TEXT: Gregorius21778:
  Examples of the Dark Arts Vol.03
  Dark Summonings
  Version 1.4; written by Kai Pütz
  (c) 2017
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2017
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Cover background and page decoration (p.3, 5, 6, 8 and 15) taken from 
  Occult Diagrams Stock Art #1, copyright ©2009,  James Thomson.  Used with 
  permission. All rights reserved.
  Page background copyright the Knotty-Works; used with permission. 
  All rights reserved. 
  Summer (p.3) (c) 2015 Dean Spencer; used with permission. All rights 
  reserved.
  Magic Runes (p.7) copyright Jacob E. Blackmon / Rogue Genius Games. Used 
  with permission. All rights reserved. 
  Worm-thing (p.12) by J.M. Woiak and Heather Shinn of the STINKYGOBLIN.
  Purchased via Aegis Studios, used with permission, all rights reserved.
  Some artwork (p.13) (c) 2018 Earl Geier, used with permission. All rights 
  reserved. 
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the
  Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi
  IV.
  How to use this supplement:
  Examples of the Dark Arts Vol. 03 provides you with a total of 15 spells and items that all center on
  the Summon spell found on p. 134 of the Lamentation of the Flame Princess Player Core Rules.
  Thereby, 14 bizarre new things from beyond wait to be released onto your game world
  ●
  place these spells into the hands of NPCs your players are going to face
  ●
  offer them to your PC as reward for a task
  ●
  use them as an inspiration for your own adventures (private or commercial)
  License grant:
  By buying this product the owner is granted the non-transferable, non-exclusive, non-sublicensable
  right to use the ideas and concepts presented in this product in his or her own publications (both
  commercial and non-commercial) as long as credit is given to this product and the author with the
  following line [Some ideas and concepts are taken from “Gregorius21778: Examples of the Dark
  Arts Vol.3”; used with permission.] AND the publication is not a collection of spells, items and the
  like but rather an adventure / mission / scenario / story hook to be played as a session in a RPG (or to
  function as an inspiration for such).
  Compatibility with Lamentations of the Flame Princess is NOT granted together with this license (as I am
  not the owner of these rights) and has to be acquired separately in accordance to the  LotFP Compatibility
  License Terms. 
  
  How  to  summon  the  entities
  herein:
  Aside from the Idol of the Infernal Dawn (which is
  a magic item to be used with a Summon spell)
  and  the Slave of the Marked Swords  (which has
  detailed  rules  on  how  to  learn  the  spell)  I
  suggest that each an every of the creatures
  featured in this supplement should be treated
  as their own, unique version of the  Summon
  spell. For Lamentations of the Flame Princess,
  this means that each should be researched as a
  New  Spell  of  the  first  level  (1d6  days  of
  research, each with a cost of 30sp a day). 
  Credit where credit is due:
  This  supplement  was  inspired  by  two
  alternate Summon spells that were featured
  in
   
  Zzarchov
   
  Kowolski´s
   “Scenic
  Dunnsmouth”. I salute to him and suggest
  the title to every fan of weird horror OSR
  games
  There are a few differences on how to apply and
  use the different steps of the Summon spell in
  regard to these unique versions:
  Changes to Step One: 
  The caster may only decide upon the power of
  the being if said power is listed as “1+ HD” in
  the  corresponding  entry.  If  it  is  not,  the
  creature  either  has  a  set  (e.g.  4  HD)  or  a
  minimum HD (e.g. 3+ HD).
  Changes to Step Two:
  Some of the creatures cannot be summoned
  with a different HD as the one the Magic-User
  decided upon (mostly those that do not have a
  different  HD).  The  Save  vs.  Magic may  still
  necessary  to  avoid  a   Summoning  Failure.
  When this is the case, the entry will include a
  paragraph about the results of such a failure. 
  Changes to Step Three and Four:
  The  creatures  do  not  come  with  a  random
  appearance, stats or powers. All of them are
  determined in each entry. Each of them can
  only be summoned with a unique spell that was
  tailored to  bring  forth  this  special  (kind  of)
  entity.
  Changes to Step Five:
  The  Domination  roll  is  made  as  usual,  any
  changes to it (or its result) are detailed under
  Domination and Duration (if there are any at
  all).  Most  of  the  creatures  found  in  this
  supplement have an alternate duration, so this
  section of the entry is very important to the
  GM.
  Personally, I suggest not to take the number of
  powers into account for the creatures Domination
  Roll:  some  of  them  are  powers,  others  are
  weaknesses (as it already was the case with the
  original spell), so one may just as well focus on the
  HD for the modifier. 
  
