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Page 1: Theorems and Thaumaturgy

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Theorems &Thaumaturgy

 Advanced Arcana for the Discerning Magic-User 

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Theorems &

Thaumaturgy Advanced Arcana for the Discerning Magic-User 

By Gavin Norman

Illustration: Cadanse D, Kelvin Green

Proofreading: Alex Scr!der, "im Pace#

LegalCo$yrigt %&'% Gavin Norman(

)S* logo: Co$yrigt %&'' Stuart *o+ertson( sed under license: Creative Commons Attri+ution -(& n$orted .CC B/ -(&0(

Illustrations: Co$yrigt %&'% Cadanse D, Kelvin Green, used under agreement(

1a+yrint 1ord2 is co$yrigt %&&34%&'', Daniel Proctor( 1a+yrint 1ord2 and Advanced 1a+yrint 1ord2 are trademar#s of Daniel Proctor( 5ese

trademar#s are used under te 1a+yrint 1ord2 5rademar# 1icense '(%, availa+le at  666(go+linoidgames(com(

5is $roduct is released under te terms of te )$en Game 1icense 7ersion '(&a, Co$yrigt %&&&, 8i9ards of te Coast, Inc(

'

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Table of ContentsIntroduction -

Section )ne Ne6 Classes

  ;lementalist <

  Necromancer '&

  7ivimancer %&

Section 56o 7ariant Classes

  =ey ;lf -&

  ;x$anded Illusionist --

Section 5ree 5omes

  5e Boo# of Dece$tions ->

  5e Boo# of =igurines and Pu$$ets -?

  5e Boo# of @eta4@agic <&

  5e Boo# of Pran#s <'

  5e Cronomancers 8or#+oo# <%  5e Dimensional 5reatise <-

  5e Prism Codex <<

  5e 5ome of )o9e and Slime <

  5e 5ome of te S$ider @age <

A$$endices

  I( )$tional *ules for @agic4sers <3

  II( Ne6 @onsters <>

  III( Ne6 @agic Items -

  I7( ;xam$le @emori9ed S$ells: ;lementalists

  7( ;xam$le @emori9ed S$ells: =ey ;lves 3

  7I( ;xam$le @emori9ed S$ells: Illusionists >

  7II( ;xam$le @emori9ed S$ells: @agic4sers ?

  7III( ;xam$le @emori9ed S$ells: Necromancers &

  I( ;xam$le @emori9ed S$ells: 7ivimancers '

Al$a+etical Index of S$ells %

)$en Game 1icense

Dedications and Thankstmost gratitude goes, of course, to te founders of our o++y, s$ecifically to tose creators of te early editions of te game 6ic tis +oo# is

designed as a com$anion to: Gary Gygax, Dave Arneson, 5om @oldvay, Dave Coo#, Steve @ars, =ran# @ent9er( I am also greatly inde+ted to Dan

Proctor for el$ing to +ring tese old games +ac# to life 6it te 6riting and $u+lication of 1a+yrint 1ord (

Euge tan#s to tose 6o ave so generously offered teir time and talents to tis +oo#: Cadanse, Kelvin, Alex, "im( Also to *o+ert @orris for

editing guidance, and Guy =ullerton of Caotic Eencmen Productions for is invalua+le series of articles on layout(

5an#s also go out to te oter $layers in my *PG grou$: Cristian, )le, )lga, /ves, Bart, Steve, Eei#o, aria, Se+ tan#s for saring your

imaginations, and for +eing o$en to $lay4testing all my ex$erimental classes and s$ellsF

56o final dedications: to te )S* +logos$ere for its unending ins$iration, and to Andrea for once as#ing me if I 6as into role$laying games(

%

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IntroductionS$ells I love temF So I decided to 6rite a +oo# full of tem(

Actually te seeds of tis $roect 6ere $lanted several years ago, 6en

Id ust started $laying old4scool DHD again, in te form of ADHD %nd

edition( I +egan 6riting some s$ells to fill out t6o of my favourite

scools of magic: necromancy and dimensionalism( Sortly after6ards I

discovered te unsto$$a+le ex$losion of creativity tat is te )ld Scool

*evival *enaissance and +egan to sare some of my creations( 5e

$ositive feed+ac# I received from te community ins$ired me to 6rite

more, and more, and more s$ells((( and no6 ere you are 6it tis

+oo#(

So 6ats in ereJ

5e +oo# is divided into five sections:

'( Ne6 classes:   tree ne6 magic4user classes .te elementalist,

te necromancer and te vivimancer0, eac 6it many ne6

s$ells(

%( 7ariant classes:  a fey4flavoured variation on te standard elf

class, for tose 6o 6ant teir elves to +e different from teir

magic4users, and an ex$ansion to te illusionist class, including

s$ells all te 6ay u$ to ?t level(

-( 5omes:  a selection of magical +oo#s, 6ic can +e introduced

into a cam$aign as treasure, eac containing a num+er of

s$ells around a s$ecific teme(

<( A$$endices:   some extra +its and $ieces 6ic may +e of

use((( ne6 monsters, ne6 magic items, and some o$tional

rules 6ic can +e used to modify te 6or#ings of arcane

magic in a cam$aign( Also included is a set of exam$le

memori9ed s$ell lists for eac magic4user class, for casters

ranging from 'st to '&t level( 5ese are $rovided as a tool

for 1a+yrint 1ords 6o need to uic#ly determine 6ic

s$ells an NPC s$ell4caster as memori9ed(

( S$ell index:  ere youll an al$a+etical index of all te s$ells intis +oo# and te Advanced ;dition Com$anion (

I o$e tat you find some fun and ins$iration in tese $ages(

How to Use this Book

5is +oo# is designed as a com$anion to te 1a+yrint 1ord  Advanced

;dition Com$anion  .A;C0, +uilding u$on te s$ell selection terein( 5e

A;C is reuired $urely as tis +oo# refers to many of te s$ells it

descri+es(

It is, o6ever, $erfectly $ossi+le to use te ne6 classes in +asic

1a+yrint 1ord , 6itout using te s$lit +et6een race and class 6ic is

introduced in te A;C( In tis case all elementalists, necromancers, and

vivimancers 6ould +e umans( 5e fey elf in section % is also descri+ed

as +ot a se$arate race and class, for use 6it te A;C, and as a race4

class, for com$ati+ility 6it +asic 1a+yrint 1ord (

)ter6ise, little need +e said ere, as eac 1a+yrint 1ord 6ill ave

teir o6n ideas a+out o6 to use all tese ne6 s$ells in teir o6n

cam$aign( As $resented, te +ul# of te ne6 s$ells is divided +et6een

te various ty$es of magic4user te tree ne6 classes and te t6o

variant classes( Eo6ever, it is of course a+solutely fine to sim$ly $ic# and

coose s$ells from tis +oo# for use +y existing magic4user caracters,

6itout ever s$ecifically creating caracters of te ne6 classes(

In sort, do 6it te ne6 material as you 6illF

 A Note on Spell Lists and Spell Acquisition

In te +asic 1a+yrint 1ord  game tere are only t6o arcane s$ell4casting

classes: te magic4user and te elf, +ot of 6om use te same list of

s$ells( 5e Advanced ;dition Com$anion  introduces te illusionist, 6it

its o6n almost com$letely uniue s$ell list( No6 in tis +oo# you 6il

find tree furter ty$es of s$ell4caster: te elementalist, te necromancer

and te vivimancerL again eac 6it teir o6n s$ell list containing many

ne6 s$ells uniue to tat class( 5e underlying $rinci$le ere is tat eac

ty$e of magic4user studies a totally se$arate form of magic, so a standard

magic4user cannot learn a s$ell from te necromancer s$ell list, and vice

versa( Some s$ells are sared +ot magic4users and necromancers can

learn te fear s$ell, for exam$le +ut te crossover is minimal(

8it te addition of more ty$es of magic4user, o6ever, comes a

$ro+lem( 5e usual 6ay in 6ic magic4users can ex$and teir

re$ertoire of s$ells is +y finding scrolls as treasure( In te +asic 1a+yrint

1ord   rules, any magic4user or elf can learn any s$ell from any scroll,

su+ect to te normal level restrictions( 8it te A;C comes te addition

of illusionist scrolls as treasure, 6ic are of no use to magic4users

exce$t $era$s as a commodity to sell( No6 6it te addition of tree

more  t y$es of magic4user, a scroll found in a treasure oard stands littlecance of actually +eing usa+le +y any given PC magic4user( 5is is a

same, +ecause tis sould +e a very exciting moment for te $layer

te cance of learning a ne6 s$ellF

)ne solution to tis $ro+lem is to allo6 magic4users of all ty$es to learn

and cast s$ells from oter s$ell lists, +ut 6it certain limitations, in order

to #ee$ some Mnice $rotectionM for eac ty$e of s$ecialist( It is

suggested tat magic4users of all ty$es +e allo6ed to memori9e u$ to

one s$ell $er s$ell level 6ic is not on teir normal s$ell list( 5is

allo6s a magic4user to learn a smattering of oter ty$es of magic, and to

ave a fe6 tric#s u$ is or er sleeve, 6ile still remaining fundamentally

tied to te style of magic e or se 6as originally trained in(

5e 1a+yrint 1ord may 6is to reduce te s$ell learning $ro+a+ility for

s$ells not on te magic4users normal s$ell list .a $enalty of 4'& to 4%is suggested0( A $rocess of s$ell researc may also +e reuired in order

to learn suc s$ells, as te magic4user must searc out +oo#s on te

to$ic, discuss 6it oter magic4users and $era$s even underta#e

training of some #ind( Suc researc sould clearly +e cea$er to

underta#e tan te te $rocess of creating an entirely ne6 s$ell one

6ee# and %&g$ $er s$ell level is suggested(

f !ivi"ancers and Druids

)ne of te ne6 classes $resented in te +oo#, te vivimancer 6ose

area of s$eciality is in 6ar$ing and controlling te forces of nature

clearly as some amount of overla$ 6it te druid class descri+ed in te

A;C( 5e vivimancer is, o6ever, a very different ty$e of caracter(

8ere druids act as sacred $rotectors of te +alance of nature, and are

tus inerently and strictly neutral in alignment, vivimancers ave nosuc $iloso$y, +eing sim$ly versed in te arcane mani$ulation of te

forces of nature(

5e vivimancer 6as in fact designed to some degree as an arcane

re$lacement for te druid, 6ic Ive $ersonally never +een a +ig fan of

5us in my o6n cam$aign, vivimancers are te ones 6o command te

$o6ers of nature, and druids do not exist at all .at least as a class of

adventurer0( ;ac 1a+yrint 1ord is of course free to use te classes as

tey 6is, and may decide to allo6 +ot druid and vivimancer

adventurers in a cam$aign( In tis case it is advisa+le for te 1a+yrint

1ord to come u$ 6it some rationale as to o6 and 6y vivimancers

and druids exist side +y side(

-

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Section One – New Classes

ElementalistRequirements: None

Prime Requisite: INTHit Dice: 1d4

Maximum Level: None

Elementalists are a specialied !orm o! ma"ic#user$ T%e& can use some

spells in common 'it% (ot% ma"ic#users and druids) (ut also %ave a

'ide selection o! ne' spells allo'in" t%em to invo*e t%e po'er!ul !orces

o! t%e elements$

Elementalists %ave t%e same 'eapon and armour restrictions as ma"ic#

users) and can use t%e same t&pes o! ma"ic items) includin" t%ose itemsusa(le to c%aracters o! all classes$ Ho'ever elementalists are "enerall&

onl& a(le to create ma"ic items '%ic% %ave a connection to t%e elements

+ !or example a 'and o! ice or a censer o! controllin" air elementals$

Elementalists can use scrolls containin" spells on t%eir spell list) (ut notscrolls o! ot%er ma"ic#user or i llusionist spells$

Elementalists advance usin" t%e same experience and spell acquisitionta(les as standard ma"ic#users$

Elementalist Spells Amalgam of Earth and Air 

Level: ,Duration: 1 turn

Ran"e: -ee (elo'

.it% t%is po'er!ul spell an elementalist can con/ure a lar"e quantit& o! asupernatural su(stance possessin" t%e qualities o! (ot% eart% and air$

T%is amal"am can (e !ormed into an& s%ape t%e caster desires) o! avolume up to 10 cu(ic !eet per caster level$ T%e caster %as complete

control over t%e amal"am !or t%e spells duration) (ein" a(le todetermine its properties !rom an& o! t%e !ollo'in": solid or su(stance#

less) %eav& or 'ei"%tless) (reat%a(le or su!!ocatin"$

T%e amal"ams !orm and properties can (e altered incredi(l& quic*l&)

'it% a mere t%ou"%t !rom t%e caster) and %e is a(le to move it at 'ill up

to 20 per round$ 3reatures inside t%e volume o! t%e amal"am ma&) at

t%e casters option) su!!er d2 %it points dama"e per round due tocrus%in" or su!!ocation$ 5 save versus paral&sis is allo'ed !or %al

dama"e$

5t t%e end o! t%e spells duration t%e amal"am disappears instantl&$

 Amalgam of Fire and Water 

Level: ,

Duration: 1 turnRan"e: -ee (elo'

-imilar to t%e spell amal"am o! eart% and air ) t%is spell creates a li*e

quantit& o! a su(stance '%ic% possesses t%e qualities o! (ot% !ire and'ater$ T%e properties '%ic% t%e amal"am can ex%i(it include an& o! t%e

!ollo'in": cold or %ot) smot%erin" or (urnin") !allin" or risin"$ T%eamal"am can cause up to d2 %it points dama"e per round to creatures

inside its volume) due to extreme cold) %eat or (urnin"$ 5 savin" t%ro'

versus paral&sis is allo'ed !or %al! dama"e$

Banish Elemental

Level: Duration: Instant

Ran"e: 160

T%is spell tar"ets creatures '%ic% are native to t%e elemental planes)

causin" t%em to return to t%eir plane o! ori"in$ 5 sin"le elemental o! an&

num(er o! Hit Dice is a!!ected$ Mindless or controlled elementals areautomaticall& (anis%ed) (ut !ree#'illed (ein"s !rom t%e elemental planesare allo'ed a savin" t%ro' to resist t%e e!!ect$

Banish Elementine

Level: 1

Duration: InstantRan"e: 160

T%is spell causes summoned elementines to return to t%eir plane o!

ori"in$ T%e num(er o! creatures a!!ected depends on t%e casters level +

up to 1 HD per level$

4

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Brimstone Monolith

Level: 7Duration: 4d2 rounds

Ran"e: 0

T%is po'er!ul and dan"erous spell creates a s%ort#lived dimensional ri!t)

summonin" !ort% t%e destructive po'ers o! t%e elemental planes o! !ireand eart%$

T%e incantations required to cast t%is spell are more complex t%an usual)

ta*in" several rounds to complete$ Durin" eac% round o! t%e castin" adi!!erent e!!ect occurs) as !ollo's$

• 1st round:  5n eart%qua*e  occurs) as t%e 8t% level spell)

centred on t%e caster$

• 2nd round:  5 monolit% o! (rimstone rips t%rou"% t%e

!ractured sur!ace o! t%e eart% 'it%in ran"e o! t%e caster$ T%e

monolit% is approximatel& 60 %i"% and 10 in diameter$ 5llcreatures 'it%in 20 o! t%e monolit%) includin" t%e caster) (ut

excludin" t%ose 'it% immunit& to !ire) su!!er 6d2 %it points

dama"e per round due to t%e searin" %eat and !lames '%ic%

surround it$

• 3rd round: 9pon t%e !inal round o! t%e incantation) t%e

dimensional "ate'a& is opened) summonin" !ort% violentelemental creatures see ta(le (elo';$ T%e summoned

creatures are not under t%e casters control) and are (ent oncausin" as muc% destruction as possi(le$

T%e castin" o! t%e spell durin" t%e !irst t%ree rounds cannot (e disrupted

(& dama"e caused as a direct result o! t%e spells e!!ects !rom t%eeart%qua*e  or !lames;$ Ho'ever i! t%e castin" o! t%e spell is interruptedin an& ot%er 'a&) t%e e!!ects descri(ed !or an& su(sequent rounds do not

occur$

<nce t%e spell is complete) t%e monolit% (e"ins to s%udder) emittin" adea!enin" roar) and s%ootin" out /ets o! ma"ma and s%eets o! !lame$

Ever& round a!ter t%e t%ird t%ere is a 1 in 4 c%ance o! a randoml&

c%osen tar"et 'it%in 100 (ein" %it (& one o! t%e monolit%s emissions)causin" =d2 dama"e save versus 'ands !or %al! dama"e;$

To determine '%ic% creatures pass t%rou"% t%e dimensional ri!t) roll 6d2:

Brimstone monolith, summoning results

2d6 Creature(s) ummoned

6 Imix) pri nce o! evil !ire creatures>$

+ = 5n e!reeti and 1d4 ,HD lava>> or !ire elementals$

2 + , 1d4 !lame terrors>>$

7 + 11 1d4 !lame salamanders$

16 5 !lame salamander) an e!reeti and 1d4 ,HD lava>> or!ire elementals$

> -ee t%e 5D?D @iend @olio$>> Descri(ed in 5ppendix II$

T%e "ate'a& allo's travel (ot% 'a&s (et'een t%e connected planes) t%us

it can (e used presuma(l& in unusual circumstances; as a means o!"ainin" entr& into t%e elemental planes o! !ire or eart%$

.%en t%e spells duration comes to an end) t%e monolit% recedes intot%e eart%) all summoned creatures disappear) and t%e dimensional ri!t

closes$

In addition to t%e dan"ers in%erent in castin" t%is spell) t%ere is a 60A

c%ance t%at t%e "ae o! Imix is cast upon t%e elementalist$ T%e attentiono! t%is (ein" is seldom s&mpat%etic$

Command Elemental !

