Summon forth randomly generated grotesque monstrosities from other planes! Watch as they wreak havoc upon the mortal sphere- wait, what's that one doing to your character? Ooh that wasn't pretty. Hope you didn't eat spaghetti recently!
(-This is a hack of the Summon spell from the Lamentations of the Flame Princess Core Book, including some random table bits from the Random
Esoteric Creature Generator, with some
new bits added.
-A very important thing for me when
doing this project is giving proper attribution to the sources of the ideas
that I have borrowed. At the end of this post you can find an overview of changes made, my
reasoning for said changes, and my attempts to give credit where it is due.)
PROCESS
1. Determine amount of Hit Dice.
2. The Summoner tests their INT stat to
limit the abstractness of the Entity. If the caster fails, there is a chance
for an Abstract Form, or a WORLD-SHATTERING DISASTER.
3. Determine form. Roll 1d20 for the (type), and if the Summoner succeeded on
their stat test, roll 1d12 for the (material).
If the caster failed, roll 1d20 for the (material).
4. Determine Appendages: roll d6: (1-2:
None 3-5: One 6: One and roll again.) To generate an appendage, roll 2d20. The
leftmost one determines the (adjective),
the rightmost one determines the (noun).
5. Determine Powers: roll d6: (1-3: no
powers. 4-5: one power. 6: one power and roll again.) For each power, roll 2d6.
The leftmost die determines which section of the table, the rightmost die
determines which result from that section.
6. The Summoner faces the
Entity in a domination battle (d20 + Caster Level vs d20 + Entity HD) to determine whether they control it, how long it lasts in this world,
and what other horrific consequences may occur.
Default
stats: AC 12, 1 attack for 1d6 damage, move 120’
(ground).
FORMULAIC SUMMONING
-If you sacrifice creatures during the Summoning, or
create a magic circle for the Summoning, you gain 1 formula point for each HD
of the sacrificed creatures, or for each 500sp spent on making the circle.
-You can spend 1 formula point to change your INT
tests or domination rolls by 1. You can spend 3 formula points to reroll any
result on any of the Entity generation tables. You can spend 5 formula points
to try to summon a specific Entity if you know their planar Signature.
PLANAR SIGNATURE
Sometimes you can learn the Planar Signature of a
specific summonable Entity, in which case you record the characteristics of the
Entity on your character sheet, and you can choose to summon that specific
Entity by using 5 formula points. If you succeed on your initial INT roll to
limit the abstractness of the Entity, then that specific Entity will emerge.
FORMS
(Roll
two dice simultaneously for Form and Material. If you succeeded your INT test, Roll
1d20 for the Form, and 1d12 for the Material. If you failed your INT test, roll
2d20: the leftmost one is the Form and the rightmost one is the Material.)
IT
IS A… (Form)
1. Mirror of Caster: has the powers
and abilities of the Caster.
2. Canine: if it charges, +2 to hit
and CON save vs knockdown.
3. Crab: 2 attacks base, +2 AC.
4. Eyeball: Always sees attacks
coming, advantage on saves, no back arc and no sneak attacks.
5. Frog: Leaps, as its attack, can
land on someone for DEX save vs knockdown and 2d6.
6. Insectoid: Can climb on vertical
surfaces.
7. Polyhedral: Roll d20 to see how
many sides it has, if any die rolls that number, gains a power.
8. Snake: Immune to knockdown, has
infravision.
9. Squid: Roll for exactly 1
appendage, then copy it 6 times.
10. Humanoid: no powers or
abilities to speak of.
11. Whirlwind: Can pick up an
opponent on an attack if they fail a STR save.
12. Pillar: Tall, can reach high
places.
13. Maw: Can swallow whole on
natural 20.
14. Machine: Produces a miniscule
copy of itself each round.
15. Brain: Attacks psionically, targets
WIS instead of AC.
16. Puddle: Takes half damage, can
squeeze through cracks.
