Unholy Word, Power Word Stun, Prismatic Spray
    VIII: Antipathy/Sympathy, Demand, Mass Charm Person
    IX: Shapechange, Polymorph Any Object, Symbol, Weird Vortex


    MOTHER OF THE DEPTHS
    Spirit of Secrets, Dark Knowledge, and Deep Seas


    clothing by Iris van Herpen


    The Mother of the Depths is a hadopelagic sea-demon from beneath the bottom of the world. She manifests as a tall woman wreathed with nautiloid limbs. She can only be summoned from bodies of water with a depth greater than an inch and a diameter greater than a foot, and she cannot set foot on dry land. However, she can move instantly between any two bodies of water in line of sight of each other. She can attack any target in melee range of any body of water in line of sight.

    When she find a way around her Summoner’s orders, The Mother acquires as many specimens, artifacts, and pieces of knowledge as possible. She holds power over secrets, and so she will also try to erase little-known pieces of information to which she already has access; this includes destroying books and killing people. The Mother is patient, and will sometimes forgo taking advantage of loopholes in her Summoner’s orders in hopes that they will make the same error at a more expedient time.

    Spells Known
    Generally pertain to necromancy, darkness, and the discernment
    I: Comprehend Languages, Darkness (Reversed Light), Turn Undead
    II: Forget, Locate/Hide Object, Ray of Enfeeblement
    III: Bestow Curse, Speak With Dead, Strange Waters
    IV: Polymorph Others, Wall of Ice, Wizard Eye
    V: Airy Water, Animate Dead, True Seeing
    VI: Shades, Tongues, Legend Lore
    VII: Part Water, Control Weather, Unholy Word
    VIII: Demand, Trap the Soul, Vision
    IX: Imprisonment, Time Stop, Power Word Kill

    So It Shall Be

    Spirits for a Summoner to make pacts with. All spirit abilities are in addition to casting spells.
    FIRST ORDER SPIRITS
    First Order spirits can neither cast spells while in contact with salt nor cross a line of salt.
    • Ignis Fatuus: can ignite flammable objects with a touch
    • Familiar: can turn into any mundane creature cat-sized or smaller
    • Goblin: can eat anything horse-sized or smaller
    • Great Stag: Carries 1 passenger. Moves three times as fast as an unencumbered human
    • Nosferatu: -1 to enemy morale rolls

    SECOND ORDER SPIRITS
    Second Order spirits cannot cast spells while in contact with rowan wood.
    • Carmilla: recovers half damage dealt as HP
    • Cynocephalus: can assume the likeness of any human it or the Summoner has seen
    • Homunculus: can use equipment like a PC
    • Juggernaut: Carries 2 passengers. +2 AC to everyone on its back
    • Troll: 20 AC when guarding something

    THIRD ORDER SPIRITS
    Third Order spirits cannot casts spells while in contact with cold iron, and take double damage from cold iron weapons.
    • Bahamut: Carries 3 passengers. Great serpentine fish, mobile in land and sea
    • Husk: Summoner can possess it, controlling it directly as their own body lies helpless.
    • Lamia: can command snakes
    • Roc: +3 to grapple checks; can fly
    • Undine: nearby allies can breathe underwater

    FOURTH ORDER SPIRITS
    Fourth Order spirits cannot cast spells while in contact with silver and take double damage from silver weapons.
    • Behemoth: can trample enemies for d10 damage
    • Ifrit: attack with flame, dealing d10 damage to all enemies in a 100 foot line
    • Dryad: allies that spend all their time in its presence heal d4 HP per day
    • Marid: any ship it is on will not sink due to natural storms
    • Wicker Man: carries 4 passengers, who are immune to all damage except fire

    FIFTH ORDER SPIRITS

    Fifth Order spirits do not have a particular weakness.

    • Colossus: +d12 damage
    • Dragon: Carries 5 passengers. Also flies
    • Dracula: can turn into a great swarm of bats (attack all enemies in cloud)
    • Revenant: Can possess the remains of creatures of up to 10 HD, gaining their abilities 
    • Seraph: can learn 5th level Cleric spells