Level: =Duration: 1 turn per level

Ran"e: -ee (elo'

T%is spell %as t'o possi(le e!!ects) c%osen (& t%e caster in t%e moment

%e casts t%e spell$ @irstl& it ma& (e used to ta*e control o! an elementalo! up to ,HD 'it%in 160$ 5 !ree#'illed elemental is allo'ed a savin"

t%ro' versus spells to resist) (ut i! it !ails it must o(e& t%e casters

commands un!ailin"l& !or t%e spells duration$ I! t%e tar"eted elemental is

alread& under t%e control o! anot%er 'iard eit%er (& use o! t%is spell) oras t%e result o! a summonin";) t%ere is a (ase =0A c%ance t%at t%e castercan "ain control o! it$ T%e c%ance o! success is modi!ied (& =A per

experience level di!!erence (et'een t%e caster and t%e controllin" 'iard)in t%e same 'a& as dispel ma"ic $

5lternativel&) t%e spell ma& (e used to au"ment a su(sequent castin" o!summon elemental I ) cast 'it%in t%e duration o! 1 turn per level$ In t%is

case t%e duration o! t%e summonin" is reduced to t%e remainin" durationo! t%is spell) (ut t%e elemental can (e controlled 'it%out concentration)

and 'it%out an& ris* o! it turnin" on t%e caster$

Command Elemental !!

Level: 2

Duration: 1 turn per levelRan"e: -ee (elo'

T%is spell 'or*s in t%e same 'a& as command elemental I ) (ut can

eit%er (e used to "ain control o! an elemental o! up to 16HD) or toau"ment a castin" o! summon elemental II $

=

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Command Elemental !!!

Level: 8Duration: 1 turn per level

Ran"e: -ee (elo'

T%is spell 'or*s in t%e same 'a& as command elemental I ) (ut can

eit%er (e used to "ain control o! an elemental o! up to 12HD) or toau"ment a castin" o! summon elemental III $

Conta"t Elemental #irit

Level: 4Duration: 1 turn

Ran"e: 160

T%is spell allo's an elementalist to a'a*en t%e latent elemental spirits'%ic% in%a(it natural !eatures on t%e prime material plane suc% as la*es)

rivers) "reat vistas) mountains and volcanoes$ 5n elemental spirit o! t%e

land) '%ic% is !r iendl& to t%e caster) is summoned$ T%e caster is t%en a(le

to converse 'it% it !or t%e duration o! t%e spell$ T%e elemental cannotserve t%e caster in an& 'a& except to divul"e in!ormation t%e caster

desires to *no' '%ic% is 'it%in its !easi(le sp%ere o! *no'led"e$

Conta"t $ther %lane (Elementalist)

Level: =

Duration: -pecialRan"e: 0

T%is spell is identical to t%e ma"ic#user spell o! t%e same name) except

t%at elementalists can onl& use it to contact po'er!ul (ein"s d'ellin" on

t%e elemental planes$

&emand

Level: 7Duration: Instant

Ran"e: 20

3ast in t%e presence o! a summoned d/inni or e!reeti) t%is spell !orces

t%e creature to "rant t%e caster a sin"le 'is%  as t%e 7t% level ma"ic#user

spell;$ T%e creature cannot den& t%e casters demand) (ut 'ill al'a&sattempt to t'ist t%e intent o! t%e 'is%  (& !ul!illin" it to t%e letter$ <nce

t%e 'is%  %as (een "ranted) t%e summoned creature is released and %as a=0A c%ance o! returnin" to its %ome plane and a =0A c%ance o!

immediatel& attac*in" t%e caster$ T%e "ranted 'is%  itsel! cannot (e usedto prevent t%e possi(ilit& o! t%e summoned creature attac*in" t%e caster$

Elemental Can"ellation

Level: 6

Duration: Permanent

Ran"e: 160

-imilar to t%e rd level ma"ic#user spell dispel ma"ic ) t%is spell ena(les

an elementalist to cancel on"oin" elemental#(ased ma"ical e!!ects$ .%en

invo*in" t%is spell t%e caster must c%oose '%ic% o! t%e !our primar&elements !ire) air) eart%) 'ater; 'ill (e a!!ected$ <nl& ma"ic o! t%ec%osen element ma& (e dispelled) (ut in all ot%er respects t%is spell

!unctions in t%e same manner as dispel ma"ic $

Elemental 'ate

Level: 7

Duration: -ee (elo'Ran"e: 0

.or*in" in t%e same manner as t%e 7t% level ma"ic#user spell "ate ) t%is

spell can onl& (e used to contact (ein"s on t%e elemental planes$

Elemental %lane %rote"tion

Level: =Duration: 1 da&

Ran"e: Touc%

T%is spell "rants t%e tar"et t%e a(ilit& to survive t%e natural

environmental %aards o! one o! t%e elemental planes$ T%e tar"et "ainst%e a(ilit& to (reat%e and to move !reel& t%rou"% t%e matter o! t%e

c%osen plane) and is un%armed (& an& pervasive dama"in" e!!ects suc%

as t%e omnipresent !lames on t%e plane o! !ire$ T%e spell %as no e!!ect

outside o! t%e elemental planes$

Elemental %lane %rote"tion, 1 *adius

Level: 8Duration: 1 da&

Ran"e: 10

T%is spell "rants protection !rom t%e %arm!ul e!!ects o! one elementalplane) in t%e same manner as t%e =t% level spell elemental plane

protection $ 5ll creatures remainin" 'it%in t%e area o! e!!ect areprotected$

Elemental %ortal

Level: ,Duration: 1 %our per level

Ran"e: 0

T%is spell opens a connection !rom t%e prime material plane directl& toone o! t%e elemental planes as c%osen (& t%e caster$ T%e portal is 10 in

diameter) and allo's creatures to travel (ot% 'a&s + t%e caster and alliesma& use it to enter t%e elemental plane) (ut it also allo's elementa

creatures to enter t%e material 'orld$ T%e portal can onl& (e created in alocation '%ere t%ere is an a(undance o! t%e appropriate element + a

volcano) an ocean) a mountain top) etc$

Elemental %ortal, 'reater 

Level: 7

Duration: -ee (elo'Ran"e: 0

-imilar to t%e ,t% level spell elemental portal ) t%is spell allo's t%e caster

eit%er to open a permanent portal to an elemental plane or to open atemporar& portal in a location 'it%out an a(undance o! t%e appropriate

element$ In t%e latter case t%e portal lasts !or 1 %our per caster level$

Elemental Wrath

Level: ,

Duration: 1 turn per level

Ran"e: 160

T%is dan"erous spell allo's an elementalist to unleas% a po'er!ul and

violent elemental (ein" '%ic% em(odies t%e 'ild and destructive natureo! t%e elements$ T%e spell requires an , %our ritual to cast) includin" t%e

sacri!ice o! 1)000"p 'ort% o! rare materials) and can onl& (e cast in t%epresence o! a lar"e quantit& o! t%e appropriate element + a %u"e !ire or

volcano) a %urricane) a 'ater!all or ra"in" ocean) a (arren mountainside$ T%e summoned (ein" %as t%e qualities o! a normal 12HD

elemental) 'it% t%e !ollo'in" di!!erences: 6HD) 53 #4) can onl& (edama"ed (& B or "reater enc%anted 'eapons) 2d, dama"e) dou(le

movement rate$ 5dditionall& t%e destruction 'rou"%t is so "reat t%at an&

creature comin" 'it%in 60 su!!ers 1d, dama"e per round$

T%e con/ured (ein" is 100 tall) non#intelli"ent and incredi(l& violent$ Itcannot (e controlled or (anis%ed (& t%e caster or (& an& spell or ma"ic

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item) and %as t%e sole aim o! causin" as muc% destruction as possi(le

durin" t%e duration o! its summonin"$

.ise casters seldom use t%is spell) and t%ose '%o do ensure t%at t%e&

%ave some readil& availa(le means o! escapin" !rom t%e pat% o! t%esummoned creature$

Even i! t%e caster avoids t%e creatures 'rat%) castin" t%is spell isextremel& taxin") and t%ere is a =A c%ance t%at t%e casters 3onstitution

'ill (e permanentl& reduced (& 1d4 points$

Firelight

Level: 1Duration: 1 %our) B1 turn per level

Ran"e: 70

T%e elementalist con/ures !ort% a (all o! !lic*erin" !lame) '%ic% s%edsli"%t (ut not %eat$ T%e (all o! !lame can (e mani!ested around t%e

casters %and) around an o(/ect %e %olds suc% as a sta!!;) or !loatin"a(ove %is s%oulder$

T%e !lame produced cannot (e used to i"nite ot%er o(/ects) and cannotcause dama"e$ Ho'ever at an& point durin" t%e spells duration) t%e

caster ma& cause t%e !lame to !lare suddenl&) dalin" an& creatures'it%in 0 '%o !ail a savin" t%ro' versus spells$ Daled creatures su!!er

#6 to attac* rolls !or 6 rounds$ T%e caster is not a!!ected (& t%e !lare) (ut%is allies ma& (e) unless 'arned to s%ut t%eir e&es$ 5!ter t%e !ireli"%t

!lares it disappears and t%e spell ends$

!n"inerate + n"inerate

Level: 6

Duration: -pecialRan"e: 60

T%is spell is cast as part o! a ritual resultin" in t%e trans!ormation o! ano(/ect into a pile o! enc%anted as%es '%ic% can later (e reinstated 'it%

t%e reversed !orm o! t%e spell$

To create t%e enc%anted as%es t%e caster must produce a !ire o! some

*ind eit%er ma"icall& or t%rou"% normal means; into '%ic% t%e o(/ectmust (e cast$ 5n& sin"le non#livin") non#ma"ical o(/ect can (e a!!ected)

alt%ou"% it cannot (e lar"er t%an a = cu(e$ T%e a!!ected o(/ect need not(e normall& com(usti(le + t%e ma"ic o! t%e spell can consume an&

su(stance$

T%e spell must (e cast as t%e o(/ect is placed into t%e !ire) and t%e

elementalist must continue t%e ritual castin" until t%e !ire %as died do'nand t%e (urned o(/ect %as crum(led to as%$ 5t t%is point t%e as%es o!

s%ould (e collected (& t%e caster and stored in a suita(le container$

5t a later date) usin" t%e reversed !orm o! t%e spell) enc%anted as%es can(e trans!ormed (ac* into t%e ori"inal o(/ect as it existed (e!ore it 'as

(urned$ T%e reinstatement ta*es 1d2 rounds) durin" '%ic% time an eerie

(lac* !ire surrounds t%e as%es$ T%e !ire causes 1d4 %it points dama"e to

an& creature in contact$

-asting Breath

Level: 1

Duration 1 turnRan"e: 10

T%e creature touc%ed "ains t%e a(ilit& to "o 'it%out ox&"en !or t%e

duration o! t%e spell$ T%is can "rant 'ater#(reat%in" creatures t%e a(ilit&to !unction in an air medium) and air#(reat%in" creatures to !unction

under'ater) !or example$ <ne creature per caster level can (e a!!ected$

Meld Elemental

Level: ,Duration: 1 turn

Ran"e: 20

3ast in t%e presence o! t'o elementals o! di!!erin" elements) t%is spel

causes t%em to mer"e into a sin"le (ein") uni!&in" t%e disparate andpossi(l& contradictor& elements$ T%e melded elemental %as t%e com(ined

%it points o! (ot% individuals) t%e immunities o! (ot%) and can c%oose on

a round (& round (asis to use t%e special a(ilities and attac*s o! one o!

its constituent elements$

I! %e does not alread& command t%em) t%e caster does not speci!icall&

"ain control o! t%e elementals as a result o! t%is spell$

%a"t of Brass

Level: 7Duration: 101 da&s

Ran"e: 0

T%is po'er!ul spell allo's a caster to (ind a summoned e!reeti intoservice !or 101 da&s) as detailed in t%e creatures description$ T%e e!reet

must !irst (e summoned 'it% anot%er spell or ma"ic item$ T%e (indin"o! t%e pact also requires t%e caster to prepare t'o (rass amulets + one

'%ic% %e must 'ear and one to (e 'orn (& t%e e!reeti$ T%ese amuletsmust (e inscri(ed 'it% ma"ical 'ritin") and cost at least 4)000"p eac%$

T%e po'er o! t%e spell is suc% t%at t%e summoned e!reeti cannot den&t%e pact and must accept t%e 'iards amulet$ <nce t%e pact is made) it

can onl& (e (ro*en i! eit%er o! t%e amulets leaves its o'ners possession$T%e (ound e!reeti cannot discard its amulet o! its o'n accordC %o'ever)

t%e& are intelli"ent) c%aotic and 'il& creatures) and o!ten contrive 'a&sto tric* t%e caster to command t%em to do so) t%us (rea*in" t%e pact$ I!

t%e pact is (ro*en (e!ore its proper end) t%e e!reeti is 70A li*el& to attac*t%e 'iard '%o (ound it$ 5 'iard ma& onl& (ind one e!reeti to service

at an& one time$

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*a. of Fire + Cold

Level: 1Duration: 1 round) B1 round per levels

Ran"e: 40

5 /et o! !lame or ic& cold s%oots !rom t%e casters !in"ertip) causin"

1d,B1 %it points dama"e to a sin"le tar"et in ran"e i! a success!ul attac*roll is made$ T%e ra& ma& (e used to attac* once per round !or t%e

spells duration) and can (e tar"eted a"ainst a ne' opponent eac%

round$

T%e caster must c%oose '%ic% e!!ect to create !ire or cold; '%en

memoriin" t%e spell$

*ead Magi" (Elementalist)

Level: 1

Duration: 1 turnRan"e: 0

T%is spell 'or*s in exactl& t%e

same 'a& as t%e ma"ic#user spello! t%e same name) except it

al lo's an elementalist tounderstand spel ls on t%e

elementalist spell list$ <t%er spellscan (e reco"nised usin" read

ma"ic ) (ut cannot (e understood(& an elementalist$

easong + Windsong +

Firesong

Level: 1

Duration: 1 turn per level

Ran"e: 0

T%is spell 'eaves a su(tle enc%antment into t%e natural sounds o! t%e

'ind) sea) rivers) 'ater!alls or !ire$ 5 source o! suc% sound must alread&

(e present + t%e spell cannot arti!iciall& create or en%ance it$

T%e enc%anted sound ta*es on a %&pnotic son"#li*e qualit& '%ic% can

a!!ect creatures in ran"e in one o! t'o possi(le 'a&s c%osen (& t%e

elementalist upon castin" t%e spell;$

@irstl& t%e spell can (e used to lull all creatures !ailin" a savin" t%ro'

versus spells into a state o! dro'siness and non#alertness$ 5lternativel&t%e spell can (e used to (rin" a(out a soot%in" and re!res%in" sleep in

'illin" tar"ets) allo'in" t%em to %eal 1d%p o! dama"e a!ter a !ull ni"%ts

rest$

ha#es

Level: 1

Duration: -ee (elo'Ran"e: 60

T%is spell "ives t%e caster t%e a(ilit& to !orm patterns and s%apes in ac%osen elemental su(stance 'it% in ran"e$

T&picall& t%is spell is used to create !orms in t%e motion o! !lames) t%e

!lo' o! 'ater or t%e spirallin" o! smo*e) (ut it can also (e used toinscri(e patterns in so!t eart% or dust$ T%e !orms created %ave no

ma"ical e!!ect) (ut ma& (e used to entertain or !ri"%ten on#loo*ers) orper%aps to pass messa"es$

T%e spells e!!ect lasts as lon" as t%e caster maintains concentration andper!orms no ot%er actions$

ummon Elemental !

Level: Duration: Permanent

Ran"e: 640

T%is spell !unctions in t%e same 'a& as t%e =t% level ma"ic#user spellcon/ure elemental ) (ut summons an elemental o! t%e 'ea*est t&pe + 'it%,HD$ In addition to t%e standard !ire) air) eart% and 'ater elementals

elementalists are also a(le to summon a variet& o! alternative elementals

usin" t%is spell see 5ppendix II;$

ummon Elemental !!

Level: 4

Duration: PermanentRan"e: 640

T%is spell !unctions in t%e same 'a& as t%e rd level summon elementa

I  spell) (ut summons an elemental o! t%e middle t&pe + 'it% 16HD$

ummon Elemental !!!