  #01 Slave of the Marked Swords
  The Marked Swords are a pair of light scimitars
  made of Damascus steel. When wielded as a
  pair they count as +1 magical weapons (1d8+1
  damage). Along the center of each blade, tiny
  Arabian  scriptures  have  been  edge  carefully
  into the steel. The letters are so small that it is
  hard to read them with the bare eye. A Magic-
  User that is able to translate these lines (or to
  have  them  translated  for  him)  may  learn
  Summon the Slave of the Marked Swords, a spell
  that  takes  (13-  Intelligence  Bonus)  days  to
  research (costs: 30sp a day).
  To summon the Slave of the Marked Swords, both
  weapons must be placed onto the chest of a
  rather  fresh  human  corpse,  with  the blades
  crossing  another.  If  the  ritual  is  successful,
  Arabian words (“Slave of the Marked Swords”)
  will lighten up on the corpse´s forehead and
  burn themselves into the skin before it rises as
  one of the Undead (and counts both as Undead
  and Evil in regard to other spells and powers).
  The Slave picks up the weapons as it rises and
  will always wear them from now on (either in
  its hands, tugged into a belt or in  scabbards). It
  may wear armor, but nothing more heavy or
  restricting than chain mail, and it will never
  fight  with  other  weapons  than  the  Marked
  Swords. The creature has the following powers:
  End of Decay: the corpse decays no further. Its
  skin will dry and will not reek of death. The
  eyes will become a milky white, and everybody
  who  takes a  close  look  at  the creature  will
  recognized that this is a moving corpse. 
  Mind of a Warrior: the Slave is not mindless
  (INT: 10) and may speak with a voice like wind
  and rustling leaves. It is not chatty nor prone
  to discuss matters, but obeys its master and
  considers  everyone  and  everything  else  as
  irrelevant. 
  Strength of the Undead:  the Slave reduces
  damage from any mundane source by 2 points
  per hit (minimum: zero) and has STR: 16. The
  body will never heal and cannot be healed in
  any way.
  Master of the Blades: the Slave my reduce its
  AC by 3 till the beginning of the next round in
  order to attack twice instead of only once.
  Hit Dice: 
  4
  AC: 
  12 (or as armor)
  Attacks: 
  1 (or 2) for 1d8+3 damage
  Move: 
  120´ 
  Moral: 
  10
  Domination and Duration: once it has been
  summoned,  the  Slave  will  exist  till  it  is
  destroyed.  If  it  has  been  dominated,  it  will
  serve  till  it  has  been  destroyed.  If  the
  summoner failed to dominate it, the now free
  Slave  will  laugh  menacingly  and  try  to  kill
  everybody  in  sight,  only  to  then hunt  the
  summoner. It is not stupid and may retreat for
  a short while (2d6 turns) before the swords
  urge it to attack again. 
  There is a -5 penalty to the Domination roll if
  the  caster  never  knew  the  soon-to-be  slave
  during its lifetime, but a +5 bonus when the
  person  whose  corpse  is  used  served  the
  summoner at some point in life or has ever
  been an alley. 
  Summoning Failure(1d4):
  #1 The slave is mindless, mute and unable to
  think on its own. It needs precise orders.
  #2 When the slave is destroyed, the summoner
  loses 1d4 hit points.
  #3 The slave rots away and loses hit points
  each day (1d4 at the first, 1d6 at the second,
  1d8 at the third and so on). 
  #4 When the summoner is not in sight, the
  Domination test must be rolled again. If the
  slave wins, it will attack a random person after
  1d4 rounds. 
  
  #02 Idol of the Infernal Dawn
  The idol is made of bronze and depicts five
  naked humans that surround an irregular but
  roughly cone shaped, translucent red crystal
  which they raise above their heads. The human
  figures  have  grotesque  proportions  and  are
  without much detail, save for their faces that
  are distorted grimaces whom seem to radiate
  hate, fear and loathing. The idol measures two
  feet from its foot to its tip. 
  The Idol of the Infernal Dawn may be used as
  part of a summoning spell. The casting must
  then begin in the hour before dawn and will
  end (regardless of it usual casting time) when
  the sun rises and its light touches the crystal.
  Once the summoning is completed, everyone in
  the vicinity of the crystal will experience the
  world around them to turn blood red. The sky
  will clear within seconds, but will seem to boil.
  A moment later, hellish flames will lick out of
  the crystal and turn into the creature that was
  summoned by the caster. It reeks of sulfur and
  gains the following additional power:
  Blasphemy against anything Holy: Any Cleric
  that tries to cast a spell against the creature
  must  pass  a  Save  vs  Magic,  or  the  spell  is
  negated by the creature immediately.
  Domination and Duration: regardless of any
  other rules or modifiers, the creature will stay
  in  this  world  till  the  next  sunrise.  The
  Domination roll is made as usual, but the result
  will always count as one with a Great Margin,
  no matter who won the test or how. The world
  will turn to normal for those present after the
  Domination roll was made. 
  #03 Gift of the Harrowing Taint
  To  summon  the  Gift  of  the  Harrowing  Taint
  (counts as a 4 HD entity), the Magic-User must
  enter a natural body of still water (e.g. a lake)
  completely naked and lie in it so that only the
  face is above the surface while the summoning
  is chanted. Thereby, Thaumaturgic circles may
  not be used with this spell. 
  The Harrowing Taint will enter the summoner
  through  the  skin  and  manifest  like  moving
  worms or tiny snakes right under it. It has no
  physical form in itself but is visibly moving
  under the skin (Charisma -3). At times, this is
  painful  to  the  Magic-User.  The  Harrowing
  Taint has a number of powers it may share
  with its host:
  Wisdom  of the Other Side: the character´s
  mind  is  filled  with  dark  whispers  that  give
  advice. The character´s Wisdom is increased by
  +2.
  Contact  Sirius: once  per  day  the  character
  may contact Sirius as per the 5th  level spell
  Contact Outer Sphere. If a possession occurs, the
  character´s control over the Taint is reduce by
  one day instead (see below).
  Domination and Duration:  the time period
  that  the  Harrowing  Taint  is  controlled  is
  measured in days instead of rounds, but it stays
  with the caster for an indefinite time. 
  As  long  as  it  is  under  the  control  of  the
  character, he or she may attempt to order it to
  vanish (once per day), but to successfully do so
  another Domination roll must be passed. When
  the caster loses control over it, the Taint will
  no longer share it´s gifts but will grow: the
  summoner is going to lose one point of CHA
  and one point of WIS per week as it spreads
  under the skin and fills the mind of the Magic-
  User with unfathomable whispers. When the
  character´s WIS reaches zero, he or she goes
  insane and stops being a PC. The Taint may be
  removed with Dispel Evil. 
  
