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#Post#: 444--------------------------------------------------
Blueprint For A Lich
By: SuspiciousActivity Date: June 19, 2019, 1:09 pm
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Excerpt from page 36, of Dragon Magazine 26, 1979
Blueprint For A Lich - Vampire’s Blood, Belladonna & A Virgin’s
Heart Well Simmered
by Len Lakofka
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Preparation for Lichdom occurs while the figure is still alive
and must be completed before his first “death.” If he dies
somewhere along the line and is resurrected, then he must start
all over again. The lich needs these spells. Magic Jar, Trap the
Soul, and Enchant an Item, plus a special potion and something
to “jar” into.
The item into which the lich will “jar” is prepared by having
Enchant an Item cast upon it. The item cannot be of the common
variety, but must be of high quality, solid, and of at least
2,000 gold pieces in value. The item must make a saving throw as
if it were the person casting the spell. (A cleric would have
to have the spell Enchant an Item and Magic Jar thrown for him
and it is the contracted magic user’s level that would be used
for the saving throw.) The item can contain prior magics, but
wooden items are not acceptable.
Preparing the body of the living figure is done via a potion.
The potion is difficult to make and time consuming. It requires
these items;
A. 2 pinches of pure arsenic
B. 1 pinch of belladonna
C. 1 measure of fresh phase spider venom (under 30 days old)
D. 1 measure of fresh wyvern venom (under 60 days old)
E. The blood of a dead humanoid infant killed by a phase spider
F. The blood of a dead humanoid infant killed by a mixture of
arsenic
and belladonna
G. The heart of a virgin humanoid killed by wyvern venom
H. 1 quart of blood from a vampire or a person infected with
vampirism
I. The ground reproductive glands of 7 giant moths (head for
less than
60 days)
The items are mixed in the order given by the light of a full
moon.
When he drinks the potion (all of it) the following will occur;
1-10 No effect whatsoever other than all body hair falling out —
start over!
11-40 Coma for 2-7 days —the potion works!
41-70 Feebleminded until dispelled by Dispel Magic. Each attempt
to remove the feeblemind has a 10% chance to kill him instead if
it fails. The potion works!
71-90 Paralyzed for 4-14 days. 30% chance that permanent loss of
1-6 dexterity points will result. The potion works!
91-96 Permanently deaf, dumb or blind. Only a full wish can
regain the sense. The potion works!
97-00 DEAD —start over . . . if you can be resurrected.
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