Level: =Duration: Permanent

Ran"e: 640

T%is spell !unctions in t%e same 'a& as

t%e rd level summon elemental I   spell(ut summons an elemental o! t%e

"reatest t&pe + 'it% 12HD$

ummon Elemental /orror 

Level: 4Duration: 1 turn per level

Ran"e: 160

T%is spell allo's t%e caster to con/ure !ort% a variet& o! evil creatures

!rom t%e elemental planes$ T%e caster can c%oose to summon one o! t%e

!ollo'in") '%ic% is (ound to serve unerrin"l& !or t%e duration: a !luid

(east) a soil !iend) a !lame terror) a 'ind %orror see 5ppendix II;$

ummon 'reater Elemental 0in

Level: 2Duration: 1 turn per level

Ran"e: 160

T%is spell allo's t%e caster to con/ure !ort% a variet& o! creatures !romt%e elemental planes$ 5t 11t% level t%e caster can c%oose to summon a

d/inni) sea serpent) 'ind 'al*er or xorn$ 5t 1t% level %e ma&alternativel& summon a !lame salamander$ 5t 1=t% level %e ma& summon

a !rost salamander) and at 18t% level an e!reeti$

T%e summoned creature is (ound to serve t%e caster unerrin"l& !or t%e

duration$

ummon Elementine

Level: 1Duration: 2 turns) B1 turn per level

Ran"e: 20

T%is spell summons a lesser elementine o! a t&pe c%osen (& t%e caster)

'%ic% appears 'it%in ran"e$ T%e caster %as complete control o! t%eelementine !or t%e duration o! t%e spell) and can command it to attac*

near(& !oes or per!orm ot%er tas*s 'it%in its capa(ilities$ 9nli*e t%esummon elemental  spells) t%e caster does not need to concentrate tocontrol t%e elementine$

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ummon 'reater Elementine

Level: 6Duration: 2 turns) B1 turn per level

Ran"e: 20

T%is spell !unctions in t%e same 'a& as summon elementine ) (ut

con/ures a "reater elementine o! a t&pe c%osen (& t%e caster$

idal For"e

Level: 6Duration: 1 round per level

Ran"e: 20

T%is spell creates an ampli!ied tidal !orce '%ic% ena(les t%e caster toin!luence t%e movements o! (odies o! 'ater and creatures '%ose

p%&sical structure is 'ater#(ased$ T%is includes most %umanoids) plants

and animals$ Eac% round t%e caster must c%oose '%ic% direction t%e tidal

!orce 'ill pus%$ 5ll a!!ected creatures in ran"e must ma*e a savin" t%ro'versus spells or (e pus%ed 60 in t%e c%osen direction$ T%e spell does

not %ave t%e !orce to li!t creatures o!! t%e "round or to prevent t%em!rom !allin"$

a"uum

Level: Duration: 1 round per level

Ran"e: 640

T%is spell causes t%e instantaneous removal o! all !orms o! "as) includin"

air) !rom a sp%erical volume o! = radius per level o! t%e caster) creatin" avacuum$ 3reatures inside t%e vacuum su!!er 1d4 dama"e per round due

to de#pressuriation) (ut ma& move !reel&$ 5ir#(reat%in" creatures 'il

(e"in to su!!ocate i! t%e& remain in t%e a!!ected area) and 'ill die in 6d2

rounds$ -ound is also prevented !rom propa"atin" t%rou"% and !romenterin" t%e vacuum) creatin" an area o! a(solute silence$

.%en t%e spells duration comes to an end) t%e surroundin" air rus%es

(ac* in) !illin" t%e vacuum$

Due to its "as removin" e!!ect) t%is spell is occasionall& use!ul as a

de!ence a"ainst spells suc% as cloud*ill $

Elementalist Spell List-pells !rom t%e standard spell lists in t%e 5E3 are mar*ed: 3 cleric;) D druid;) I il lusionist; or M9 ma"ic#user;$

1st leel

1$ anis% elementine

6$ urnin" %ands M9;

$ 3reate 'ater reversi(le; 3;4$ @eat%er !all M9;

=$ @ireli"%t2$ Lastin" (reat%

8$ Manipulate !ire M9;,$ Puri!& 'ater D;

7$ Ra& o! !ire cold10$ Read ma"ic

11$ Resist cold 3;16$ -eason" 'indson" !ireson"

1$ -%apes

14$ -ummon elementine

1=$ 9nseen servant M9;12$ .all o! vapor I;

2nd leel

1$ Detect ma"ic M9;

6$ Elemental cancellation$ @ire trap M9;

4$ @o" cloud I;

=$ Heat metal reversi(le; D;

2$ Incinerate uncinerate reversi(le;

8$ Produce !lame D;,$ P&rotec%nics M9;7$ Resist !ire 3;

10$ -ummon "reater elementine11$ Tidal !orce

3rd leel

1$ anis% elemental

6$ @ire(all M9;

$ @l& M9;4$ Fust o! 'ind M9;

=$ Protection !rom !ire D;2$ -tone s%ape D;

8$ -ummon elemental I,$ .ater (reat%in" D;

7$ Gacuum

4th leel1$ 3ontact elemental spirit6$ @ire s%ield M9;

$ @las% !ire reversi(le; D;4$ Ice storm M9;

=$ Lo'er 'ater D;2$ Move eart%) lesser M9;

8$ -ummon elemental II,$ -ummon elemental %orror

7$ Temperature control D;10$ .all o! !ire M9;

11$ .all o! ice M9;

5th leel

1$ 5tmosp%ere (u((le M9;6$ 3ommand elemental I

$ 3one o! cold M9;4$ 3ontact ot%er plane

=$ 3ontrol 'inds D;2$ Distort distance M9;

8$ Elemental plane protection

,$ @lame stri*e 3;7$ Pass'all M9;

10$ -ummon elemental III

11$ Transmute roc* to mud reversi(le; M9;16$ .all o! stone M9;

6th leel

1$ 3ommand elemental II

6$ 3ontrol 'eat%er M9;

$ @reein" sp%ere M9;4$ Move eart% M9;

=$ Part 'ater M9;2$ -tone to !les% reversi(le; M9;

8$ -ummon aerial servant 3;,$ -ummon "reater elemental *in

th leel

1$ 3ommand elemental III6$ 3ontrol 'eat%er) "reater D;$ Dela&ed (last !ire(all M9;

4$ Eart%qua*e D;=$ Elemental plane protection) 10 radius

2$ @ire storm reversi(le; D;8$ -tatue M9;

,$ .ind 'al* 3;

7th leel

1$ 5mal"am o! eart% and air

6$ 5mal"am o! !ire and 'ater

$ Elemental portal4$ Elemental 'rat%

=$ Incendiar& cloud M9;2$ Meld elemental

8th leel

1$ rimstone monolit%6$ Demand

$ Elemental "ate

4$ Elemental portal) "reater=$ Imprisonment M9;

2$ Meteor s'arm M9;8$ Pact o! (rass

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NecromancerRequirements: None

Prime Requisite: INT

Hit Dice: 1d4

Maximum Level: None

Necromancers are a specialized orm o ma!ic"user# T$e% $ave access to

some o t$e same spells as t$e standard ma!ic"user& as 'ell as some

spells in common 'it$ clerics# Necromancers also $ave a lar!e num(er

o unique spells '$ic$ !ive t$em !reat po'er over t$e orces o deat$

and undeat$#

Necromancers $ave t$e same 'eapon and armour restrictions as ma!ic"users& and can use t$e same t%pes o ma!ic items& includin! t$ose items

usa(le to c$aracters o all classes# Ho'ever necromancers are !enerall%

onl% a(le to create ma!ic items '$ic$ $ave a connection to t$e undead

or to t$e orces o deat$ )or example: a sta o 'it$erin!& or t$e ne'

items in *ppendix III+# Necromancers can use scrolls containin! spells on

t$eir spell list& (ut not scrolls o ot$er ma!ic"user or illusionist spells#

Necromancers advance usin! t$e same experience and spell acquisition

ta(les as standard ma!ic"users#

Necromancer Spells

Bind Spirit

Level: ,

Duration: -pecial

Ran!e: Touc$

T$is spell allo's t$e caster to summon a spirit rom (e%ond t$e !rave

and to (ind it into an o(.ect# T$e o(.ect is t$us im(ued 'it$ t$e po'er

o one o t$e ollo'in! necromantic spells: dar/ness !lo(e & exterminate &

$auntin! & preserve dead & unseen servant & ei!n deat$ & resist turnin! & seal

tom( # T$e o(.ect0s po'er is permanent in duration )unless t$e im(ued

spirit is released or dispelled& see (elo'+& and moves 'it$ t$e o(.ect#

T$ere is a 2 c$ance per mont$ t$at t$e (ound spirit 'ill escape#*lternativel%& '$en 'it$in ,30 o t$e o(.ect& t$e caster ma% c$oose to

release t$e spirit at an% time#

T$e released spirit maniests as a 'rait$& and is ree"'illed& not under

t$e caster0s control# nce t$e spirit $as (een released it cannot (e

returned to t$e o(.ect& endin! t$e spell#

T$e cast ma% also c$oose to !ive t$e enc$anted o(.ect a command

'ord# -pea/in! o t$e command 'ord 'it$in 530 o t$e o(.ect 'ill

release t$e trapped spirit#

T$e im(ued o(.ect radiates ma!ic and is treated as undead# In addition to

t$e normal means o dispellin!& t$e (ound spirit can (e released (% a

successul turnin! attempt )as a ,HD monster+#

T$e summonin! and (indin! o t$e spirit ta/es t$e orm o a t'o $ourritual& and requires t$e use o a su(stance composed o 633!p 'ort$ o

rare oils and t$e as$es o six cremated $umans#

Charm Undead

Level: 4

Duration: -pecial

Ran!e: 130

T$is spell unctions in t$e same 'a% as t$e ma!ic"user spell c$arm

monster  (ut onl% aects undead#

Choke

Level: Duration: 1 round per level

Ran!e: 730

T$is spell causes a pair o spectral $ands to clasp t$e t$roat o a sin!le

tar!et and to (e!in c$o/in! t$em# 8ac$ round o t$e spell t$e victim

suers 1d4 dama!e and ma/es attac/ rolls at "# T$e victim is allo'ed a

savin! t$ro' '$en t$e spell is cast& 'it$ success reducin! t$e c$o/in!

dama!e (% $al )rounded up+#

Due to t$e !$ostl% nature o t$e c$o/in! $ands& it is not possi(le or t$e

victim to 'renc$ t$em a'a%# Ho'ever t$e spell is ne!ated i t$e caster is

/illed or /noc/ed unconscious#

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Command Dead

Level: 1

Duration: 1 turn

Ran!e: ,30

T$is spell allo's t$e caster to control up to d9 HD o recentl% deceased

creatures& reanimatin! t$em as undead or a s$ort time#

T$e reanimated dead are mindless and are ull% under t$e caster0s

control# T$e% $ave 1d9 $it points& i!$t as monsters 'it$ HD equal to

t$ose t$e% $ad in lie& and can (e turned as zom(ies#T$e caster cannot command t$e reanimated creatures to use an% special

a(ilities )poison& (reat$ 'eapons& ma!ical a(ilities& etc#+ or to ma/e more

t$an one at tac/ per round# $en t$e duration expires t$e deceased all

immediatel% (ac/ into t$e !rip o deat$#

Command Undead (reversible)

Level: 1

Duration: -ee (elo'

Ran!e: ,30

T$is spell allo's t$e caster to attempt to control undead creatures&

(indin! t$em to $is 'il l#

* roll on t$e cleric0s Turnin! ;ndead Ta(le is made& as a cleric o t$ecaster0s level# * success indicates t$at t$e aected creature)s+ 'ill o(e%

t$e caster0s commands or 1d4 rounds# *n automatic turnin! result )T+

means t$e% 'ill o(e% t$e caster0s commands or 1d4 $ours& and a result

o D means t$at t$e% can (e commanded or 1d4 da%s# In an% case& t$e

spell0s eect is (ro/en i t$e controlled creatures are successull% turned

or commanded (% anot$er#

Turn undead & t$e reverse o command undead & allo's t$e caster to

attempt to turn undead creatures in t$e same 'a% as a cleric# )T$e

reversed version ma% not (e availa(le in some campai!ns& at t$e

La(%rint$ Lord0s discretion#+

Contact Spirit

Level: ,

Duration: -ee (elo'

Ran!e: ;nlimited

T$is spell 'or/s similarl% to spea/ 'it$ dead & (ut allo's t$e caster to

communicate 'it$ t$e spirit o an% deceased (ein! '$ose name is

/no'n# T$e duration& num(er o questions and maximum a!e o t$e

spirit depend on t$e caster0s level& exactl% t$e same as 'it$ spea/ 'it$

dead #

T$e spirit communicates as a aint voice rom (e%ond t$e !rave& audi(le

to all c$aracters 'it$in 530 o t$e location '$ere t$e spell is cast#

Po'erul spirits ma% (e allo'ed a savin! t$ro' versus spells to resist

(ein! contacted#

Corpse Visage

Level:

Duration: 1 da% per level

Ran!e: Touc$

T$is spell allo's t$e caster to ta/e on t$e acial appearance and voice o

t$e corpse o someone recentl% dead )'it$in one 'ee/+#

T$e caster0s ace relects t$e exact state o t$e corpse& and 'ill deca% as

it deca%s# Nonet$eless t$e spell is oten enou!$ to ac$ieve t$e desired

deception#

Curse of Undeath

Level: ,

Duration: Permanent

Ran!e: 530

T$e necromancer places a curse on a sin!le tar!et in ran!e& declarin!

t$at t$eir ate upon deat$ is to rise a!ain as undead# T$e tar!et ma%

ma/e a savin! t$ro' versus spells to resist# I t$e save ails& t$e doom is

unavoida(le& except i dispelled (% remove curse  or limited 'is$ #

T$e exact orm o undead '$ic$ t$e victim (ecomes depends on t$evictim0s level or Hit Dice& and is determined (% t$e La(%rint$ Lord#

Death Geas

Level: <

Duration: -ee (elo'

Ran!e: 530

-imilar to t$e cleric spell quest & t$is spell compels t$e tar!et to

underta/e a quest determined (% t$e caster# T$e deat$ !eas  unctions

identicall% to t$e clerical spell& 'it$ t$e addition t$at i t$e victim dies

'$ile perormin! t$e quest $e 'ill rise as undead and not rest until t$e

quest is ulilled#

T$e t%pe o undead t$e victim rises as depends on t$e victim0s level or

Hit Dice& and s$ould (e determined (% t$e La(%rint$ Lord#

Death Recall

Level:

Duration: 1 turn

Ran!e: Touc$

;pon castin! t$is spell and touc$in! t$e (od% o a creature '$ic$ $as

died 'it$in t$e last 4 $ours& t$e caster enters a trance state# $ile in

t$e trace t$e caster experiences a vision o t$e last 13 minutes o t$e

creature0s lie& endin! 'it$ its deat$& at '$ic$ point t$e caster 'a/es

rom t$e trance# T$e vision is rom t$e point o vie' o t$e tar!etcreature& and over'$elms t$e caster0s o'n senses or t$e duration#

Detach Graft

Level: 4

Duration: -ee (elo'

Ran!e: Touc$

=astin! t$is spell and touc$in! a (od% part causes it to detac$ rom its

o'ner& '$o can t$en control t$e part as an independent entit%# T$us

$ands ma% cra'l around& le!s ma% $op& and even $eads can (e detac$ed

and rolled# I t$e tar!et is un'illin!& a save versus spells is allo'ed to

resist t$e detac$ment#

T$e detac$ed (od% part can (e controlled or up to 1 turn per level o

t$e caster& ater '$ic$ it must (e retrieved and reattac$ed to t$e (od%

)'$ic$ $appens automaticall%+# I t$e (od% part is not reattac$ed durin!

t$e spell0s duration it dies#

;sin! t$e reversed version o t$e spell& !rat & (od% parts lost in an% 'a%

ma% (e replaced eit$er (% reattac$in! t$e missin! part or (% !ratin! on

replacement parts cut rom anot$er livin! or recentl% dead creature# It is

entirel% possi(le to !rat (od% parts rom incon!ruous species to!et$er#

T$e !rat is permanent& (ut t$e recipient )'$ic$ ma% (e t$e caster

$imsel+ must ma/e a transormative s$oc/ roll# I t$e roll ails t$e !rat

does not ta/e& and 'ill 'it$er and all o in 1d, 'ee/s#

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Detect Disease

Level: 1

Duration: Instant

Ran!e: 530

T$is spell ena(les t$e caster to detect '$et$er a sin!le o(.ect or creature

carries a disease# >ot$ normal and ma!ical diseases can (e detected&

and t$e caster $as a 62 c$ance per level o detectin! t$e exact t%pe o

disease carried#

Detect Undead

Level: 1

Duration: 5 turns

Ran!e: ,30

T$is spell ena(les t$e caster to detect t$e presence o an% /ind o

undead creatures 'it$in ran!e# T$e spell does not indicate t$e precise

location or t%pe o an% undead detected& onl% t$eir direction# It is (loc/ed

(% 1 oot o stone& 5 eet o eart$ or a t$in la%er o metal#

D!ing "ords

Level: 1

Duration: -ee (elo'

Ran!e: ,30

T$is spell causes a corpse to spea/& utterin! a s$ort p$rase )up to a

maximum o a e' sentences+ as determined (% t$e caster# $ile t$e

spell is oten used to put 'ords into t$e mout$s o t$e recentl% deceased&

t$e corpse to (e aected ma% (e o an% a!e ? even a s/ull ma% (e made

to spea/#

T$e aected corpse ma% eit$er (e made to spea/ immediatel% as t$e

spell is cast& or enc$anted to deliver its messa!e at a later date# In t$e

latter case t$e messa!e 'ill (e uttered '$en an% intelli!ent (ein! ot$er

t$an t$e caster comes 'it$in 130 o t$e corpse#

#$terminate

Level: 1

Duration: Instant

Ran!e: 160

T$is spell instantl% /ills vermin creatures& includin! small rodents& insects

and spiders# I used a!ainst extremel% small creatures )1 $it point or less+&

all creatures in an area up to 1 cu(ic oot per level o t$e caster are

/illed# Lar!er creatures )up to , $it points+& includin! !iant versions o

normal vermin& can also (e tar!eted& (ut are allo'ed a savin! t$ro'

versus deat$# T$e caster is a(le to /ill one suc$ creature per level#

-ummoned amiliars and creatures o !reater t$an animal intelli!ence are

not aected#

Gaseous %orm

Level: 6

Duration: -pecial

Ran!e: 3

T$is spell causes t$e caster and ever%t$in! $e is carr%in! to transorm

into a cloud o mist# $ile in !aseous orm t$e caster can onl% (e

$armed (% ma!ic& and can neit$er attac/ nor cast spells# T$e caster can

move at 30 per round& and can pass t$rou!$ small crac/s and $oles#

T$e spell lasts as lon! as t$e caster desires& $o'ever once $e $as let

!aseous orm and returned to p$%sicalit% t$e spell ends#

Ghoul &ouch

Level:

Duration: 1 round per level

Ran!e: Touc$

T$is spell causes an% $umanoid creatures touc$ed (% t$e caster to (e

paral%sed or d4 turns# T$e tar!et is allo'ed a savin! t$ro' versus

paral%sis to resist t$e eect# 8lves and $umanoids lar!er t$an o!res are

not aected (% t$is spell#

Guardian Spirit

Level: 6

Duration: 1 da% per level

Ran!e: 3

T$e caster summons a lost soul rom t$e under'orld and tas/s it to

!uard t$e location '$ere t$is spell is cast# nce summoned& t$e spirit

lies dormant and invisi(le in t$e locale to (e protected& (ut 'ill maniest

in one o a num(er o 'a%s '$en an% livin! (ein! enters t$e area#

@irstl%& t$e caster ma% c$oose or t$e spirit to maniest as a 'rait$ and to

attempt to i!$t o intruders# -econdl%& t$e caster ma% 'is$ t$e spirit to

maniest at $is current location& 'arnin! o t$e intrusion# Lastl%& t$e

caster ma% c$oose or t$e spirit to maniest as a c$illin! o!& $avin! t$esame eects as t$e o! cloud  spell& (ut additionall% causin! 1$p o cold

dama!e per round#

*ll orms o maniestation o t$e !uardian spirit 'ill onl% $appen once&

ater '$ic$ t$e spirit is released rom its tas/#

T$e summonin! and (indin! o t$e !uardian spirit ta/es t$e orm o a

t'o $our ritual& and requires t$e dust o sixteen $umanoid s/ulls and a

(lac/ opal 'ort$ 63!p to (e sprin/led t$rou!$out t$e area#

'aunting

Level: 1

Duration: 1 turn per levelRan!e: ,30

T$is spell places an enc$antment on t$e area '$ere cast& causin! it to

ex$i(it si!ns o (ein! $aunted# *t t$e caster0s c$oice& o(.ects ma% rattle

or all o t$eir o'n accord& p$antasmal noises ma% (e $eard& or a !$ostl%

orm ma% maniest#

* $auntin! ma% (e dispelled (% t$e cleric spell (less & and is suscepti(le

to turnin!& as a 1 HD monster#

nter (reversible)

Level: 4

Duration: Permanent

Ran!e: ,30

Inter  causes one tar!et 'it$in ran!e to (e pulled into t$e eart$ over t$e

course o d4 rounds# * save versus deat$ is allo'ed to resist t$e spell&

and t$e interment ma% (e prevented i t$e victim is aided (% our or

more creatures o avera!e -TR# t$er'ise t$e victim is dra!!ed 130

do'n 'it$ no 'a% out#

T$e reversed spell& ex$ume & causes (uried (odies 'it$in ran!e to rise to

t$e surace o t$e eart$# T$e caster ma% optionall% c$oose '$ic$ (odies

are ex$umed& per$aps (% readin! names rom !ravestones# =orpses

(uried deeper t$an 30 cannot (e ex$umed#

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no*ledge of +ife

Level: ,

Duration: Instant

Ran!e: ,30

T$e caster !ains an instant insi!$t into t$e $istor% and personalit% o an

undead creature durin! its ormer mortal lie# T$e o(.ective ans'er to

one speciic question ma% also (e !ained& t$ou!$ secrets /no'n onl% to

t$e tar!et cannot (e divined# Aer% po'erul undead suc$ as vampires or

lic$es are allo'ed to ma/e a savin! t$ro' to resist#

+end Strength or %ortitude (reversible)

Level:

Duration: 1 turn per level

Ran!e: Touc$

T$is spell allo's t$e caster to transer $is p$%sical stren!t$ or

constitution to t$e tar!et# T$e caster temporaril% loses up to 1 point o

-TR or =N per 5 levels& and t$e tar!et !ains t$e same num(er o

points in t$e selected attri(ute#

T$e reversed version o t$e spell& leec$ stren!t$ or ortitude & allo's t$e

caster to attempt to steal t$e p$%sical stren!t$ or constitution o ot$er

(ein!s# T$e tar!et is allo'ed a savin! t$ro' versus paral%sis& '$ic$& i

ailed& results in t$e loss o 1 point o -TR or =N per 5 levels o t$e

caster# T$e caster temporaril% !ains t$e leec$ed attri(ute points#

T$is spell $as no eect on undead creatures#

+ich &ouch

Level: ,

Duration: 1 round per level

Ran!e: Touc$

T$e caster0s touc$ $as t$e po'er to inlict 1d13 points o cold dama!e

and permanent paral%sis# * savin! t$ro' versus paral%sis is permitted to

avoid t$e latter eect& '$ic$ can ot$er'ise onl% (e cured (% ma!ic#

+ocate Remains

Level: 1

Duration: 1 turn& B1 turn per levels

Ran!e: ,30

T$is spell allo's t$e caster to detect t$e location o t$e remains o an%

dead creatures in ran!e# T$is includes corporeal undead suc$ as

s/eletons& zom(ies and !$ouls& alt$ou!$ t$e caster cannot distin!uis$

t$em rom normal corpses#

*lternativel%& i t$e caster possesses a personal item or small (od% part

o a speciic individual& t$en t$at individual0s remains can (e sou!$t 'it$

t$is spell# In t$is case t$e remains o ot$er creatures are not detected#

,umm! &ouch

Level: 4Duration: 1 round per level

Ran!e: Touc$

T$is spell causes an% creature touc$ed (% t$e caster to (e alicted 'it$

t$e $ideous curse o rottin! '$ic$ is transmitted (% t$e touc$ o a

mumm%# T$e victim cannot receive t$e (eneit o ma!ical $ealin!& and

$eals naturall% at 1C13t$ o t$e normal rate# T$e curse can (e cured

'it$ t$e spell remove curse #

-rgan &ransference

Level: ,

Duration: Permanent

Ran!e: Touc$

T$is spell ena(les t$e transplantation o various (odil% or!ans rom one

(ein! to anot$er# T$e aected creatures must (ot$ (e o t$e same

species and must (ot$ (e alive# T$e or!ans to (e transerred must (e

p$%sicall% cut rom t$e (odies o t$e su(.ects and transplanted ? t$is

spell onl% causes t$e usin! o t$e ne' or!ans into place and t$e $ealin!

o an% 'oundin! inlicted (% t$e process#

=ommonl% transerred or!ans include t$e e%es and t$e $eart& (ut an%

or!an except t$e (rain ma% (e transerred# Transplantin! a $ealt$% $eart

can restore =N lost due to a!ein!& disease or ma!ic#

T$e caster $as t$e option o actuall% exc$an!in! t$e or!ans o (ot$

creatures& or o simpl% removin! an or!an rom one and transerrin! it to

t$e ot$er#

-rgan &ransference. Greater 

Level: 9

Duration: Permanent

Ran!e: Touc$

T$is spell unctions in t$e same 'a% as t$e ,t$ level or!an transerence 

and additionall% ena(les t$e transplantation o t$e (rain rom one (ein!

to anot$er& essentiall% causin! a permanent (od% s'ap#

It is rumoured t$at some necromancers $ave discovered a tec$nique

allo'in! t$em to use t$is spell to transer t$eir o'n (rain into t$e (od%

o a victim#

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/ass Undead

Level: 1

Duration: 1 turn per level

Ran!e: Touc$

T$is spell renders t$e creature touc$ed completel% undetecta(le to

undead# T$e spell0s recipient can ta/e an% non"$ostile actions in t$e

presence o undead and 'ill (e i!nored# I t$e tar!et attac/s an% undead

creatures& $is presence is revealed& (ut even t$en onl% to t$e individuals

'$ic$ 'ere attac/ed#

;ndead 'it$ !reater t$an 6 Hit Dice are allo'ed a savin! t$ro' to

detect an%one protected (% t$is spell& and undead 'it$ 7 or more Hit

Dice are never deceived (% t$e spell#

/ortent of Doom

Level: 6

Duration: 1 da% per level

Ran!e: ,30

it$ t$is spell& t$e necromancer $as t$e a(ilit% to place a po'erul curse

upon a sin!le tar!et 'it$in ran!e#

T$e tar!et is allo'ed a savin! t$ro' versus spells to resist t$e portent# I

t$e savin! t$ro' ails t$e victim 'ill all under a deat$l% curse invo/in!t$e po'ers o rcus& prince o t$e undead#

nce t$e curse is in place& t$e victim 'ill (e visited once per da% o t$e

spell0s duration (% an undead assailant# T$e attac/ers 'il l (e o Hit Dice

equal to t$e victim0s level& up to a maximum o ,HD )spectres+# T$e% 'ill

appear out o no'$ere 'it$in ,30 o t$e victim& pronounce t$e victim0s

doom& and proceed to attac/# T$e time o t$eir appearance eac$ da%

cannot (e predicted#

/reserve Dead (reversible)

Level: 1

Duration: 1 da% per level

Ran!e: 530

T$is spell prevents t$e onset o deca% in one or more dead (odies in

ran!e# ne corpse per t'o levels o t$e caster can (e aected# @or t$e

spell0s duration t$e condition o t$e (odies is perectl% preserved# *lso&

or t$e duration o t$e spell& creatures '$o are destined to rise as

undead )suc$ as t$ose slain (% a !$oul+ 'ill not do so#

;se o t$is spell extends t$e amount o time at '$ic$ raise dead   is

eective# It can also (e used in con.unction 'it$ animate dead   in t$e

creation o zom(ies ? corpses '$ic$ are irst preserved and t$en

animated !ain one additional $it point per Hit Die#

T$e reverse o t$is spell& rot & causes an equal num(er o corpses to rot

completel% a'a% in t$e course o a turn# nl% s/eletons remain#

Raise Dead. +esser 

Level: 4

Duration: -ee (elo'

Ran!e: 130

T$is spell 'or/s similarl% to t$e cleric spell raise dead & ena(lin! t$e

necromancer to (rin! t$e dead (ac/ to lie# T$e onl% dierence is t$at

t$is spell does not $ave t$e po'er to permanentl% resurrect# T$e raised

creature suers t$e t'o 'ee/ period o 'ea/ness& as descri(ed in raise

dead & and ma% t$en act as normal or one da% per level o t$e caster#

nce t$is !race period $as passed& t$e creature must roll eac$ da% on

t$e ollo'in! ta(le& 'it$ a cumulative B52 modiier per da%#

Raise dead. lesser. dail! effects

d0 Result

31 ? 4 Lose 1d4 $it points#

6 ? 54 Lose one point o =N#

56 ? 44 Lose one point o D8#

46 ? 64 Lose one point o -TR#

66 ? 67 @in!ers& teet$ or $air start rottin! a'a% or allin!

out# =H* reduced (% one#

,3 ? ,4 * lim( dies and drops o#

,6 ? ,7 Lose one experience level#

<3 ? <5 vercome 'it$ murderous lust#

<4 ? <9 ver'$elmed 'it$ sorro'#

<7 ? 95 =an no lon!er (ear to eat ? starvation (e!ins#

94 ? 9< =an onl% !ain sustenance t$rou!$ canni(alism ?

ot$er'ise starvation (e!ins#

99 ? 71 >ecome semi"corporeal ? *= improves (% points&

(ut una(le to manipulate ine o(.ects#

7 ? 74 >ecome ull% incorporeal ? can onl% (e $armed (%

ma!ical 'eapons& (ut cannot aect t$e p$%sical

'orld in an% 'a%#

76 ? 77 >ecome undead )t$e La(%rint$ Lord decides '$ic$t%pe+#

33B Deat$#

Ra! of /ain

Level:

Duration: Instant

Ran!e: 160 per level

T$is spell creates a ra% o s$ado'% ener!% '$ic$ leaps rom t$e caster0s

$and to'ards t$e c$osen tar!et& '$o must ma/e a savin! t$ro' versus

spells# I t$e save is successul t$e victim ta/es 1d4 $it points o dama!e

I t$e save ails t$e victim suers 1d, points o dama!e plus one point

per level o t$e caster& and is aected (% a 'rac/in! pain lastin! until t$e

end o t$e next round# T$e pain causes a "1 penalt% to attac/ rolls&savin! t$ro's& *rmour =lass and a(ilit% c$ec/s#

;ndead are not aected (% t$is spell#

Read ,agic (1ecromancer)

Level: 1

Duration: 1 turn

Ran!e: 3

T$is spell 'or/s in exactl% t$e same 'a% as t$e ma!ic"user spell o t$e

same name& except it allo's a necromancer to understand spells on t$e

necromancer spell list# t$er spells can (e reco!nised usin! read ma!ic&

(ut cannot (e understood (% a necromancer#

Reassemble

Level: 4

Duration: Instant

Ran!e: ,30

T$is spell allo's a necromancer to repair dama!e done to all orms o

corporeal undead# * total o 1d, $it points per t$ree levels o t$e caster

can (e repaired# T$e $it points ma% (e divided (et'een an% num(er o

undead 'it$in ran!e# Note t$at unli/e clerical $ealin! spells& even

undead '$ic$ $ave (een /illed )i#e# reduced to 3 or lo'er $it points+

'it$in t$e last turn ma% (e restored 'it$ t$is spell#

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Reinstate Spirit

Level: 7

Duration: Permanent

Ran!e: ;nlimited

T$is spell allo's t$e caster to summon t$e spirit o a deceased (ein!

'$ose name is /no'n and to cause it to (e reinstated into a corpse

'$ic$ is in t$e caster0s presence# T$e maximum a!e o spirit '$ic$ can

(e reinstated is dependant on t$e caster0s level& as 'it$ spea/ 'it$ dead #

T$e reinstated spirit retains its personalit% and all /no'led!e o its lie)and (e%ond+# nce reinstated it (ecomes an undead creature equivalent

to a 'i!$t#

T$e ne'l% undead creature is not necessaril% in an% 'a% avoura(l%

disposed to'ards t$e caster& and ma% resent (ein! orci(l% (rou!$t into a

state o undeat$# Po'erul spirits ma% (e allo'ed a savin! t$ro' versus

spells to resist (ein! reinstated#

T$e castin! o t$is spell to revive t$e spirits o t$e lon!"dead can (e

extremel% taxin! on t$e caster0s sanit%# $en reinstatin! a spirit '$ic$

$as (een deceased or <3 %ears or more& t$e caster must ma/e a savin!

t$ro' versus spells or permanentl% lose one point o I-# @or spirits o

143 %ears or older t$e save at a " penalt%& and or t$ose o 1&333 %ears

or older a "4 penalt% applies#

Resist &urning

Level:

Duration: rounds per level

Ran!e: 160 radius

T$is spell protects undead creatures in t$e area o eect rom (ein!

turned (% a cleric or (% t$e reversed orm o command undead # T$e

spell is eective a!ainst a sin!le turnin! attempt made 'it$in t$e

duration# $en a turnin! attempt is made& t$e La(%rint$ Lord s$ould

roll 1d3& ad.usted (% t$e dierence (et'een t$e caster0s level and t$e

level o t$e turnin! c$aracter# I t$e result o t$e roll is 13 or !reater t$e

turnin! attempt is nulliied#

T$e spell0s eects can (e centred on t$e caster& anot$er creature& or on a

c$osen o(.ect or location#

Sacrificial Resurrection

Level: ,

Duration: Permanent

Ran!e: Touc$

>% ma/in! a (ar!ain 'it$ t$e po'ers o deat$& t$e necromancer can

exc$an!e one soul or anot$er& (rin!in! a dead creature (ac/ to lie in

return or a sacriice o equal ma!nitude# T$e spell unctions in (asicall%

t$e same manner as raise dead & (ut requires t$e sacriice o one or more

intelli!ent (ein!s& '$ose total Hit Dice must equal t$at o t$e creature

(ein! revived#

Seal &omb (reversible)

Level:

Duration: -ee (elo'

Ran!e: ,30

T$is spell places a ma!ical seal upon a sin!le cr%pt door 'it$in ran!e&

causin! it to close and (ecome ma!icall% loc/ed in t$e same manner as

t$e ma!ic"user spell $old portal # T$e caster $imsel can pass t$rou!$ t$e

door un$indered& and can optionall% !rant access to undead# T$e spell

ma% also (e used to seal closed a sin!le sarcop$a!us or coin lid# T$e

seal lasts or one %ear#

T$e reversed version& open tom( & causes a cr%pt door or coer lid to

open& (%passin! an% 'ardin! ma!ic placed upon it# -pells suc$ as sea

tom(  and arcane loc/  are simpl% dispelled& '$ile ot$er 'ardin! spells are

(%passed or 1 turn# -pells o 6t$ level or a(ove are unaected#

Skeletal 2rm! 