17. Cloud: Immune to normal damage.
18. Mushroom: emits spores on death
that grow tiny parasitic versions of itself.
19. Amorphous Mass: Can shape
itself into basic forms at will.
20. Beautiful Member of Gender
According to Caster’s Sexual Preference:
MADE
OF… (Material)
1. Cytoplasm: If it rolls a 20 on
an attack, instead it makes an exact copy of itself.
2. Blood: Takes half damage, heals
for the damage it deals to living creatures.
3. Brains: Has a guaranteed extra
power.
4. Crystal: +4 AC, vulnerable to
shattering.
5. Excrement: Disgusting, all
within melee range hit at -2, disadvantage for grapplers.
6. Leeches: every point of damage
it deals is instead a leech attached to target, deals 1hp/turn.
7. Fungus: Spore cloud, Wis save
versus hallucinations.
8. Entrails: Can absorb dead bodies
it moves over to heal 1d6 per body.
9. Slime: Regenerates 1d6/round.
10. Seaweed: Immune to fire.
11. Smoke: Immune to regular
damage. Attacks by suffocating.
12. Swarm of Smaller Versions of
Itself.
13. Absence: .
14. Dream-Matter: Immune to
physical. Attacks put target to sleep (WIS save), all sleeping creatures within
50 ft are puppets to its will. Cannot die until all within 100ft are awake.
15. Irradiated Matter: Each round
within 50 ft, CON save vs Radiation Poisoning. Weapons that strike it have a 1
in 6 chance of being irradiated.
16. Hate: Attacks fill the target
with senseless murder-rage for 1 round/damage taken (WIS save). Can only be
damaged by those with true peace in their heart.
17. Lightning: Damaged only by
nonmetal. Auto hits and deals an extra 1d6 to targets in physical contact with
metal or water. If in a lightning storm, triple its HD and damage.
18. Shadow: Damaged only by things
that are also a light source (fire magic, glowing sword, etc.). If in darkness,
double its HD and damage. Can hide very convincingly in other shadows.
19. Pure Light: Damaged only if it
is in an area of darkness or in a shadow. Blinds all those who try to look at
it. Attacks against it are at disadvantage.
20. WORLD-SHATTERING DISASTER (see
LotFP player core book pg 140 or make your own)
APPENDAGES
(Roll
2d20 for each appendage. The leftmost die is the Adjective, the rightmost die
is the Noun. Each appendage gives an extra attack.)
WITH…
(Adjective)
1. Adhesive: Sticks to its target.
2. Beautiful: Unnerving to look at,
+1 AC.
3. Blurred: Don’t know what it is
till it’s hit you.
4. Crawling: Confuses on hit.
5. Chiming: Deafens on hit.
6. Dead: Spoils all perishable
goods on target.
7. Floating: On hit, CON save or
start floating away.
8. Glowing: Irradiates on hit.
9. Gushing: On hit, target’s skin becomes
translucent/slimy and can only breathe water.
10. Humming: Calms on hit.
11. Stony: Knocks down on hit.
12. Immaterial: Don’t know what it
is till it’s hit you, but has disadvantage to hit.
13. Malformed: Has disadvantage to
hit.
14. Necrotic: Rots flesh on
contact, damage doesn’t heal naturally.
15. Prehensile: Can be used to grab
and hold things.
16. Pungent: Enemies in melee get
-1 to hit.
17. Reflective: Blinds enemies on
hit.
18. Smoking: Scalds on hit for +1d6
damage.
19. Throbbing: Enrages on hit.
20. Transparent: Don’t know what it
is till it hits you.
…(Nouns)
1. Antenna: ultra-senses, attack does
no damage.
2. Branches: +1 AC due to tough
bark.
3. Eggs/Seeds: damage taken has a
1/6 chance of dropping an egg or seed that will hatch into a tiny version of
the Entity in a few rounds.
4. Eyes: attack is psychic and
targets WIS stat instead of AC.