  04# Curse-Eater
  The Curse-Eater, once summoned, appears as a
  bizarre  mixture  of  a  toad  and  a  dog:  more
  similar to the first but for its legs and its long,
  crocodile like jaws and the rows of triangular
  teeth within it. Sitting on its rear, it is about
  five feet tall but has the mass of a small bear.
  The creature gives gurgling growls and sniffs
  about, with its milky-yellow frog eyes rolling as
  it tries to sense if there is something worth
  devouring. It shoves its body about on its four
  feet unless it propels its mass forward with a
  leap.
  HD: 
  3+
  AC: 
  9
  Attack: 
  Bite (1d6) or swallowing
  Moral: 
  7
  Move: 
  150´ 
  (Jump, only every other round).
  Eater of Curses: Any cursed individual will be
  swallowed  whole  after  an  attack  instead  of
  being  bitten,  and  the  creatures  jaws  widen
  impossibly to do so. Afterwards, the victim is
  captured in its fat belly, unable to move our
  breath.  After  1d4+1  rounds,  the  Curse-Eater
  will  regurgitate the victim and the curse will
  be gone. It can only swallow one victim at a
  time.  When  it  has  swallowed  a  victim,  it
  regurgitates it if it becomes hit (but this means
  the curse is not removed). When the creature
  comes within 10´ of a cursed magic item, it will
  snatch it with a sudden strike of its impossible
  quick, slimy tongue and swallow it. The item
  will  be  disintegrated and digested after 2d6
  turns  unless  the  Curse-Eater  is  forced  to
  regurgitate (but it will try to swallow the item
  again on the next round).
  Fat  on  Curses:  when  the  Curse-Eater  is
  destroyed, it explodes with a loud !PLOP! and
  showers everyone within 30´ with slime, slimy
  bits of skin and entrails ...and with some of the
  curses that lingered in its stomach. 
  Suggested Random Curses Table (d8):
  #1  The  character  becomes  addicted  to  the
  slimy meat of frogs and toads. She must eat any
  such present immediately (or try to).
  #2 The character must toss a silver or gold coin
  into every well she passes, and cannot leave its
  vicinity before.
  #3 Whenever a toad croaks, the character must
  pass  a  Save  vs  Paralysis.  If  it  is  passed,
  everything is fine till the beginning of the next
  turn, otherwise the character will be paralyzed
  till the beginning of the next round.
  #4 The character suffers a -2 penalty to all Save
  vs. Poison.
  #5 On warm and sunny days, the Strength of
  the character is halved.
  #6 The character is unable to sell or give away
  golden items that came into her possession,
  unless  a  Save  vs.  Magic is  passed  (once  per
  month; per item).
  #7 When the character has sexual intercourse,
  a 1 HD creature immediately spawns out of one
  of  the  orifices  involved.  Throw  a  coin  to
  determined the partner that suffers this fate,
  and create the creature  as per the  Summon
  spell.
  #8 The character´s back will twist and crook,
  reducing her CHAR and DEX by 3 points each. 
  