Level: 9

Duration: 1 $our per level

Ran!e: 130

=ast in a !rave%ard& or at t$e site o a (attle& t$is spell causes up to 1d,HD o s/eletons per level o t$e caster to reanimate and rise up rom t$e

eart$ read% to do t$e caster0s (iddin!#

$en t$e duration ends t$e raised s/eletons crum(le to dust#

Skeletal Servitor 

Level: 1

Duration: , turns& B1 turn per level

Ran!e: Touc$

T$is spell causes a sin!le $umanoid s/eleton to reanimate under t$e

caster0s control or t$e duration# *part rom t$e s$ort duration and t$e

limitation o a sin!le s/eleton& it unctions in t$e same 'a% as animate

dead #

Skull Sight

Level: 5

Duration: 1 turn

Ran!e: ;nlimited

T$is spell allo's t$e caster to see t$rou!$ t$e e%e soc/ets o a s/ul

'$ic$ $e $as speciall% prepared (% anointin! it 'it$ a mixture made

rom rare $er(s )costin! 633!p+ and t$e e%e(all o an undead creature#

I t$e caster $as anointed several s/ulls or use 'it$ t$is spell& $e can

reel% s'itc$ (et'een t$em 'it$in t$e spell0s duration#

Skull Speech

Level: 5

Duration: 1 turn

Ran!e: ;nlimited

T$is spell allo's t$e caster to $ear and spea/ t$rou!$ a s/ull '$ic$ $e

$as speciall% prepared (% anointin! it 'it$ a mixture made rom rare

$er(s )costin! 633!p+ and t$e ton!ue o an undead creature# It is not

possi(le to cast spells t$rou!$ t$e enc$anted s/ull# T$e ran!e o t$e

s/ull0s $earin! is 30#

I t$e caster $as anointed several s/ulls or use 'it$ t$is spell& $e can

reel% s'itc$ (et'een t$em 'it$in t$e spell0s duration#

Shado* &ouch

Level: 1

Duration: 5 rounds& B1 round per level

Ran!e: Touc$

T$e caster0s $ands are enveloped 'it$ a (lue !lo' '$ic$ can (e used to

dama!e t$e lie ener!% o an% livin! creature touc$ed ? causin! 1d4 $it

points dama!e and t$e loss o one point o -TR# T$e touc$ed creature is

allo'ed a savin! t$ro' versus spells to avoid t$e eects o t$e c$ill

touc$# =reatures '$o do not $ave a rated -TR score instead suer a "1

penalt% to attac/s eac$ time t$e% are touc$ed# Lost points o stren!t$

are recovered at a rate o one per $our#

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Spectral 'and

Level:

Duration: rounds per level

Ran!e: 1330& B130 per level

* !$ostl% !lo'in! $and appears 'it$in

t$e spell0s ran!e '$ic$ t$e caster can

direct as 'illed# $ile t$e $and exists it

can (e used to deliver an% touc$ spell o

4t$ level or lo'er '$ic$ t$e necromancer

casts& !rantin! a B attac/ (onus#

=ontrollin! t$e $and requires t$e caster0s

ull concentration# I $e perorms an%

ot$er actions durin! t$e spell0s duration&

t$e $and returns and $overs close (%#

T$e $and is ormed o t$e caster0s lie

orce& t$us is vulnera(le to attac/# It can

onl% (e $armed (% ma!ical 'eapons or

spells& and $as an *rmour =lass o "# I

t$e $and is dama!ed it disappears and t$e

caster suers 1d4 $it points o dama!e#

Steal +ife %orceLevel: 7

Duration: Permanent

Ran!e: Touc$

T$is spell a!es t$e tar!et and re.uvenates t$e caster# It is used (% some

evil necromancers to indeinitel% extend t$eir liespan (% stealin! t$e

lives o victims# I t$e tar!et ails a savin! t$ro' versus deat$& $e is a!ed

1d13 %ears& and t$e caster is re.uvenated t$e same num(er o %ears#

I t$e tar!et is a!ed (e%ond $is natural liespan& $e dies# T$e caster

cannot re.uvenate $imsel to %oun!er t$an 3 %ears old#

8ac$ time t$is spell is used t$ere is a 1 in 13 c$ance t$at t$e caster 'ill

permanentl% lose one point o =N# $en t$e num(er o =N points

lost equals t$e caster0s ori!inal =N a(ilit% score& t$e caster enters anundead state#

Summon Demon (1ecromancer)

Level: <

Duration: -ee description o ma!ic"user spell

Ran!e: 130

T$is spell is identical to t$e ma!ic"user spell o t$e same name& (ut can

onl% (e used (% necromancers to summon servitors o t$e demon lord

rcus& prince o t$e undead#

Summon %amiliar (1ecromancer)

Level: 1Duration: -ee description o ma!ic"user spell

Ran!e: 130 per level

T$is spell 'or/s in (asicall% t$e same 'a% as t$e ma!ic"user spell& 'it$

several dierences# T$e same t%pes o creatures ma% respond to t$e

spell& (ut in t$e case o a necromancer t$e% are oten reanimated

corpses ? an undead cat or raven& or example# Necromancers castin!

t$is spell ma% also summon creatures suc$ as an unusuall% lar!e spider

or centipede#

T$e pro(a(ilit% o a special amiliar remains at 62& (ut onl% an imp or

quasit 'ill respond to t$is spell#

Summon S*armLevel:

Duration: -pecial

Ran!e: 1330

T$is spell con.ures a seet$in! mass o vermin creatures suc$ as (ats

rats& spiders& l%in! insects& centipedes and so on# T$e s'arm consists o

a sin!le t%pe o creature& '$ic$ t$e caster can c$oose#

T$e s'arm ills a 130 cu(e area& '$ic$ can (e moved 'it$ t$e caster0s

direction at up to 30 per round# *n% creatures en!uled (% t$e s'arm

suer 1d4 points o dama!e per round due to t$e numerous (ites or

stin!s inlicted (% t$e vermin# Aictims can c$oose to or!o all ot$er

actions& includin! movement& to reduce t$e s'arm0s dama!e to 1#

T$e s'arm can onl% (e dama!ed (% ire or ot$er area eects& and it

disperses ater ta/in! points o dama!e per level o t$e caster# It lasts

until destro%ed or as lon! as t$e caster maintains complete

concentration# I t$e caster0s concentration lapses& t$e s'arm disperses

ater t'o rounds#

Summon Undead

Level: 5

Duration: rounds& B1 round per level

Ran!e: 530

T$is spell 'or/s in t$e same 'a% as t$e ma!ic"user summon monster I 

(ut can onl% summon undead creatures o 1HD )s/eletons+# d4summoned creatures arrive at t$e speciied location in 1d4 rounds#

Summon Undead

Level: 4

Duration: 5 rounds& B1 round per level

Ran!e: 430

T$is spell 'or/s in t$e same 'a% as t$e ma!ic"user summon monster II 

(ut can onl% summon undead creatures o HD )!$ouls or zom(ies ?

determined at random+# 1d, summoned creatures arrive at t$e speciied

location in 1d4 rounds#

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Summon Undead

Level: 6

Duration: 4 rounds& B1 round per level

Ran!e: 630

T$is spell 'or/s in t$e same 'a% as t$e ma!ic"user summon monster III &

(ut can onl% summon undead creatures o 5HD )'i!$ts& leprotic dead ?

see *ppendix II+# 1d4 summoned creatures arrive at t$e speciied

location in 1d4 rounds#

Summon Undead V 

Level: ,

Duration: 6 rounds& B1 round per level

Ran!e: ,30

T$is spell 'or/s in t$e same 'a% as t$e ma!ic"user summon monster IA &

(ut can onl% summon undead creatures o 4HD )!$asts or 'rait$s ?

determined at random+# 1d5 summoned creatures arrive at t$e speciied

location in 1d5 rounds#

Summon Undead V 

Level: <

Duration: , rounds& B1 round per level

Ran!e: <30

T$is spell 'or/s in t$e same 'a% as t$e ma!ic"user summon monster A &

(ut can onl% summon undead creatures o 6HD )mummies+# 1d

summoned creatures arrive at t$e speciied location in 1d rounds#

Summon Undead V

Level: 9

Duration: < rounds& B1 round per level

Ran!e: 930

T$is spell 'or/s in t$e same 'a% as t$e ma!ic"user summon monster AI &

(ut can onl% summon undead creatures o ,HD )spectres+# 1d

summoned creatures arrive at t$e speciied location in 1d5 rounds#

Summon Undead V

Level: 7

Duration: 9 rounds& B1 round per level

Ran!e: 730

T$is spell 'or/s li/e t$e ma!ic"user summon monster AII & (ut can onl%

summon undead creatures o <HD or 9HD )vampires+# 1d <HD

monsters arrive in 1 round& or one 9HD monster arrives in rounds#

S*arm &ransformation

Level: 4

Duration: -pecial

Ran!e: 3

;pon castin! t$is spell t$e caster instantaneousl% transorms into a

s'arm o rats& spiders or insects# $ile in s'arm orm t$e caster can

move at 30 per round and can c$oose to attac/ (% en!ulin! victims&

'$o suer 1d4 dama!e per round )as per summon s'arm +# T$e caster is

immune to normal dama!e& (ut can (e $armed (% ire& spells or area

attac/s#

T$e caster remains in s'arm orm as lon! as $e 'is$es& or until deat$#

*n% dama!e inlicted on t$e s'arm is relected on t$e caster0s (od%

'$en $e returns to normal# nce t$e caster $as returned to $is normal

orm t$e spell ends#

S!mbol (1ecromancer)

Level: 9

Duration: -ee (elo'

Ran!e: Touc$

T$is spell unctions as t$e ma!ic"user spell o t$e same name

Necromancers ma% onl% inscri(e s%m(ols o deat$& ear& insanit% or pain#

Undead Regeneration

Level: <Duration: 1 round per level

Ran!e: ,30

;p to d9 HD o undead creatures o t$e caster0s c$oosin! 'it$in ran!e

are enc$anted so as to (e indestructi(le or t$e duration# T$e aected

creatures ma% (e dama!ed as normal& and appear to peris$ upon

reac$in! 3 $it points or lo'er& $o'ever t$e ollo'in! round t$e% 'ill rise

a!ain& re!ainin! d9 $it points#

8nc$anted undead '$ic$ are destro%ed (% a cleric0s turnin! a(ilit% )t$e D

result+& or (% ver% po'erul ma!ic suc$ as t$e disinte!rate   spell are

una(le to re!enerate# t$er'ise& t$e creatures0 (odies 'ill reorm

ena(lin! t$em to continue i!$tin!#

T$is spell cannot (e used to enc$ant undead creatures o !reater t$an 5Hit Dice#

Unhallo* (reversible)

Level: 5

Duration: Permanent

Ran!e: ,30

T$is spell disrupts an% ma!ical 'ards in t$e aected area '$ic$ protect

a!ainst t$e entr% or creation o undead# *ected 'ardin! spells are

permanentl% dispelled#

T$e reversed version& $allo' & is rarel% used (% necromancers& (ut eects

a permanent 'ard '$ic$ prevents t$e dead remains o an% creatures

rom risin! as undead '$ile 'it$in t$e protected area# It $as no eect onexistin! undead#

Valour in Death

Level: 5

Duration: -pecial

Ran!e: Touc$

T$is spell causes a c$aracter /illed in com(at to rise a!ain and continue

i!$tin!# It can onl% (e cast '$ile a (attle is in pro!ress& and t$e tar!et

must (e recentl% deceased ? 'it$in one turn at most##

T$e risen com(atant is not considered undead& and is not controlled (%

t$e caster& maintainin! t$eir o'n !oals and personalit%# Ho'ever a

c$aracter raised (% t$is spell $as t$e sole purpose o participatin! in t$e

on!oin! (attle ? $e or s$e 'ill perorm no actions to ot$er ends#

T$e raised c$aracter 'ill use '$atever a(ilities $e or s$e deems most

$elpul in t$e situation& and ma% cast spells or use ma!ic items as

normal& i suc$ are availa(le or use# T$e c$aracter is also immune to al

ear eects& and possesses an eerie stren!t$& !rantin! B1 to melee

attac/s and dama!e#

T$e spell lasts eit$er until i!$tin! stops or t$e aected c$aracter reac$es

"3 $it points# *t t$is point t$e c$aracter drops to t$e !round& trul%

dead# =$aracters reanimated (% t$is spell suer a "132 ad.ustment to

t$eir c$ance o survivin! su(sequent resurrection attempts#

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Vampiric #nslavement

Level: 5

Duration: ne mont$

Ran!e: Touc$

8nc$antin! a quantit% o $is o'n (lood )causin! a loss o one point o

=N or t$e da%+& t$e necromancer creates a potion $avin! eects

similar to t$e ma!ic"user spell c$arm person #

T$e enc$anted (lood must (e consumed (% t$e victim& presuma(l%

eit$er (% orce or su(teru!e# I t$e victim ails t$eir savin! t$ro' t$e%come under t$e c$arm or one mont$# *t t$e end o t$is period t$e

necromancer must cast t$is spell a!ain to provide more (lood or t$e

victim& '$o no' craves t$e caster0s (lood# Indeed i t$e spell0s duration

ends 'it$out (ein! reres$ed& c$armed victims are li/el% to attac/ t$e

caster to drin/ $is (lood# T$is (lood lust 'ears o ater a urt$er mont$#

 "all of Gloom

Level: 6

Duration: -ee (elo'

Ran!e: ,30

T$e necromancer summons ort$ a sinister (arrier o pure dar/ness 60

t$ic/& 30 $i!$& and up to 30 lon! per caster level# *n%one touc$in! t$e

'all must save versus spells or (e aected (% ear # =reatures unaected(% t$e ear eect ma% at tempt to pass t$rou!$ t$e 'all& $o'ever doin!

so incurs a second savin! t$ro'# I t$is save ails t$e creature is paral%sed

as per $old person & and remains stuc/ in t$e dar/ness o t$e 'all until

its duration ends#

T$e caster& all undead creatures and creatures 'it$ a connection to

dar/ness or s$ado' are un$indered (% t$e 'all#

T$e spell lasts as lon! as t$e caster concentrates and perorms no ot$er

actions# nce concentration ends& t$e 'all persists or , turns#

3ombie Servitor 

Level:

Duration: , turns& B1 turn per level

Ran!e: Touc$

T$is spell causes a sin!le $umanoid corpse to reanimate as a zom(ie

under t$e caster0s control or t$e duration# *part rom t$e s$ort duration

and t$e limitation o a sin!le zom(ie& it unctions in t$e same 'a% as

animate dead #

3one of Creeping &error 

Level: 6

Duration: Permanent

Ran!e: ,30

T$is spell enc$ants t$e area '$ere it is cast& causin! it to ta/e on an

atmosp$ere o dread# *n%one spendin! lon!er t$an one minute inside

t$e zone must ma/e a save versus spells or (e overcome 'it$ terror andt$e desire to leave t$e area as soon as possi(le#

3one of Death

Level: 7

Duration: Permanent

Ran!e: ,30

T$is spell enc$ants t$e area '$ere it is cast& causin! it to (ecome

inimical to lie# *n% livin! creature 'it$in t$e zone suers 1d4 points o

dama!e per round# * zone o deat$ is oten littered 'it$ corpses o its

victims#

3one of Sinister Stillness

Level: 5

Duration: Permanent

Ran!e: ,30

T$is spell enc$ants t$e area '$ere it is cast& causin! it to ta/e on an

unsettlin! air o silence# -ound is not ma!icall% suppressed in t$e zone

(ut c$aracters 'it$in its area 'ill $ave t$e eelin! t$at an% sound t$e%

ma/e is distur(in! somet$in! '$ic$ is (etter let in peace# Inside t$e

zone ear eects are more diicult to resist )" to saves+ and morale

(oostin! eects cannot unction#

3one of "eakness

Level: <

Duration: Permanent

Ran!e: ,30

T$is spell enc$ants t$e area '$ere it is cast& causin! all livin! creatures

inside to (e aected (% a cripplin! 'ea/ness# * savin! t$ro' versus

spells is allo'ed to resist t$e eect& (ut ailure means t$e c$aracter0s -TR

is reduced (% 6 points '$ile in t$e zone# =reatures 'it$out a rated -TR

score suer " to attac/s and dama!e#

* creature '$ose -TR is reduced to less t$an 5 (ecomes crippled and

una(le to move '$ile in t$e zone#

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Necromancer Spell List-pells rom t$e standard spell lists in t$e *8= are mar/ed: = )cleric+& I )illusionist+ or M; )ma!ic"user+#

4st level

1# =ause li!$t 'ounds )=+

# =ommand dead

5# =ommand undead

4# Dar/ness !lo(e )M;+

6# Detect disease,# Detect undead

<# D%in! 'ords

9# 8xterminate

7# Hauntin!

13# Locate remains

11# Pass undead

1# Preserve dead )reversi(le+

15# Ra% o enee(lement )M;+

14# Read ma!ic

16# -care )M;+

1,# -$ado' touc$

1<# -/eletal servitor

19# -ummon amiliar

17# ;nseen servant )M;+

5nd level

1# =$o/e

# =orpse visa!e

5# Deat$ recall

4# Detect ma!ic )M;+

6# @ei!n deat$ )M;+

,# E$oul touc$

<# Lend stren!t$ or ortitude

9# Ra% o pain

7# Resist turnin!