5. Face: disturbing, -2 to all
rolls from one opponent. No attacks though.
6. Genitals: let your imagination
go nuts.
7. Horn: if it charges, +1d6 damage.
8. Legs: +30 move.
9. Lumps: At half HP, a new appendage bursts forth.
10. Quills: Shoots 1d3 quills at -3
to hit, 1d6 damage each.
11. Oil: 1-2 Flammable 3-4 Acidic
5-6 Regenerative
12. Ovipositor: On hit, CON save vs
Implanting a tiny egg version of itself.
13. Proboscis: On crit, latches on.
14. Sores: Doesn’t contribute an
attack, damage taken has a 2/6 chance of popping them, AoE 1d6 acid.
15. Spinal Chord: +1 AC due to
exoskeleton.
16. Stinger: Fort 4 save, 1-2 Sleep
Poison 3-4 Paralyze Poison 5-6 Hallucinogen
17. Suction Pods: Can suck to
target.
18. Tentacles: Can try to grapple.
19. Teeth: On crit, latches on.
20. Wings: Can fly.
POWERS
(Roll
2d6 for each Power. The leftmost die determines which section of the table, the
rightmost die determines the entry in that section. Each section can act as its
own mini 1d6 table.)
THAT
HAS THE POWER OF… (power)
1 PHYSICAL
1
Acid for blood, 1d4 acid damage to those who damage it.
2
Regenerating, 1d6hp/round, can regen lost limbs as a troll.
3
Fast Reflexes, +1 to initiative.
4
Catching projectiles, 1/round.
5
Extremely tough skin, 1d3 damage resistance.
6
Gigantic: +1d6 HD, +1 size category and an extra Appendage.
2 TRANSMUTATION
1 Heating metal that it touches as per the spell.
2
Turning rock to mud on touch and vice-versa.
3
Turning metal to wood on touch and vice-versa.
4
Stone-Shaping.
5
Turning air to water in a 15’ cube, cube holds its shape.
6
Mutating characters it touches.
3 MAGIC
1
Devouring Magic, heals 1d6/spell level.
2
Reflecting magic back on caster if it successfully saves.
3
Projecting a 15’ radius Antimagic aura.
4
Learning any spell cast in vicinity, has 1d3 HD level spell slots.
5
Casting Command 1/round in an uncanny,
civilized, genteel voice.
6
Telekinesis.
4 ANIMATION/SUMMONING
1
Animating 1 inanimate object/round.
2 Causing its dead victims to rise as Dread Wraiths.
3
Animating 1 dead corpse/round.
4
Casting Summon once, with equal HD.
5
Animating a nearby element into a 1d6HD elemental as an action.
6
Reproducing by budding once/round. The buds remain until exterminated.
5 ENTROPIC
1
Damage aura, all within 30’ take 1 damage/round.
2
15’ aura of magical darkness.
3
Rusting metal, rotting wood, deals 1d6 extra necrotic damage on touch.
4
Those starting turn within 15’ must save or start screaming incoherently.
5
Players cannot say (1d3) 1: adjectives 2: nouns 3: verbs.
6
Artifice within 20’ begin to dissolve into their material components.
6 METAFUCKERY
1
Illusory power. Roll twice: one is its actual power, one is the fake power.
2
2-Dimensional.
3
Producing 1d3 Mirror Images/round.
4
Unstable proportions; size category is proportional to initiative rolled.
5
Mimicing voices and sounds.
6
Roll for 2 powers instead of one.
DOMINATION
-The Summoner makes an opposed d20 roll
against the Entity to determine the Entity’s disposition and how many rounds or
minutes it lasts in this world.
-The Summoner makes a d20 roll and adds
their Level. Then the Entity makes a d20 roll and adds their HD.
-The difference between the two rolls
and determines what happens…
Summoner
wins by 20+: The Entity is bound to your service
within this plane forever.
Summoner
wins by 10-20: The Entity is bound to your service for
1d10 + HD days, after which it returns to the infinite-foetal-wellspring-of-cosmic-horror.