  #05 Reflection of the Gazing Sun
  The ritual summons an almost tangible glow,
  vaguely two feet in diameter, that will hover
  about in mid air, always about four or five feet
  over the ground. There is little warmth to it. Its
  light shines as bright as a torch, but it is more
  than  just  a  magical  trick  of  light.  The
  Reflection  of  the  Gazing  Sun  is  a  bodyless
  entity. 
  HD: 
  4+
  AC: 
  12
  Attack: 
  none (but see below)
  Move: 
  120´
  Moral: 
  10
  Immaterial: The Reflection cannot be harmed
  by mundane means.
  Veil of Light: the Reflection may attach itself
  to a character if it wishes so (counts as a touch
  or touch-attack), who will then appear to have
  a bright hue. The Reflection needs a round to
  attach itself and another one to detach.
  Reflection of the Gaze:  Whenever a spell is
  used to determine anything about a character
  that the Reflection has attached itself to, the
  spell is reversed instead and the target learns
  the desired information about the caster. The
  same is true for any gaze-based attacks, unless
  the attacker passes a Save vs. Magic.
  Gaze  of  the  Sun: a  character  that  the
  reflection has attached itself to counts as being
  under the effect of a Detect Illusion spell with a
  level equal to the HD of the Reflection.
  The  Light  is  gone! When  the  Reflection
  detaches itself, the character it was attached to
  must pass a  Save vs Magic. On a failure, the
  world suddenly becomes so dark to her that
  the character counts as blind for one turn.
  Blinding Light: Once per turn, the Reflection
  may shine so bright that everyone within line
  of sight but the character it is attached to (if
  any) must pass a  Save vs. Breath Weapons or
  become stunned for the next 1d4 rounds and
  blinded for the next 2d6 rounds.
  The Pureness of Light:  The Reflection is not
  affected  by  spells  that  effect  “Evil”  or
  “Chaotic”. It counts as Lawful instead.
  Domination and Duration: if the Domination
  roll is failed, the Reflection of the Gazing Sun
  will  attach  itself  to  the  caster,  and  then
  continue  to  detach  and  attach  itself  to  the
  caster  and  another  random  character  each
  turn. It will also use its blinding light to harm
  the caster.
  Summoning Failure: the Magic-User will have
  summoned a Reflection of 4+1d4 HD. Even if it
  can  be  dominated,  the  Reflection  will  cast
  Dispel  Magic  as  5th level  Magic-User  onto  a
  random magic object in its presence once per
  turn.
  
  #06 Zealot of the Crimson Journey
  Once  summoned,  the  Zealot  of  the  Crimson
  Journey will step into the caster´s vicinity like
  a  wanderer  or  stranger  would  that  just
  happens to enter the scene. It appears as a
  gaunt,  7´  tall,  ragged  looking  warrior.  Its
  general  appearance  is  going  to  match  the
  summoner´s  culture  group,  and  it  will  be
  armored with the equivalent of leather armor,
  a simple shield and a medium weapon (and will
  never use any other equipment). A few things
  are  peculiar  about  a  Zealot  of  the  Crimson
  Journey: 
  # its head is completely shrouded by a 
  piece of fine red fabric that is secured 
  around  the  neck  by  a  simple  iron  
  choker.  The cloth is so thin that one 
  can  almost  see  the  haggard  face  
  beneath it. 
  # the Zealot never speaks and has an 
  ominous air  about  it.  Also it´s eyes  
  cannot be clearly seen, one can feel its 
  piercing glare.
  #it never sits or lays down, it never  
  sleeps and never eats.
  HD: 
  1+
  AC: 
  15 (vs melee)
  16 (vs ranged)
  Attack:
  Weapon (1d8)
  Move: 
  120´
  Moral: 
  10
  Nightmare given form: the Zealot is an entity
  from  a  nightmare  that  was  so  intense  and
  repeated itself so often that it still floats the
  Dreamlands,  and  may  be  skimmed  from  its
  surface  with  this  summoning  spell.  It  is  a
  creature  of  Dream-Matter (see  p.132  LotFP
  player core book). 
  Thirst  for  Slaughter: 
  whenever  new
  characters and/or monsters are encountered,
  the  summoner  must  repeat  the  test  for
  Dominance  again.  In  case  of  a  failure,  the
  Zealot attacks and only stops when all of the
  other are dead or fleeing (the Referee should
  roll once for each encounter instead of rolling
  for each individual). 
  Restless  Pilgrim  of  Bloodshed: when  the
  Zealot has not been wandering or fighting for
  six  turns,  another  test  for  Domination  is
  necessary. If the caster fails, the Zealot will
  break free and attack the caster and all who try
  to defend her. If the caster is not present, it will
  leave the place magically and enter the caster´s
  vicinity  within  moments.  The  caster  will  be
  aware of this and cannot be surprised by the
  Zealot.
  Escape of the Dreamer:  The Zealot has been
  ripped from the Dreamlands. There, it was only
  able to see those who were asleep. In the real
  world, it is only able to perceive those that are
  awake. Those who are asleep are invisible to it. 
  Domination and Duration:  the time that the
  Zealot stays in the real world and/or under the
  control of the summoner is measured in hours
  instead of rounds.
  The Domination rolls is -5 if it is summoned
  during the day but +1 if it is summoned while
  somebody within 10´ is asleep and dreaming (+3
  if this person has fought and killed before she
  went to sleep). 
  