13# -eal tom( )reversi(le+

11# -pea/ 'it$ dead )=+

1# -pectral $and

15# -ummon s'arm14# Fom(ie servitor

6rd level

1# *nimate dead )M;+

# =ause disease )=+

5# @ear )M;+

4# Hold person )M;+

6# -/ull si!$t,# -/ull speec$

<# -ummon undead I

9# ;n$al lo'

7# Aalour in deat$

13# Aampiric enslavement

11# Fone o sinister stillness

7th level

1# >esto' curse )M; ? reverse o remove

curse +

# =ause serious 'ounds )=+

5# =$arm undead

4# Detac$ C !rat

6# Inter

,# Mumm% touc$

<# Raise dead& lesser

9# Reassem(le

7# -ummon undead II

13# -'arm transormation

8th level

1# =ause critical 'ounds )=+

# Deat$ spell )M;+

5# Easeous orm

4# Euardian spirit

6# Ma!ic .ar )M;+

,# Portent o doom

<# -ummon s$ado' )I+

9# -ummon undead III7# all o !loom

13# Fone o creepin! terror

9th level

1# >ind spirit

# =ontact spirit

5# =urse o undeat$

4# Harm )= ? reverse o $eal +

6# Gno'led!e o lie,# Lic$ touc$

<# r!an transerence

9# -acriicial resurrection

7# -pirit'rat$ )M;+

13# -ummon undead IA

:th level

1# Deat$ !eas

# Destruction )= ? reverse o resurrection +

5# Drain ener!% )= ? reverse o restoration +

4# Necrosis )= ? reverse o re!enerate +

6# -ummon demon

,# -ummon undead A

<# ;ndead re!eneration

9# Fone o 'ea/ness

;th level

1# =lone )M;+

# r!an transerence& !reater

5# Po'er 'ord (lind )M;+

4# -/eletal arm%

6# -ummon undead AI

,# -%m(ol

<# Trap t$e soul )M;+

<th level

1# Po'er 'ord /ill )M;+

# Raise dead )=+

5# Reinstate spirit

4# -teal lie orce

6# -ummon undead AII

,# Fone o deat$

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VivimancerRequirements: NonePrime Requisite: INT

Hit Dice: 1d4Maximum Level: None

Vivimancers are a specialied !orm o! ma"ic#user$ T%e& use some o! t%e

same spells as standard ma"ic#users' as (ell as some spells in common(it% druids' )ut can also master a ran"e o! unique spells (%ic%

manipulate t%e !orces o! li!e and nature$ Nature is cruel and *ind in equalmeasure' meanin" t%at vivimancers command ma"ic o! )ot% (eal and

(oe$

Vivimancers %ave t%e same (eapon and armour restrictions as ma"ic#

users' and can use t%e same t&pes o! ma"ic items' includin" t%ose itemsusa)le to c%aracters o! all classes$ Ho(ever vivimancers are "enerall&

onl& a)le to create ma"ic items (%ic% %ave a connection to t%e !orces o!li!e' nature and trans!ormation +!or example: a sta!! o! t%e serpent' a

(and o! pol&morp%in"' a cloa* o! arac%nida' and so on,$ Vivimancerscan use scrolls containin" spells on t%eir spell list' )ut not scrolls o! ot%er

ma"ic#user or illusionist spells$

Vivimancers advance usin" t%e same experience and spell acquisition

ta)les as standard ma"ic#users$

Vivimancer Spells Accelerated Healing

Level: -

Duration: 1 turn per levelRan"e: Touc%

T%is spell en%ances t%e natural %ealin" process o! t%e recipient.s )od&'

"rantin" t%e a)ilit& to %eal p%&sical dama"e at a rate o! 1 %it point perturn$

/reatures (it%out a natural capacit& !or sel!#%ealin" +undead orconstructs' !or example, "ain no )ene!it !rom t%is spell$

 Accelerated Immune System

Level: -Duration: 1 turn per level

Ran"e: Touc%

T%is spell en%ances t%e !unctionin" o! t%e recipient.s immune response"rantin" 04 to savin" t%ro(s versus diseases$ I! t%e recipient is alread&

su!!erin" !rom a disease %e "ains a ne( savin" t%ro( immediatel&includin" t%e 04 )onus$

/reatures (it%out an immune s&stem +undead or constructs' !orexample, "ain no )ene!it !rom t%is spell$

 Accelerated Metabolism

Level: -Duration: 1 turn per level

Ran"e: Touc%

T%is spell en%ances t%e meta)olic rate o! t%e recipient$ T%e tar"et.sincreased meta)olism ena)les t%e quic* !lus%in" o! toxins !rom t%e

s&stem' "rantin" a 04 )onus a"ainst poison saves' and a ne( savin"t%ro( a"ainst an& existin" poisons +includin" t%e 04 )onus,$

T%e tar"et )urns ener"& at suc% a %ei"%tened rate t%at it is ravenousl&%un"r& (%en t%e spell.s duration ends$

/reatures (it%out a meta)olism +undead or constructs' !or example, "ainno )ene!it !rom t%is spell$

 Artificial IntelligenceLevel: Duration: Permanent

Ran"e: Touc%

T%is stran"e and po(er!ul spell )rin"s a)out t%e creation o! a

disem)odied intelli"ence' (%ic% t%e caster can c%oose to im)ue into ano)2ect or a location$ T%e La)&rint% Lord s%ould roll 3d to determine

t%e INT' 5I6 and /H7 scores o! t%e ma"icall& created mind' and s%ould

also roll 1d-8 and consult t%e !ollo(in" ta)le to determine additionac%aracteristics o! t%e mind$ T%e mind.s ali"nment s%ould also )e

randoml& determined$

-8

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 Artificial intelligence, mind characteristics

d20 Mind Characteristics

19- Insane +%armless,

3 Insane +su)t l& ps&c%otic,

49 ;n!at%oma)le and al ien

<)sessed (i t% a cer ta in "oa l

= Impressiona)le 9 pic*s up personalit& traits o! t%ose

(%om it !irst encounters

> /apa)le o! learnin" to cast spel ls

/laims to )e a reincarnation

18911 Has an innate detection po(er +roll on t%e ta)le !orsapient s(ords' LL p$1--,

1-913 Has an innate spell#li*e po(er +roll on t%e ta)le !orsapient s(ords' LL p$1--,

14 /ompletel& empt& 9 can learn' )ut %as no pre#!ormed

*no(led"e or personalit&

1 ?xpert in an o)scure !ield

1 Driven and manipulative

1= Hate!ul

1> Replica o! t%e caster.s mind

1 Roll t(ice@-8 Rol l t%ree times@

@ Re#roll !urt%er results o! 1 or -8$

Cannibalize

Level: 3Duration: Instant

Ran"e: Touc%

T%is "ruesome spell ena)les a vivimancer to ma"icall& a)sor) t%e livin"tissue o! ot%er creatures and transmute its ener"& to re"enerate dama"e

to %is o(n )od&$

;nless t%e tar"et is (illin" or %elpless' a success!ul attac* roll is requiredin order to touc% t%e tar"et$ I! t%e attac* roll succeeds' t%e caster.s touc%

in!licts -d points o! dama"e$ T%is dama"e mani!ests as a visi)le

reduction in t%e volume o! t%e victim.s )od& 9 c%un*s o! !les% or lim)sma& )e ripped o!!' t%e tar"et ma& )ecome emaciated' and so on$ T%e

caster instantl& re"enerates an equal num)er o! %it points to t%e dama"eta*en )& t%e tar"et$

T%e dama"e in!licted )& t%is spell can "enerall& onl& )e %ealed )&ma"ical means$

Chimera I

Level: 4

Duration: - rounds' 01 round per level

Ran"e: 38.

In t%e round t%is spell is cast' a !ormless' t%ro))in" )lo) o! !les% appears

at t%e c%osen location (it%in ran"e$ <ver t%e course o! t%e next t(orounds t%e )lo) "ro(s and mutates' rapidl& !ormin" into a )iarre %&)rid

creature (%ic% (ill do t%e caster.s )iddin"$ T%e creature is "eneticall&

unsta)le' and (ill dissolve into a pool o! protoplasm (%en t%e spell.sduration expires$

T%e mutant creature %as -d4 HD and a movement rate o! 8. A 38.$ Its

!orm' armour class and a)ilities are determined )& rollin" a d1-' d18' d>and d' and consultin" t%e !ollo(in" ta)les$ T%e La)&rint% Lord and

pla&er are !ree to add an& !urt%er descriptive details desired$

Chimera, body and head types

d12 ody !ype "AC# d10 Head !ype "$amage#

1 Blu))er& +7/ , 1 Bear +)ite' 1d>,

- Cun"oid +7/ =, - Bull +"ore' 1d,

3 Curr& +7/ , 3 Cro" +)ite' 1d4,

4 Insectoid +7/ , 4 Insect +)its' 1d,

Moss& +7/ >, Lion +)ite' 1d,

<oe#li*e +7/ , Liard +)ite' 1d,

= Ri))ed +7/ 3, = Rat +)ite' 1d4,

> 6cal& +7/ -, > 6na*e +)ite' 1d,

6e"mented +7/ , 6pider +)ite' 1d,

18 6erpentine +7/ 4, 18 5ol! +)ite' 1d,

11 Transparent +7/ =,

1- 5orm#li*e +7/ =,

Chimera, head attac%s

d& Head Special Attac%s

1 None

- Blood suc*in" 9 attac%es a!ter a success!ul attac* and

causes 1d4%p dama"e automaticall& in !ollo(in" rounds'

until *illed$

3 apin" ma( 9 s(allo( attac* on a natural -8$

4 iant ton"ue 9 ma& attac* up to 18. (it% ton"ue' doin"

1d4 dama"e$ 7 success!ul attac* indicates t%e tar"et isdra""ed to t%e mout% on t%e next round and su!!ers a )ite

attac* !or automatic dama"e' unless it can success!ull&attac* t%e ton"ue )e!ore t%en$

Breat% attac* +!ire' cold' "as, causin" -d dama"e$ /an

)e used once$

Poisonous )ite 9 save versus poison or su!!er -dadditional dama"e$

= T(o %eads' eac% a)le to attac* once per round$

> T%ree %eads' eac% a)le to attac* once per round$

Chimera, appendages

d' Appendages

1 T(o cla(s (%ic% can attac* !or 1d dama"e$

- Man& le"s 9 1-8. A 48. movement rate$

3 5in"s 9 can !l&$

4 Tentacles 9 1d tentacles (%ic% can eac% attac* !or 1d3

dama"e$

6uc*ers or "rippers 9 can c lim) (alls$

6prin"in" 9 can ma*e a 2umpin" attac* up to 38. distant'"ainin" 0- to %it$

Chimera II

Level:

Duration: - rounds' 01 round per levelRan"e: 38.

T%is spell (or*s in a similar manner to t%e 4t% level c%imera I ' creatin"

a )lo) o! tissue !rom (%ic% mutant li!e (ill emer"e$ T%is en%ancedversion ma& eit%er )e used to create a sin"le monster (it% -d4 0 4 HD

or t(o identical -d4 HD creatures$

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Chimera III

Level: >Duration: - rounds' 01 round per level

Ran"e: 38.

T%is spell (or*s in a similar manner to t%e 4t% level c%imera I ' creatin"

a )lo) o! tissue !rom (%ic% mutant li!e (ill emer"e$ T%is en%ancedversion ma& eit%er )e used to create a sin"le monster (it% -d4 0 HD'

or t%ree identical -d4 HD creatures$

$etect (oisonLevel: 1Duration: Instant

Ran"e: 38.

T%is spell ena)les t%e caster to detect (%et%er a sin"le o)2ect or creatureis venomous$ T%e presence o! natural' arti!icial and ma"ical poisons can

all )e detected' and t%e caster %as a E c%ance per level o! detectin" t%eexact t&pe o! poison present$

$e)olution "re)ersible#

Level:

Duration: Permanent

Ran"e: 8.

T%is spell causes a sin"le intelli"ent tar"et to under"o an evolutionar&re"ression' revertin" to a primitive ancestral !orm and )e%aviour$

enerall& t%e tar"et.s INT is "reatl& reduced + at most,' (%ile its 6TRand /<N are increased$ 7 %uman' !or example' (ould re"ress to an ape#

li*e state' incapa)le o! understandin" speec% or o! per!ormin" complextas*s o! plannin" or visualisation$

7 save versus spells is allo(ed to resist t%e e!!ect$ I! t%e save !ails' t%espell can )e reversed (it% dispel ma"ic   or remove curse $ Ma"ical

creatures' (%ic% %ave no evolutionar& ancestors' cannot )e a!!ected$

T%e reversed version o! t%e spell' evolutionar& leap ' "rants %uman#level

intelli"ence to a tar"et animal or plant$ T%e a!!ected )ein" does not "aint%e a)ilit& to communicate' t%ou"% it ma& )e a)le to learn in time$

$i)ide ody 

Level: 3

Duration: 1 turn per level

Ran"e: 8

T%is spell causes t%e caster to p%&sicall& split into t(o identical copies'(%ic% can )e controlled individuall&$

Durin" t%e !irst turn o! t%e spell.s e!!ect' t%e caster under"oes a %orri!ic

process o! trans!ormation' durin" (%ic% %is )od& s(ells and mutates$ 7t

t%e end o! t%is period a second )od& splits a(a&' leavin" t%e caster (it%t(o separate and identical !orms$

?ac% )od& can )e controlled completel& independentl& o! t%e ot%er' and

)ot% ma& en"a"e in speec% and spell#castin"' s%arin" all *no(led"e andexperience$ 7s t%e t(o )odies s%are one mind' t%e& e!!ectivel& %ave a

continuous telepat%ic lin*' experiencin" ever&t%in" (%ic% t%e ot%er

does$

T%e t(o )odies must' %o(ever' s%are t%e caster.s %it points' %avin" %al!

o! %is current total eac%$ I! eit%er )od& is *illed (%ile t%e spell is in e!!ect'

t%e remainin" )od& must ma*e a savin" t%ro( versus deat% or !all

unconscious !or -d turns$

5%en t%e spell comes to an end one o! t%e t(o )odies +c%osen at

random, (ea*ens and dies$ T%e %it points possessed )& t%e dead )od&are not re"ained' and must )e re"enerated )& natural or ma"ical means$

$i)ide Mind

Level: Duration: 1 turn per level

Ran"e: Touc%

T%is spell allo(s t%e caster to im)ue a !ra"ment o! %is livin"

consciousness into anot%er )ein"$ T%e tar"et must )e touc%ed' and isallo(ed a savin" t%ro( versus spells to resist$

<nce t%e mind !ra"ment is im)ued' t%e caster experiences ever&t%in"

t%e tar"et does' in addition to t%e perceptions o! %is o(n )od&' and isa)le to communicate telepat%icall& (it% t%e tar"et$

T%e caster can also attempt to control t%e tar"et.s )od&' overridin" t%e

master& o! its o(n mind$ ?ac% round t%e caster %as a )ase 8E c%anceo! )ein" a)le to control t%e tar"et.s )od&' modi!ied )& E per point o!

di!!erence in INT scores$ It is onl& possi)le to control t%e tar"et.s )od& int%is manner 9 t%e caster %as no access to t%e tar"et.s mind' and it is t%us

not possi)le' !or example' to !orce t%e tar"et to reveal in!ormation or tocast spells$

I! t%e tar"et dies durin" t%e spell.s duration' t%e caster must ma*e a save

versus deat% or !all unconscious !or 1d turns$

I! t%e caster.s o(n )od& is *illed (%ile %is mind is divided' %e must ma*e

a savin" t%ro( versus spells$ Cailure indicates t%at t%e mind !ra"ment

im)ued in t%e tar"et also dies$ I! t%e save succeeds' t%e caster.s mindta*es re!u"e in t%e tar"et' and continues to exist )e&ond t%e normal

duration o! t%is spell$ In t%is case t%e caster.s mind ma& )e retrieved!rom t%e tar"et.s )od& )& spells suc% as ma"ic 2ar  or limited (is% ' and

(ill automaticall& return to t%e caster.s real )od& i! %e is raised !rom t%edead$

$rone

Level: -

Duration: 6pecialRan"e: 1-8.

Mimic*in" t%e or"anisational structure o! %ive insects' t%is spell causes a

sin"le %umanoid creature to )ecome a )ound drone o! t%e caster$ T%e

e!!ects are similar to t%e ma"ic#user spell c%arm person ' (it% t%edi!!erence t%at t%e drone "enerall& de!ers its o(n opinions and "oals to

t%at o! t%e caster' and ta*es on an odd' mindless manner (%en not int%e presence o! its master or carr&in" out %is instructions$ 6imilarl& toc%arm person ' t%e caster does not %ave complete control o! t%e drone'rat%er %avin" t%e status o! a trusted !riend$

T%e tar"et "ains a savin" t%ro( a"ainst t%e e!!ects o! t%e spell (%en it is

cast' and t%en at intervals dependin" on its INT' t%e same as (it% c%arm

person $

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*dibility "re)ersible#

Level: 1Duration: Permanent

Ran"e: Touc%

T%is spell trans!orms a quantit& o! inedi)le plant or animal matter into

edi)le and nouris%in" !ood$ Toxins and poisons in t%e a!!ected materialare rendered %armless' and non#nutritive or indi"esti)le su)stances suc%

as )ar* or "rass )ecome nouris%in"$ 7 quantit& o! matter su!!icient to

!eed one %uman !or a da& is trans!ormed per level o! t%e caster$

T%e reversed version o! t%e spell' inedi)iliti& ' renders normall& edi)le

!ood toxic$ 7n&one consumin" !ood trans!ormed )& t%is spell must ma*e

a save versus poison or )e a!!licted )& an illness o! s%a*in" and vomitin"

lastin" !or 1d da&s$

*gg of +ife

Level: =

Duration: PermanentRan"e: . per level

T%rou"% t%is spell' a vivimancer (ields t%e po(er to create li!e$ 7 sin"le

e"" +!rom an& )ird or reptile, is required' (%ic% must )e crac*ed openupon castin" t%e spell$ T%e contents o! t%e e"" must )e allo(ed to !all

onto t%e "round' (%ere t%e& cause a c%ain reaction o! ma"ical "ro(t% tooccur$ <ver t%e course o! t%e !ollo(in" turn a panopl& o! li!e sprin"s into

existence (it%in t%e area o! e!!ect' creatin" a !ull %a)itat complete (it%plants' insects and small animals$ T%e t&pe o! %a)itat created +!orest'

 2un"le' mars%' "rasslands' etc$, can )e c%osen )& t%e caster$

Note t%at "eolo"ical conditions suc% as soil or (ater sources are notcreated or modi!ied )& t%is spell$ T%us' (%ile t%e plants and animals

con2ured (ill t%eoreticall& live to t%eir natural li!espan' t%e& ma& peris%more rapidl& i! created in an ot%er(ise %ostile environment$

*plosi)e -ro.th

Level: >

Duration: 6ee )elo(Ran"e: 1-8.