You also learn its planar Signature.
Summoner
wins by 6-10: The Entity is bound to your service for
1d10 + HD minutes, after which it returns to its
nightmarescape-at-the-edges-of-universal-consciousness.You also learn its
planar Signature.
Summoner
wins by 1-5: The Entity is bound to your service for
1d10 + HD rounds, after which it returns to its horrific, churning homeworld.
Tied,
0:
Roll again.
Entity
wins by 1-5: The Entity is not under control, and
will chaotically frolic within this realm for 1d10 + HD rounds. Roll for a
Minor Consequence.
Entity
wins by 6-10: The Entity is not under control and is
extremely vexed. It lashes out in a blind rage at being ripped from its reality
for 1d10 + HD rounds. Roll for a Major Consequence.
Entity
wins by 10-20: Reality bends and minds buckle under an
unseen malevolence. The Entity warps existence around itself for 1d10 + HD
round. Roll for a Disaster.
Entity
wins by 20+: The door between realities has been not
opened but rent asunder, immediately roll for a WORLD-SHATTERING DISASTER (see
LotFP player core book pg 140 or make your own).
MINOR
CONSEQUENCES Entity is capricious, chaotic, and
cryptic AND…
1.
The Entity imprints on the first being it sees (the Summoner) and will
try to protect it from all harm. It does not understand the other PCs’
existence and thus views them as threats, and will murder them freely to keep
the Summoner safe from harm.
2.
The Entity develops an attachment to the Summoner, viewing them as a
favored pet. The other PCs are an annoyance and it will try to disperse them
using whatever means it has. It will try to take the Summoner home with it, by
force if necessary.
3.
The Entity develops a fascination with one or multiple of the
Summoner(or the party as a whole)’s most impressive possessions. It will
immediately try to steal and wear/use them if possible, and take them back home
with it to its homeworld.
4.
Entity is voraciously hungry and will begin to consume all organic
matter it sees. It will prioritize meat over plant matter and will go after the
nearest food source (the Summoner)
5.
The Entity is a fanatical Entropy Partisan and despises artifice in any
form. It will try to destroy any artificial item or construction it sees, especially
PCs’ items and clothes.
6.
Entity attempts to communicate in an uncanny genteel voice but it speaks
in incomprehensible word salad, and can be easily offended into a murderous
rampage if a PC says the wrong thing.
MAJOR
CONSEQUENCES Entity is hostile, murderous, and
insatiable AND…
1. Summoner divides into two identical clones.
They behave exactly the same, but one of them is filled by the Entity and it
will burst forth to attack at the best opportunity. If the real Summoner dies,
the Entity may cunningly usurp their place for the long term. (The Entity’s
duration within this world does not start counting down until it reveals
itself.)
2. Entity and Summoner switch bodies, but nobody
notices immediately, and the Entity has access to Summoner’s memories enough to
perform a decent likeness of their personality.
3. As the Entity gets pulled into this world, the
caster gets pulled into the Entity’s world, and will remain there until the Entity
returns.
4.
The Entity gains 1d6 HD, gains a new power, and proceeds to rampage
against all living things (starting with the Summoner) until killed or its time
expires.
5.
The Entity doubles its HD, gains d3 new powers, and proceeds to rampage
against a randomly chosen living creature each round until killed or its time
expires.
6.
1d10 additional Entities follow through after this one, generate each
separately. They are all panicked and will lash out at random beings in the
vicinity (including each other) until their time expires or all other creatures
are dead.
DISASTERS
Entity
is malevolent, cunning, and deviously hostile AND…
1. “Get ‘em, boys!” 1d6+2
additional Entities follow through, generate each separately. They are a
coordinated extraplanar death squad bent on the eradication of all
non-summonable life, and will last in your world until killed.
2.
All humans and humanoids within 120’ swap bodies for the next 1d10 +
Entity’s HD minutes. After the duration, they make a CON test to return to
their original bodies.