  #07 The Many-Clawed Wind
  It has no form or body, for it is the wind. A
  wind that howls while it whips over you and
  rakes and cuts and tears at the flesh. A wind
  that spills blood and yearns for more, yearns to
  tear the flesh from the bone. It is invisible. It
  cannot be seen as the wind itself cannot be
  seen. One can only feel it and see what it does. 
  HD: 
  1+
  AC:
  *
  Attack: 
  raking, cutting and tearing for 
  1d6 damage
  Move:
  *
  Moral: 
  10
  The Wind: the creature cannot be summoned
  when there is no wind blowing, and once it is
  summoned the winds will howl in the caster´s
  vicinity until the creature is no longer there,
  for it now is the wind. Likewise, it cannot be
  attacked.  The  wind  cares  not  for  others
  striking against it. Control Weather may be used
  to banish it by calming the weather, but the
  creature is entitled to a Save vs Magic against it
  (counts as Fighter).
  The  Claws: the  Wind  will  attack  a  random
  enemy in the vicinity of the caster each round.
  As one cannot defend against the wind, this
  attack always counts as one from behind by a
  foe the opponent was not aware of . The entity
  can only be tasked to fight or to strip the flesh
  off a corpse or carcass till only the bare bones
  are left. 
  Domination  and  Duration:  the  duration  of
  the Wind´s service is determined by rolling d6
  instead of d10, and it may never be bound into
  a  longer/indefinite  service.  If  it  wins  the
  domination roll, it will attack random targets
  in the vicinity of the caster till it is no more. If
  it wins by a Great Margin instead, it will turn
  into a small whirlwind and kill the caster by
  tearing armor, clothes and flesh away within
  mere moments. All it leaves behind are the the
  Magic-Users worldly possessions and  skeleton.
  #08 Singer of the Razing Song
  The Singer of the Razing Song appears as a
  beautiful but chubby, androgynous humanoid
  with no hair, no genitalia and no arms. Its skin
  is soft and white like milk, its teats are a pale
  pink and it lips are full. When it moves, it sags
  under its own weight with every step before
  the mass wanders up again to the point in the
  anatomy where it should belong. Just like a full
  waterskin that is put to the ground, and then
  pulled up again. It does not speak, but smiles.
  And it may sing.
  HD: 1+
  AC: 8
  Attacks: * 
  Move: 100´
  Moral: 8
  The Razing Song: when it sings, it sounds like
  a dozen voices would. Only half of them do
  actually sing. The others shriek and scream in
  a high pitch that hurts the ears. It may attack
  any object in its vicinity this way, but only one
  at a time. At the beginning of the third round,
  the  Referee  rolls  a  number  of  dice  for  the
  object equal to the HD of the Singer. The type
  of the dice should reflect the durability of the
  item (1d4 for a glass vial, 1d20 for the wall of a
  castle). If any of the results is a “1”, the object
  will shatter, break or crumble. 
  Voices of Agony:  Attacking the Singer does
  not stop it from singing, but it must pass a
  Moral test as soon as half of its hit points are
  gone.  If  the  test  is  failed,  the  song  is
  interrupted  and  must  be  started  a  new.
  Interrupted or not, the moment the Singer is
  damaged while it sings, its agony and pain is
  expressed in the song. Everybody who hears it
  must Save vs. Magical Devices or will be stunned
  for 1d4 rounds.
  Domination and Duration: if the Singer wins
  the Domination roll, it will attack the caster´s
  belongings. If it wins by a Great Margin, it will
  destroy  the  summoners ear  drums  within  3
  rounds of singing as well. 
  
  #09 The Prince of Broken Secrets
  The  Prince  of  Broken  Secrets  is  8´  tall  and
  dressed in the fine clothes of the court: silk and
  brocade  with  trimmings  of  silver,  a  silver
  headband and a silver rapier. His face is like
  what one would see when looking into a mirror
  after  it  was  broken  by  a  straight  punch:
  shattered  pieces  that  not  truly  align  to
  another, that are out of shape. Some of them
  belong to a wise and friendly smile, other to a
  face that frowns in anger. 
  Once  summoned,  the  caster  may  state  her
  cause: what secret was broken, by whom and
  where the offender may be found. If the Prince
  finds the cause to be just, he will vanish and
  appear where the offender is. “You are guilty of
  breaking a secret,  and I shall punish you!” the
  Prince will declare and draw his blade. 
  HD:
   5+
  AC: 
  12
  Attack: 
  Rapier (1d8)
  Move: 
  120´
  Moral: 
  10
  The Rapier of Secrets: Every time a character
  receives damage from the Rapier, she will lose
  a  secret:  the  Referee  will  determine  which
  secret  and  the  enemy  who  will  suddenly
  become aware of it. 
  The  Prince  of  Broken  Secrets is  immune
  against and unaffected by all lies, illusions and
  phantasmal. 
  Punishment: the Prince will stop his attacks as
  soon as the offender has less than half of her
  hit  points  left.  “Surrender  now  and  accept
  punishment!” he will declare instead of his next
  attack.  If the  offender  does,  the Prince will
  invoke  one  of  the  following  curses  as
  punishment  before  he  vanishes  again.
  Otherwise, the fight continues.
  Punishments of the Prince of Broken 
  Secrets (d6 Curse Table)
  #1 The character will become mute.
  #2 Nobody will ever tell the character a secret
  again without being forced to do so.
  #3 All clothes the character wears will turn into
  shades of yellow (the color of falseness) after a
  turn.
  #4 The character will become deaf.
  #5 No Lawful character will ever have a better
  random  reaction  to  the  character  than
  indifferent.
  #6 From now on, the character will forget any
  secret she learns after a turn. 
  Domination  and  Duration:  the  Domination
  test is rolled only after the caster stated her
  cause  to  the  Prince.  If  that  is  not  done
  immediately, the Domination test fails. It also
  fails  when  the  caster  accuses  somebody  of
  breaking a secret that did not or if the caster
  cannot  name  the  current  location  of  the
  offender (i.e. the building or place she may be
  found in).
  The test is -3 if the caster did not provide a
  chair or throne for the Prince to appear on, and
  -5 if anybody but the caster is witness to the
  summoning,  or  has  been  informed  about  it
  happening. 
  The roll is +3 if the summoning takes place in
  an actual throne room or audience chamber of
  a noble or other worldly leader. 
  Sacrificing a notorious liar or swindler gives
  double the usual bonus. 
  