7 sin"le tar"et in ran"e )e"ins to "ro( at a rapid and alarmin" rate 9

potentiall& reac%in" "i"antic proportions (it%in a matter o! rounds$Durin" t%e spell.s duration a tar"et o! normal %uman stature (ill "ro( in

sie and unarmed dama"e potential as !ollo(s:

*plosi)e gro.th, effects per round

/ound Height narmed $amage

1st 18. 1d>

-nd 1-. -d

3rd 14. 3d

4t% 1. 4d

t% 1>. d

t% -8. d

=t% --. =d

T%e maximum sie is maintained a!ter t%e =t% round !or one additionalround per level o! t%e caster a)ove 1$ 6u)sequentl& t%e tar"et (ill

return to its normal sie' s%rin*in" one step on t%e sie scale per round$

/lot%es or armour (orn )& t%e a!!ected creature are destro&ed in t%e !irst

round' and' i! it is in a con!ined space' t%e creature.s )od& (ill eit%er)rea* out o! t%e con!inement or )e crus%ed to a pulp$

T%e tar"et is allo(ed a savin" t%ro( versus pol&morp% to avoid t%e

e!!ect$

*tinction

Level: Duration: Instant

Ran"e: -48.

T%is spell )rin"s a)out t%e instantaneous deat% o! livin" creatures o! a

sin"le named species (it%in ran"e$ ;p to 48 Hit Dice o! creatures area!!ected$ 7 savin" t%ro( versus deat% is allo(ed to completel& avoid t%e

e!!ect$

I! "reater t%an 48 Hit Dice (ort% o! individuals o! t%e c%osen species are(it%in ran"e' t%e a!!ected tar"ets s%ould )e determined randoml& 9 t%ecaster is not a)le to c%oose$

Ma"ical creatures and t%ose (it% "reater t%an >HD are not a!!ected$

*traordinary /egeneration

Level: Duration: 1 round per level

Ran"e: 8

T%is spell "rants t%e caster immunit& to all p%&sical dama"e' poison anddisease !or t%e duration$

5%ile t%e spell lasts t%e caster can onl& )e %armed )& spells or ma"ica

(eapons$ 7ll ot%er dama"e is re"enerated at a startlin" rate 9 (ounds%eal over instantl&' severed lim)s re"ro(' and so on$

lesh last

Level:

Duration: ;p to roundsRan"e: 8.

T%e livin" tissue o! a sin"le tar"et (it%in ran"e is caused to s(ell' )ul"eand pulsate$ T%is process causes t%e tar"et -d4 %it points. dama"e per

round' and is accompanied )& a"onisin" pain' preventin" t%e tar"et !romper!ormin" an& actions' includin" movement$

T%e vivimancer can c%oose to maintain t%e process o! !les% distortion!or up to rounds$ 7!ter t%is period elapses' or immediatel& i! t%e tar"et

dies' t%e tar"et.s s(ollen !les% explodes out(ards in a radius o! -8.$ T%isexplosion is !atal to t%e tar"et +i! it is not alread& dead,' and causes -d

dama"e to ot%er creatures in ran"e$ 7 save versus spells reduces dama"e)& %al!$

T%e tar"et ma& ma*e a savin" t%ro( versus pol&morp% to resist t%espell.s e!!ects$ I! t%e save succeeds' t%e tar"et avoids t%e eventua

explosion o! its )od&' and is a)le to resist t%e pain o! t%e s(ellin"process and is a)le to act durin" t%e initial period$ Ho(ever even on a

success!ul save' t%e tar"et still su!!ers dama"e !rom t%e process$

/reatures o! "reater t%an >HD' or t%ose o! a ma"ical nature' cannot )e

tar"eted )& t%is spell$

ungal -ro.th

Level: -Duration: Permanent

Ran"e: 8.

7 patc% o! livid mutant !un"us erupts in a 18. diameter area as indicated

)& t%e caster$ T%e con2ured !un"al "ro(t% is !ormed o! a (ide variet& o

species o! mus%rooms and moulds' o! diverse !orm and colour/ontained (it%in t%e patc% are 1d4 monstrous !un"i' selected )& t%e

La)&rint% Lord 9 s%rie*ers' violet !un"i' "iant deat% caps or monstrous

!l& a"arics +see 7ppendix II,$

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-enesis

Level: Duration: Permanent

Ran"e: 38.

T%is spell %as t(o distinct uses' (%ic% t%e caster ma& c%oose )et(een att%e time o! castin"$

Cirstl&' it ma& )e used to instantl& con2ure livin" )ein"s o! an& species

desired$ ;p to -HD o! creatures per level o! t%e caster ma& )e con2ured'in an& com)ination o! species$ T%e con2ured creatures are t&pical

examples o! t%eir race 9 t%e spell cannot )e used to summon speci!ic

individuals$ T%e con2ured creatures are not in an& (a& )ound to o)e& t%ecaster' and (ill !ollo( t%eir natural )e%aviour$

T%e spell ma& alternativel& )e used to create a sin"le individual o! a

completel& ne( species$ 7n&t%in" t%e caster can ima"ine is possi)le'and t%e created creature ma& %ave up to 1HD per level o! t%e caster$

<t%er c%aracteristics o! t%e creature must )e (or*ed out in colla)oration

(it% t%e La)&rint% Lord$

Hibernate

Level: 3

Duration: ;p to mont%sRan"e: Touc%

T%is spell puts a sin"le mammalian creature into a deep sleep (%erein

its meta)olism is reduced to t%e )arest minimum$ T%e tar"et can survivein t%is (a& (it%out !ood or (ater !or up to mont%s$ T%e caster ma&

cast t%is spell on %imsel!$

Durin" its %i)ernation t%e creature can )e a(a*ened )& !orce' and (illa(a*en automaticall& i! it is %armed in an& (a&$

Hi)e Mind

Level: 4Duration: 1 turn per level

Ran"e: ;nlimited

T%is spell ena)les t%e caster to communicate telepat%icall& (it% an&

creatures (%o are currentl& )ound to %im under t%e e!!ects o! t%e dronespell$

Hi)e Sight

Level: 4Duration: 1 turn per level

Ran"e: ;nlimited

T%is spell ena)les t%e caster to see t%rou"% t%e e&es o! an& creatures(%o are currentl& )ound to %im under t%e e!!ects o! t%e drone  spell$

Immunity to $isease

Level: 4

Duration: 1 turn per levelRan"e: Touc%

T%e spell.s recipient "ains complete immunit& to all !orms o! disease !or

t%e duration$

Immunity to (oison

Level: Duration: 1 round per level

Ran"e: Touc%

T%e spell.s recipient "ains complete immunit& to all !orms o! poison !ort%e duration$

Impregnate

Level: Duration: Permanent

Ran"e: Touc%

T%is spell provides a stran"e arcane means o! )&passin" t%e norms o!

sexual reproduction$ T%e caster must !irst select t%e !emale (%o is to )eimpre"nated and t%e male (%o is to )e t%e sire$ Neit%er o! t%e pair need

)e (illin" participants in t%is spell' and no savin" t%ro( is allo(ed$ T%e

pair ma& )e o! an& species' and in t%is manner it is possi)le to create

unusual %&)rids$ In t%e case o! %i"%l& disparate species' t%e La)&rint%Lord ma& (is% to impose a percenta"e c%ance o! t%e impre"nated !oetusd&in"$

T%e spell must )e cast t(ice 9 !irstl& on t%e male' and a"ain +(it%in one(ee*, on t%e !emale$ In )ot% cases t%e spell ta*es t%e !orm o! an %our#

lon" ritual' durin" (%ic% t%e tar"et must )e (it%in touc% ran"e o! t%ecaster$ T%e ritual requires t%e use o! rare %er)s and ointments costin"

88"p per castin"$

+ife Cycle

Level: Duration: Permanent

Ran"e: Touc%

T%is spell causes t%e advancement o! a sin"le tar"et.s li!e c&cle$ T(o

e!!ects are possi)le$

Cirstl&' !or creatures (%ic% %ave a series o! one or more distinct li!e

p%ases' t%e creature ma& )e advanced immediatel& to t%e next p%ase6o' !or example' an e"" ma& )e caused to %atc%' a caterpillar to pupate

or !oetus to )e )orn$

7lternativel& t%e caster.s touc% ma& cause t%e tar"et to a"e 1d &ears$

In eit%er case' a save versus pol&morp% is allo(ed to resist t%e e!!ect$

+ife *nergy (rotection

Level: -

Duration: turns

Ran"e: Touc%

T%e tar"et.s li!e ener"& is au"mented !or t%e duration' "rantin" aresistance to ener"& drainin" attac*s$ 7ll !orms o! ener"& drain are

counteracted' includin" t%e attac*s o! undead creatures and t%e drain

ener"&  spell$ Durin" t%e spell.s duration' up to one level o! ener"& drain

per t%ree levels o! t%e caster can )e resisted' %avin" no e!!ect(%atsoever$

Mass $e)olution "re)ersible#

Level: >

Duration: PermanentRan"e: 8.

T%is spell causes all creatures o! a sin"le named species in ran"e to )e

a!!ected )& t%e t% level spell devolution ' or its reversed !ormevolutionar& leap $

Mass Mutation

Level: Duration: Permanent

Ran"e: 8.

T%is spell !unctions in exactl& t%e same manner as t%e =t% level spellmutate ' except t%at it a!!ects all creatures (it%in ran"e' includin" t%ecaster$

-4

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Mutate

Level: =Duration: Permanent

Ran"e: Touc%

T%is spell causes a random alteration to t%e tar"et.s "enetic structure'resultin" in t%e instantaneous development o! a stran"e mutation$ T%e

exact !orm and e!!ects o! t%e mutation s%ould )e determined )& t%e

La)&rint% Lord' )ut t%ere s%ould )e some ris* o! a d&s!unctional or

%inderin" mutation occurrin"$ T%e mutation ta)les in Mutant Cuture  are

recommended$

;se o! t%is spell additionall& carries a ris* o! an accidentall& !atalmodi!ication o! t%e tar"et.s "enetic structure' and entails a roll a"ainst

trans!ormative s%oc* +7?/ p$,' (it% a )onus o! 018E$

;n(illin" tar"ets o! t%is spell ma& ma*e a save versus pol&morp%$

atural 3eaponry 

Level: 1

Duration: turnsRan"e: Touc%

T%e tar"et o! t%is spell develops some !orm o! natural (eapon' suc% as

cla(ed %ands or a vicious )ite' !or t%e duration$ T%e c%aracter is t%us

a)le to ma*e unarmed attac*s (%ic% can in!lict 1d dama"e$

atural 3eaponry, Impro)ed

Level: 3

Duration: turns

Ran"e: Touc%

T%is spell causes t%e tar"et to develop natural (eapons' in t%e same (a&

as t%e 1st level spell natural (eaponr& $ T%e improved version o! t%e spell"rants t%e additional a)ilit& !or t%e tar"et to exude poison !rom t%e ne(l&

"ained cla(s or !an"s$ <ne poisonous attac* per t%ree levels o! t%ecaster can )e made (it%in t%e spell.s duration$ T%e poison causes deat%

in 1d18 rounds i! a savin" t%ro( is !ailed$

(arasitic ImplantationLevel: =

Duration: Permanent

Ran"e: Touc%

5it% a su)tle touc% t%e caster in!ects t%e su)2ect (it% a ma"ical parasite'(%ic% (ill "ro( inside its %ost' causin" one o! a variet& o! e!!ects$ T%e

su)2ect is allo(ed to ma*e a save versus poison to resist t%e implantationo! t%e parasite' %o(ever i! t%e save !ails t%e parasite (ill ta*e %old and

)e"in to "ro($ Cor t%e !irst 1d da&s a!ter t%e su)2ect is in!ected' nonoticea)le e!!ects occur$ Ho(ever once t%is initial period %as passed' t%e

parasite )e"ins to cause one o! t%e !ollo(in" e!!ects' c%osen )& t%e

caster at t%e time o! castin"$

6p&in":  T%e parasite sends its su)2ect.s sensor& experiences to t%e castertelepat%icall&' ena)lin" t%e caster to sp& on ever& moment o! t%e

su)2ect.s li!e$

eas:  T%e su)2ect is compelled to complete a certain tas*' in t%e same

manner as t%e quest  spell' (it% t%e one di!!erence t%at t%e tar"et is notconsciousl& a(are o! t%e quest (it% (%ic% it is tas*ed$ Instead it receives

a series o! su)#conscious ur"es pus%in" it in t%e desired direction$ I! t%etar"et resists t%ese ur"es t%e parasite (ill in!lict internal pains' causin"

t%e tar"et to lose 1d4 points o! /<N or D?F per da& o! resistance$ I! t%etas* is completed t%e parasite (il l die$

Deat%:  T%e su)2ect must ma*e a savin" t%ro( versus deat% once ever&-4 %ours or meet %is doom$

6u""estion:  T%e presence o! t%e parasite "ives t%e caster "reat in!luence

over t%e tar"et' allo(in" %im to ma*e a su""estion  +as per t%e 3rd levema"ic#user spell, to t%e tar"et once per da&$

7ll t&pes o! parasite can )e detected )& spells (%ic% detect disease orma"ic' )ut can onl& )e removed )& dispel ma"ic  or limited (is% $

(lant Metabolism

Level: 4

Duration: 1 da& per level

Ran"e: Touc%

T%e tar"eted creature.s meta)olism is modi!ied so t%at it can survive )&

p%otos&nt%esis 9 t%e production o! ener"& purel& )& a)sor)in" sunli"%tT%is means t%at t%e su)2ect can survive (it%out !ood (%ile t%e spell.s

duration lasts' as lon" as sunli"%t and (ater are availa)le$ <n t%e ot%er%and' a creature under t%is spell.s e!!ects (%ic% is *ept under"round'

a(a& !rom sunli"%t' (ill slo(l& starve to deat%$ 7 savin" t%ro( versuspol&morp% is allo(ed to resist t%is spell.s e!!ects$

(lant Symbiosis

Level: 4

Duration: 1 da& per levelRan"e: Touc%

T%e caster is a)le to meld %is p%&sical )od& (it% near)& plants$ 5%ile in

t%is s&m)iotic state' t%e caster can survive (it%out !ood or (ater' )ein"nouris%ed purel& )& t%e root s&stems o! t%e %ost plants$ 7t t%e caster.s

option %e ma& meld %is )od& completel& so t%at it disappears inside t%eplants' ma& leave sensor& or"ans exposed so t%at %e can still see or %ear

(%ile in s&m)iosis' or ma& c%oose to leave lar"er portions o! %is )od&outside o! t%e %ost$

T%is spell ma& )e used to tar"et a sin"le intelli"ent plant#)ased creatureprovidin" it is o! at least t(ice t%e caster.s volume$ T%e creature is

allo(ed a savin" t%ro( versus pol&morp% to resist t%e s&m)iosis' )ut i! it!ails it is a!!ected )& a c%arm +in t%e same (a& as c%arm person , (%ile

t%e caster remains in s&m)iosis$

T%e caster can c%oose to end t%e s&m)iosis at an& time durin" t%e spell.sduration$

(oly)orousness

Level: -Duration: Permanent

Ran"e: 38.