3.
At end of the Entity’s turn each round, it casts Summon, using its HD as
a modifier for rolls.
4.
The Entity brings some of its home plane with it. For each round that it
is in this world, the surroundings change to become those of its homeworld, and
they stay that way permanently.
5.
All creatures (including ambients, which will gather in swarms) within
120’ must make a WILL save or be puppet slaves to the Entity’s will until it
leaves.
6.
All humanoids within 120’ have an identical clone appear next to them,
that will try to fight them to the death. The loser disappears completely,
winner is unquestionably the new person. The clone is a perfect physical copy
that has exactly the opposite political and social views as the original
character.
Changes and Credits
If I
do not mention that a section was my own original content, the content of my
playgroup, or was borrowed from the Random
Esoteric Creature Generator, then it is
part of the underlying structure of the spell from the Lamentations
Core Book.
-The
step-by-step process remains largely the same, but I’ve tweaked the generation
processes to encourage multiple dice being thrown simultaneously, which speeds
things up.
-Instead
of the original Form Table, we now have two tables, one for the Form the entity
takes, and one for the Material the entity is made up of. The goal here was to
try to develop a wider and more entertaining variety of outcomes for the
entities. You will recognize many of the entries here from the Core
Book, others are of my own devising.
-One
of the issues my playgroup had with Summon is that entities very rarely showed up with
appendages or powers. I’ve reworked the system that determines this. It’s less explosive,
but adds interesting bits much more consistently.
-Each
(adjective) and (noun) of an appendage now bring a small combat effect that you
can feel free to ignore/make up, but this was so that busy DMs have an easy way
to figure out what weird thing is going to happen to a player if they get
poked. Quite a few of these table entries came from RECG and the Core Book, and filled in with my own bits.
-Powers
are now a 2d6 36 entry table, made of 6 mini-tables that have been categorized so
that DMs could use them to generate more specific powers. A lot of these powers
have been borrowed from RECG, some were by me, and some of the most interesting
ones were crowdsourced from my playgroup.
-The
biggest change here is the consequences of a failed summon. The opposed
domination roll is largely the same as the one in the Core
Book, but I’ve expanded on the
repercussions of failure. I’ve added Minor Consequences which result in the
entity behaving in ways that aren’t overtly hostile, but will still cause
significant problems to the players. You will recognize many of the Major
Consequences and Disasters from the Core Book. What were known as Abstract Forms in the Core Book have been renamed to WORLD-SHATTERING DISASTERS,
but those Core Book entries are
goddamn masterpieces that I couldn’t find any ways to change.
-Formulaic
Summoning was a way to reorganize the Thaumaturgic Circles
and Sacrifices section in the Core
Book. Planar Signatures are a way to give
players the option to summon a specific entity again. These two are, in my
opinion, the shaky areas of the project and most subject to change.
-Changes contributed by Angus Warman at http://meanderingbanter.blogspot.com/.
-Changes contributed by Angus Warman at http://meanderingbanter.blogspot.com/.
This is awesome! Will definitely be using this for something, somehow, sooner than later!
ReplyDeletethis is a nice riff on the LotFP summon spell. I'd like to see an entire book of spells with similar (but not the same) mechanics: i.e., magic is chaotic, and if it gets out of control, you'll wish you hadn't screwed with the laws of the universe.
ReplyDeleteThat sounds like it would be really fun to make! And an exercise in trying to make a generator that can make complex things in a simple and user-friendly manner.
DeleteFantastic work! Amazingly detailed and metal
ReplyDeleteThank you so much! C:
DeleteAbsolute big love for this!
ReplyDeleteSummoning a random creature with the Save vs TPK generator was always a good time, but any time I had to dig into the manual version for whatever reason (mechanics that influence rolls, specific summons, etc) slowed everything to a crawl.
I'm stoked to see this in action, especially since Spwack's already put it in a generator!