  #10 Sorcerer of the Brutal Glory
  He once was a sorcerer, an adventurer and a
  mercenary. He sold his powers to the highest
  bidder, and relished in the glory of the brutal
  deeds  his  could  so  easily  achieve  with  his
  magic. Some say that he hailed from Italy, and
  his accent fits. 
  One day, he was crushed, killed and cursed by
  one of his enemies. “If battle and bloodshed is
  what you seek, battle and bloodshed you shall
  have for all eternity”. His soul is damned and
  denied eternal rest. Whoever knows how to
  call him may now secure his service. 
  When summoned, the Sorcerer of the Brutal
  Glory appears in a PUFF of spraying blood and
  as a mangled corpse in crimson wizard robes.
  The  neck  is  broken,  his  head  thereby  rolls
  around from shoulder to chest and back, only
  attached  to  the  body  by  muscle  and  skin.
  Broken arrows stick out from hiss chest, the
  left hand is broken so that bones of the back of
  the hand stick out, and some fingers are limb.
  The eyes are shrouded by pain and torment,
  but  never  the  less  the  sorcerer  cackles  “to
  battle... TO BATTLE!”
  HD:
  5 (not more, not less)
  AC: 
  17/19*
  Movement: 
  60´
  Moral: 
  10 
  Magic Shield*: the Sorcerer is under the effect
  of a permanent Shield-Spell (see p.128 LotFP
  Player  Core  Book).  If  it  is  dispelled,  the
  Sorcerer will cast it again at the beginning of
  his or her next round.
  Spells: the Sorcerer may use up to four spells
  per encounter and knows the following: Army
  of  One,  Confusion,  Haste,  Shield.  The  Sorcerer
  may use the same spell more than once. If all
  spells are used up, it will just stand there and
  cackle.
  Catalyst  of  Carnage:  Within  30´  of  the
  sorcerer, all damage rolls (by friend and foe
  alike) with a result 1 -3 are re-rolled until a
  higher result is achieved.
  Bloodlusting Maniac:  whenever a character
  or  a  monster  within  line  of  sight  of  the
  Sorcerer  is  killed,  he  will  be  stunned  for  a
  rounds as he cackles and shrieks. 
  His own hit points can never be restored. When
  somebody tries, no matter by which means, he
  will  wail  “no..no..nononoNONOO!”  and  the
  attempt will fail.
  Only one:  the Sorcerer of Brutal Glory is an
  individual... or what is left of it. If somebody
  else summons the Sorcerer while it already has
  been, it disappear. There is a 1% chance each
  time that this will happen after 2d8+3 turns.
  Summoning Failure:
  Not  only  did  the  Magic-User  summon  the
  Sorcerer of Brutal Glory, but also the vengeful
  ghosts of Italian mercenaries that he killed at
  some point in the past. 2d6 of them will appear
  2d6x 5 feet away from the sorcerer as ghostly
  soldiers with mortal wounds. 
  They are 0 HD each (4 hit points), AC: 14, their
  attacks ignore armor and do 1d6 damage each.
  They  will  try  to  kill  the  Sorcerer  (and
  disappear  when  this  is  done),  but  will  kill
  anybody who gets into their way. One out of
  four will be armed with a crossbow (a ranged
  attack every other round, otherwise the same
  stats as above).
  Domination and Duration: -10 penalty to the
  Domination  roll  if  there  is  no  battle  taking
  place or even imminent. +3 for each mercenary
  that is sacrificed in the summoning. 
  
  #11 Pilgrim from the Gorged Palace
  True strength and support lies within oneself.
  Those who know how to summon the Pilgrim
  from the Gorged Palace know that this is an
  ugly truth. 
  To call it forth, the Magic-User must swallow a
  spoiled egg at the end of the summoning. The
  following  three  rounds,  the  character  will
  writhe in agony as something hatches inside of
  the stomach and wiggles its way up the throat:
  a  worm  with  a  round  maw  and  a  dark,
  segmented body. Once outside of the Magic-
  User´s body, it will quickly grow till it reaches a
  size close to a human. It has eyes on the side of
  its body, but sees by magic. It has no lips or
  throat our voice cords, but it speaks the same
  languages  as  the  Magic-User  and  smacks
  between words. It has large teeth, but they are
  yellow and rotting. It is the Pilgrim from the
  Gorged Palace, a child of the caster´s foul self.
  HD:
  1+
  AC: 
  6
  Attack: 
  none to speak of
  Move: 
  90´
  Moral: 
  7
  A mere Worm:  The creatures hit points are
  determined with a d4 instead of a d8. It has no
  attacks to speak of and moves slowly, but its
  flesh is poisonous: if it becomes the victim of a
  bite attack, the attacker will suffer 1d12 points
  of damage (half that much on a successful Save
  vs. Poison). It never sleeps and has no need to
  breath. It does not need to eat, but does so and
  prefers rotten human carcasses.
  Wizard Worm: the Pilgrim knows all the spells
  the summoner  knows and may prepare and
  cast those whose level are not above it´s HD.
  Preparing takes only rounds for it (instead of
  hours), and no prior period of rest is needed. It
  will lose a “memorized”, unused spell after a
  turn,  as  it  actually  digests  the  pre-formed
  concept in its mind while it rots away in its
  memory. 
  Domination and Duration:  the Pilgrim stays
  indefinitely, even after the caster´s control has
  expired. If it wins the Domination roll, it may
  use a special version of the Hold Person spell on
  the caster, one that allows it to slip back into
  the  Magic-Users  belly  so  that  the  character
  becomes a possessed host to the Pilgrim (who
  has a new palace now). If this happens, the
  character  is under  the control  of  the worm
  (reads: the Referee). It wants to study more
  spells and to feast on rotten human corpses.
  The Pilgrim may be driven out by Dispel Magic
  (at  which  point  it  writhes  out  of  the  body
  again,  but  will  not  grow  for  the  next  1d4
  rounds and may thereby be stomped easily).
  When the duration of  the control  ends, the
  Referee  should  make  a  Reaction  roll.  On  a
  result of  Indifferent or better, the Pilgrim will
  try  to  part  peacefully and  slither  away... to
  study  magic  and  to  feast  on  rotten  human
  corpses. 
  
  #12 The Conqueror of the Painful 
  Hunger 
  Magic is always about determination and the
  force  of  will.  Desperation  and  hunger  fuel
  those. The Conqueror of the Painful Hunger is
  summoned  for  one  thing  only:  survival.  It
  appears as a stocky humanoid, with short legs
  and large hands. Instead of a face there is just
  one  gaping  maw  with  huge  white  teeth.  It
  makes  soft  noises,  like  a  low  panting,  and
  crawls on all four unless it is about to devour
  somebody or something...
  HD: 
  1+
  AC: 
  12
  Attack: 
  Grab and swallow
  Move: 
  120´
  Moral: 1
  0
  Such  is  its  Hunger:  the  actual  size  of  the
  Conqueror is in relation to its HD. 1 HD means
  it is the size of a dwarf, while those with HD 8+
  are small giants. No matter what its size is, it
  hands  will  enlarge  the  moment  it  grabs
  somebody so that it may hold its prey, and its
  mouth will always widen enough to swallow it.
  And no matter the size difference, those that it
  swallows  will  end  up  swallowed  without
  stretching the belly of the Conqueror even the
  tiniest bit. 
  Grab and Swallow: in combat, the Conqueror
  tries to grab an opponent with both hands as
  its first attack. If successful, it will not let it go
  unless it is hit. The victim may try to break free
  on his or her next turn with a successful Force
  Doors test. If the test fails, it will be swallowed
  whole by the Conqueror. If the Conqueror is
  killed and its body cut open, its recent victims
  will come out of it (otherwise) unscathed. If
  they are not rescued that way, they will be
  gone after one turn. 
  To Conquer the Hunger: by eating a piece of
  flesh of somebody (1d4 points of both damage
  and permanent CON loss) the Conqueror may
  also eat his or her hunger and need for food.
  Any character that allows the Conqueror  to
  feed from it will neither experience hunger nor
  starvation for a number of days equal to 1d6
  per HD of the Conqueror.
  Domination  and  Duration:  there  is  a  -10
  penalty to the Domination roll if no sacrifice is
  provided (which the Conqueror will swallow
  after  it  appeared),  but  receives  a  +3  if  the
  Magic-User is currently starving and/or +2 if
  she is a cannibal. 
  
  #13 Prophet of the Infernal Faith
  To summon the Prophet, a bonfire must be
  erected and any sacrifices must be burned in it.
  When  the  summoning  ends,  a  fat-lipped
  mouth,  larger  than  life,  will  appear  in  the
  flames and speak to the caster with a bellowing
  voice.  “Ask your questions, mortal!”. Unless, the
  Domination roll is failed. Then, the mouth will
  just howl and call the caster´s name while the
  bonfire becomes a whirlwind of flames that
  detaches itself from whatever fuels it, to lash
  out against the caster. 
  HD: 
  1+
  AC: 
  19
  Attack: 
  1d8* (fire damage)
  Move: 
  90´
  Moral: 
  10
  Infernal Answers: The Prophet of the Infernal
  Faith  will  serve  the  caster  by  answering  a
  number of yes-or-no questions equal to its HD.
  The Referee will answer these questions (to his
  best ability). If the question is to complex or to
  ambiguous to be answered with yes or no, the
  response will be “This decision is yet to be made
  by fate!”.
  Forbidden  Wisdom:
   instead  of  asking
  questions, the summoner may ask the Prophet
  to teach a new spell with a level up to half of
  the Prophet´s HD. The spell will then become
  known to the Magic-User immediately. 
  Infernal Flames: water will not quench the
  flames  the  Prophet  is  made  of,  nor  does  it
  mean harm to him. Holy water in turn will do
  1d8 points of damage per potion and against
  such attacks, its AC is 8.
  Domination  and  Duration:  there  is  a  -5
  penalty to the Domination roll if no sacrifice is
  provided, but a +5 bonus if a priest , Cleric or
  virgin is sacrificed. 
  #14 Sibling of the Raging Darkness
  The summoner rips from the Realm of Shadows
  a patch of substantial, writhing, semi-sentient
  darkness.  The  thing  is  tormented  and
  infuriated  by  the  presence  of  the  merest
  glimpse of light, and thereby lashes out like a
  wounded  animal.  It  writhes  and  forms
  pseudopods and tentacles. It rolls and coils to
  engulf everything else.
  HD:
  5+
  AC:
  12
  Attack: 
  1d4 attacks for 1d6 damage
  Move: 
  100´
  Moral: 
  12
  Half-substantial Darkness: as it is not truly
  solid,  the  Sibling  only  receives  half  damage
  from non-magical sources. On the other hand,
  the Sibling may not be summoned in or enter
  bright  daylight  (and  will  be  banished  if  it
  becomes exposed to it). 
  Engulfed: on an attack roll result of 19 or 20,
  the Sibling has engulfed its target. The victim
  experiences this as suddenly being caught in
  pitch-black nothingness. At the beginning of
  the next round, the character may leave the
  nothingness with a successful Save vs Paralyze,
  and will  then  step  out  out  the  Sibling.
  Otherwise the character stays trapped inside
  and may check again at the beginning of every
  round.  Characters  that  failed  five  times  are
  beyond rescue.
  Snuff  the  Light:  the  Sibling  may  direct  its
  attacks  against  light  sources  in  its  vicinity,
  which it will hit automatically. The Referee will
  roll  a  die  for  each  light  source  that  it  is
  attacked, the size of the die is based on the
  light source (1d4 for a torch, 1d8 for a bonfire,
  higher dice for magical light sources). On a
  result of 1 or 3, the light source is snuffed.
  
  #15 Slayer of the Agonizing Dream
  At the  end of  the  summoning ritual,  which
  includes the intake of hallucinogenic drugs, the
  caster  will  fall  asleep  and  enter  the
  Dreamlands. There will be decided if the Slayer
  will do the casters biding, or if it will turn
  against him or her.
  HD:
  3+
  AC:
  12
  Attack: 
  1 (1d8 damage)
  Move: 
  150´
  Moral: 
  10
  Dreams are never the same: the appearance
  of the Slayer is determined randomly, as per
  the  Summon spell, and one random power is
  determined for it as well. 
  The Agonizing Dream:  the Slayer will never
  enter the real world but face its target in one of
  its  own  nightmares:  the  surrounding  will
  either be akin to the last nightmare the victim
  had or the scene of the last mortal battle she
  was part of. As the Slayer enters, all the other
  entities in the dream fade away, like ash that is
  scattered by the wind. 
  Fighting  in  a  Dream:  the  victim  will  have
  access to all weapons and gear it had access to
  while falling asleep, as well as all spells it had
  readied the day before. If it beats the Slayer, it
  will just wake up covered in sweat and there
  will be no wounds. It will be like this was just a
  dream. If the victim dies in the dream, it dies of
  a heart attack in the real world.
  Domination  and  Duration:  the  Slayer  may
  only be called upon when the caster is asleep,
  and the victim must be asleep at the same time.
  Otherwise, another Domination roll is in order.
  When a Domination roll is failed, the Slayer
  will  turn  onto  the  summoner  instead.  
  The  summoner  must  stay  asleep  for  the
  duration  of  the  Slayer´s  existence.  When  it
  wakes up, the Slayer is gone. While asleep, the
  summoner will toss and turn as in a nightmare.
  Do you like what you have here? There
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  (a mix of item and spells)
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  30 Magical Coats, Cloaks & Capes
  30 Mighty Magical Weapons
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  50 Elixirs for “classic” RPG
  The Staff o 13 Woes (Pay-What-You-Want)
  20 Sacred Sites
  Works and Misfortunes of ye Alchemist
  
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