5it% t%is spell t%e caster can alter t%e nature and dietar& pre!erences o!a sin"le livin" creature$ T%e tar"eted creature is allo(ed a savin" t%ro(

versus pol&morp% to resist t%e e!!ect$

7 carnivorous creature tar"eted )& t%is spell (ill lose an& natura

(eapons suc% as teet% and cla(s' and )ecome docile in nature' onl&

usin" violence to de!end itsel!$ Males ma& "ro( %orns (%ic% can )e usedto in!lict 1d dama"e$

7 %er)ivore' on t%e ot%er %and' (ill develop t%e rippin" teet% and cla(s

o! a meat eater' capa)le o! in!lictin" 1d dama"e' and ta*e on ana""ressive predator& nature$

/reatures suc% as %umans (%ic% are naturall& omnivorous can )epus%ed to one extreme or t%e ot%er$

Despite t%e radical trans!ormation' t%e a!!ected creature is completel&

a)le to su)sist (it% its ne( dietar& pre!erences' t%ou"% it ma& not )e

a)le to continue to !unction normall& in t%e social structure o! its species+a %er)ivorous lion' !or example' (ould %ave no place in its pride,$

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/ead Magic "4i)imancer#

Level: 1Duration: 1 turn

Ran"e: 8

T%is spell (or*s in exactl& t%e same (a& as t%e ma"ic#user spell o! t%e

same name' except it allo(s a vivimancer to understand spells on t%evivimancer spell list$ <t%er spells can )e reco"nised usin" read ma"ic'

)ut cannot )e understood )& a vivimancer$

/egeneration

Level:

Duration: 1 round per level

Ran"e: 8

5%ile under t%e e!!ects o! t%is spell t%e caster re"enerates 1 %it point o!dama"e per round$ ?ven i! reduced to 8 %it points or less' (%ile t%e

spell.s duration lasts t%e caster (ill continue to re"enerate dama"e' andma& return to li!e$

7dditionall&' t%e caster can reattac% severed )od& parts )& simpl&

%oldin" t%em to"et%er$

/egeneration, -reater Level: =Duration: 1 round per level

Ran"e: 8

T%is spell !unctions in t%e same (a& as t%e t% level re"eneration 'except t%at t%e caster re"enerates at t%e !aster rate o! 3 %it points o!

dama"e per round$

/egenerati)e (upation

Level: >

Duration: PermanentRan"e: 8

6imilar to t%e t% level trans!ormative pupation ' t%is spell involves a 3

%our ritual durin" (%ic% t%e caster enters a state o! pupation lastin" 1d(ee*s$

5%ile in t%e pupa t%e caster under"oes a process o! re"eneration'

%avin" one o! several e!!ects$ Cirstl&' up to t%ree levels lost due to ener"&drain ma& )e re"ained$ 6econdl&' an& p%&sical dama"e' includin" lost

lim)s or disease' ma& )e %ealed$ 7lternativel&' t%e caster ma& re2uvenate%imsel! 9 )ecomin" 1d> &ears &oun"er$

?ac% time t%is spell is used !or re2uvenation' t%ere is a 1 in 18 c%ancet%at t%e caster (ill permanentl& lose one point o! /<N$ 5%en t%e

num)er o! /<N points lost equals t%e caster.s ori"inal /<N a)ilit& score't%e caster dies permanentl&$

/eplicate +ifeform

Level: =

Duration: PermanentRan"e: Touc%

/ast upon a small piece o! matter ta*en !rom a livin" creature' t%is spell

causes a ne( creature o! t%e same species to "ro( instantl& !rom t%e"enetic seed$ T&picall& pieces o! !ur' teet% or )ones are used' )ut t%e

spell (ill ta*e e!!ect on an& part o! a creature$ T%e ne(l& "ro(n creatureis a t&pical example o! t%e species !rom (%ic% t%e piece o! source

material (as ta*en 9 it is not an exact recreation o! t%e ori"inal' ma*in"

t%is spell ine!!ective as a means o! resurrection$ T%e caster is a)le to

replicate a creature (it% HD no "reater t%an %is level$ T%e replicatedcreature )e%aves as a t&pical adult o! its species' )ut %as no *no(led"e

o! complex )e%aviours (%ic% are t&picall& learned over man& &ears' suc%

as lan"ua"e' limitin" t%e spell.s use!ulness in replicatin" creatures o!"reater t%an animal intelli"ence$

/eptilian Metabolism

Level: 1Duration: 3 da&s' 01 da& per level

Ran"e: Touc%

T%is spell modi!ies t%e meta)olism o! a sin"le mammalian creature

+includin" %umans and demi#%umans, 9 causin" t%em to meta)olise li*e a

reptile !or t%e duration$

7 creature a!!ected )& t%is spell can survive (it% one tent% o! its normal

!ood requirements' and' unless in a state o! starvation )e!ore t%e spel

(as cast' su!!ers no ill e!!ects !rom not eatin" at all$ Ho(ever t%e tar"et

)ecome !ar more suscepti)le to temperature' su!!erin" a #1 penalt& toattac*s (%en in a cool environment' and a #4 penalt& to saves a"ainst

cold$

/e)ert Shapechange

Level: 3Duration: Instant

Ran"e: 8.

/ast upon a tar"et (%ic% is su)2ect to a mutation or s%ape#c%an"in"

e!!ect' t%is spell causes t%e trans!ormation to end and t%e tar"et to return

to its previous !orm$

6%apec%an"es due to spells o! 3rd level or lo(er are automaticall&

reverted' as are t%e a)ilities o! natural s%apec%an"ers suc% as

l&cant%ropes$ Hi"%er level spells %ave a )ase 8E c%ance o! )ein"

dispelled' ad2usted )& E !or eac% level di!!erence )et(een t%e caster andt%e c%aracter (%o created t%e e!!ect to )e reverted$

S%in !ransformationLevel: 1Duration: turns

Ran"e: Touc%

T%e tar"et.s s*in under"oes a rapid mutation and "ains one o! t%e

!ollo(in" !eatures' c%osen as t%e spell is cast:

/amou!la"e:  T%e tar"et.s s*in "ains t%e a)ilit& to c%an"e colour to matc%its surroundin"s$ T%e camou!la"e ta*es several rounds to adapt to a ne(

situation' and is onl& e!!ective !or areas o! t%e tar"et.s s*in (%ic% are

exposed +i$e$ not covered (it% armour or clot%in",$ I! a su!!icient area o!

s*in is exposed' a silent and immo)ile camou!la"ed creature %as a in c%ance o! remainin" unnoticed$

Protection:  T%e tar"et.s s*in )ecomes %ard and scal&' "rantin" a naturaarmour class o! +modi!ied )& D?F,$ /%aracters alread& (earin" c%ain

mail or )etter armour "ain a 01 7/ )onus !rom t%e extra protection

"ranted )& t%eir scal& s*in$

6pines:  7 mass o! s%arp spines or t%orns emer"e !rom t%e tar"et.s s*in

T%e spines (ill rip t%rou"% t%e tar"et.s clot%in"' )ut i! t%e tar"et is

(earin" armour t%e& (ill )e una)le to emer"e' and t%us ine!!ective$ 7n&creature usin" natural (eapons' or a ver& s%ort (eapon suc% as a

da""er' su!!ers t%e ris* o! )ein" sta))ed )& t%e spines (%en attac*in" t%etar"et$ T%e spine#covered tar"et ma&' in t%is situation' ma*e an attac*

roll in return$ I! success!ul' t%e attac*er su!!ers 1d dama"e !rom t%espines$

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Spore last

Level: 4Duration: 1 round per level

Ran"e: -48.

T%is spell con2ures a cluster o! !un"al spores an&(%ere in ran"e$ T%e

spores can )e tri""ered to explode at an& time in t%e spell.s duration!rom t%e second round on(ards +and (ill explode automaticall& once t%e

duration ends,' causin" 1d dama"e to an& creatures (it%in -8.$

/reatures in t%e )last radius must also ma*e a savin" t%ro( versus

poison or die !rom c%o*in" in rounds$

Spore Cloud

Level: 1Duration: -d rounds

Ran"e: 8.

7 cloud o! sic*l& &ello( mould spores erupts !rom a point (it%in ran"e'!illin" a 18. radius volume$ 7ll creatures in t%e a!!ected area must ma*e a

savin" t%ro( versus poison or )e overcome (it% cou"%in" and c%o*in"'una)le to attac*' spea* or per!orm an& action more complex t%an

sta""erin" or cra(lin" at %al! movement$ ;pon emer"in" !rom t%e cloud'or once t%e spell.s duration ends and t%e spore cloud dissipates' a!!ected

creatures re"ain t%e a)ilit& to act a!ter 1d4 rounds$

Staunch lood lo. "re)ersible#

Level: -

Duration: 1 round per levelRan"e: Touc%

T%is spell causes t%e recipient.s )lood to !lo( less rapidl&' ma*in" t%e

e!!ects o! (ounds less severe$ T%e spell can instantl& cure 1d4 %it pointso! dama"e !rom existin" (ounds' and (%ile t%e duration lasts an&

!urt%er (ounds in!licted on t%e tar"et )& piercin" or cuttin" attac*s arereduced in severit& )& one %it point$

T%e reverse o! t%is spell )leedin" (ounds ' causes t%e recipient.s )lood to!lo( more !reel&$ T%is results in an instant loss o! 1d4 %it points !rom

an& existin" (ounds' and increases t%e dama"e o! !urt%er (ounds )&one point (%ile t%e duration lasts$

Sur)i)al of the ittest

Level: >Duration: Instant

Ran"e: 8.

T%is dan"erous spell !orces all livin" creatures (it%in ran"e' includin"t%e caster and allies' to ma*e a savin" t%ro( versus deat% or die

immediatel&$

Symbiotic amiliar 

Level: -Duration: Permanent

Ran"e: 8

T%is spell %as t(o distinct uses$

Cirstl&' it can )e%ave as a variation o! t%e 1st level summon !amiliar '

(%ic%' instead o! summonin" a !amiliar !or t%e caster' causes one to

"ro( (it%in %is o(n )od&$ In t%is (a& t%e caster can acquire a plant or!un"al )ased !amiliar (%ic% exists (it%in and on t%e sur!ace o! %is o(n

)od&$ T%is use o! t%e spell entails castin" time and costs as per summon

!amiliar $ 6ome possi)le s&m)iotic !amiliars' and t%e advanta"es t%e&

"rant t%e caster' are "iven in t%e !ollo(in" ta)le$

Symbiotic familiar, eample familiars

amiliar Ad)antage

Mimosa 6ensi tivi t& to vi)rat ions in t%e air up to 8.

distantDeadl& ni"%ts%ade 0- to saves versus plant#)ased poisons

Blue mould Immunit& to t%e ne"ative e!!ects o! !un"al

or mould spores

Gello( mould /ast spore cloud  once per da&' centred on

sel! +caster is immune,

Toadstools #1 reaction ad2ustment to !e& creatures

Cl& a"aric /ast a le sser ver sion o! insect s(arm  onceper da& 9 t%e s(arm in!licts onl& 1 %p

dama"e per round

T%e caster also "ains an additional -d4 %it points due to t%e presence o!

t%e !amiliar' as descri)ed in summon !amiliar$

T%e second use o! t%is spell is to allo( an existin" animal !amiliar to

meld (it% t%e caster.s )od&' "ivin" it t%e a)ilit& to conceal itsel! (it%in

t%e caster.s o(n !les%$ T%e s&m)iotic !amiliar is a)le to !reel& enter and

leave t%e caster.s )od&$

5%en t%e caster ta*es dama"e (%ile in s&m)iosis (it% a !amiliar o!

eit%er t&pe' t%ere is a 1 in 4 c%ance t%at one point o! t%e dama"e (ill )esu)tracted !rom t%e !amiliar.s total$ T%e deat% o! t%e !amiliar is %andled

in t%e manner descri)ed in t%e standard summon !amiliar  spell$

T%e de"ree to (%ic% t%e presence o! t%e s&m)iotic !amiliar alters t%e

caster.s appearance is le!t to t%e ima"ination o! t%e pla&er and La)&rint%Lord$

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!ransfer (regnancy 

Level: Duration: Permanent

Ran"e: Touc%

T%is sinister spell e!!ects t%e trans!erence o! an un)orn c%ild !rom its

mot%er to t%e (om) o! anot%er !emale$ Cemales o! an& species can )ea!!ected' and )ot% t%e ori"inal and t%e receivin" mot%er must )e present

as t%e vivimancer casts t%e spell$

T%e castin" requires an %our#lon" ritual' and t%e expenditure o! 88"po! incense and oils' includin" a "lo(in" )lue )alm (%ic% must )e applied

to t%e )od& o! t%e ori"inal mot%er$

It is possi)le to use t%is spell to trans!er a )a)& to t%e (om) o! a creature

o! anot%er species$ In t%is situation it is up to t%e La)&rint% Lord(%et%er t%e c%ild survives$ I! it does it ma& ex%i)it unusual qualities

related to its second mot%er$

!ransformati)e (upation

Level:

Duration: Permanent

Ran"e: 8

B& means o! t%is spell t%e caster can permanentl& alter %is p%&sical !ormto t%at o! an& %umanoid race o! approximatel& equal sie$

T%e spell ta*es t%e !orm o! a 3 %our ritual' and requires t%e possessiono! a lar"e quantit& o! ma"ical sil*' suc% as t%at produced )& certain

species o! monstrous "iant spiders$ T%rou"%out t%e ritual t%e caster)ecomes slo(l& ent(ined (it%in t%e sil*en t%reads' and !inall& enters a

pupa#li*e state' (%ere %e (ill remain !or 1d (ee*s$ 5%ile in t%e pupat%e caster is unconscious and vulnera)le to attac* 9 an&one (is%in" to

do so can easil& cut t%e pupa open' *illin" t%e semi#trans!ormed (iard$

5%en t%e pupation period is over t%e caster emer"es in t%e ne( !orm$

T%e exact appearance can )e c%osen' includin" sex' %ei"%t' (ei"%t e&e's*in and %air colour and !acial appearance$ It is even possi)le !or t%e

caster to accuratel& mimic t%e appearance o! anot%er' alt%ou"% ver&close scrutin& %as a 18E c%ance o! revealin" some sli"%t di!!erence$

It is also possi)le !or t%e caster to modi!& %is a)ilit& scores durin" apupation$ He ma& c%oose to redistri)ute t%e sum o! %is p%&sical

attri)utes +6TR' D?F' /<N, amon"st t%emselves in an& (a& %e desires$He ma& also c%oose to su)tract points !rom %is mental attri)utes +INT'

5I6' /H7, in order to increase %is p%&sical attri)utes' )ut not t%e ot%er(a& around$ In an& event' it is not possi)le to increase an attri)ute to

"reater t%an 1 usin" t%is spell$

4ats of Creation

Level: =

Duration: Permanent

Ran"e: Touc%

5it% t%e use o! t%is spell and a special la)orator&' t%e caster is a)le tocreate an& li!e!orm (%ic% %e can dream up$ T%e process ta*es -d4(ee*s' durin" (%ic% t%e ne( li!e!orm "ro(s in a vat o! liquid$ /reatures

o! animal or plant intelli"ence o! up to one HD per caster level can )e"ro(n (it% ease$ T%e creation o! creatures o! "reater intelli"ence ma&

also )e attempted' )ut t%e procedure is some(%at elusive' %avin" onl& aE c%ance o! success per level o! t%e caster a)ove 1-t%$ T%e results o!

!ailed attempts to create intelli"ent li!e!orms are le!t to t%e La)&rint%Lord.s ima"ination$

In "eneral t%e caster can c%oose t%e exact appearance o! t%e createdli!e!orm' t%ou"% attempts to exactl& replicate an existin" individual are

8E li*el& to !ail$

I! t%e caster succeeds in an at tempt at creatin" an intelli"ent li!e!orm' %e

is also a)le to pre#determine its personalit& and disposition' alt%ou"%t%ere is a 18E c%ance o! t%is "oin" a(r&$

4enom

Level: -

Duration: InstantRan"e: 6ee )elo(

T%e caster can use t%is spell to create a variet& o! poisonous su)stances

similar to t%ose emplo&ed )& venomous sna*es and spiders$ T%e spel%as t(o di!!erent uses' c%osen )et(een as it is cast$

Cirstl&' t%e spell can )e used to envenom a sin"le cuttin" or piercin"(eapon$ 7n& creature dama"ed )& t%e poisoned (eapon must save

versus poison or su!!er 1d dama"e !or t%e next t%ree rounds$

7lternativel& t%e caster can use t%is spell to emit a poisonous spra&

tar"etin" up to one creature per t%ree levels (it%in a 4 de"ree arc' andto a maximum ran"e o! 38.$ T%e tar"eted creatures must save versus

poison or su!!er -d dama"e$

4enomous lood

Level: Duration: 1 turn per level

Ran"e: 8

T%e caster.s )lood mutates and )ecomes venomous$ 7n& creatureattac*in" t%e caster (it% a )ite attac* must save vs poison or die$ T%e

caster.s )lood can also )e used to envenom (eapons 9 one (eapon per1d3 %it points. (ort% o! )lood extracted$

4irus

Level:

Duration: 4 rounds' 01 round per levelRan"e: Touc%

7 sin"le tar"et (%ic% t%e caster touc%es is in!ected (it% a ma"ical virus

%avin" one o! several possi)le e!!ects' c%osen )& t%e caster +see )elo(,$

T%e tar"et is allo(ed a savin" t%ro( versus spells to resist$ I! t%e save

!ails' t%e tar"et is su)2ect to t%e c%osen e!!ect$ T%e tar"et also )ecomes a

carrier o! t%e ma"ical virus and can spread it to an& ot%er )ein"s (%ic% itcomes into p%&sical contact (it% +includin" en"a"in" in com)at,' (%o

must t%en in turn also ma*e a savin" t%ro( or )ecome a carrier$ T%us

t%e virus is a)le to spread rapidl& i! enou"% potential tar"ets are present$

T%e e!!ects o! t%e virus are one o! t%e !ollo(in"$

Ra"e:   T%e su)2ects are overcome (it% a (ild !ren& o! a""ression'relentlessl& attac*in" t%e nearest creature$

/on!usion:  T%e su)2ects are a!!ected as per t%e 4t% level ma"ic#userspell$

Trans!ormation:  T%e su)2ects are a!!ected )& a s%ort#lived pol&morp%

trans!ormin" into a creature o! up to 4 HD c%osen )& t%e caster$

4itality Surge

Level: 1

Duration: 6ee )elo(Ran"e: Touc%

T%e su)2ect "ains an extra Hit Die !or t%e spell.s duration' rollin" to

determine %o( man& additional %it points are "ained$ I! t%e su)2ect is%armed' t%e dama"e is !irst su)tracted !rom t%ese additional %it points$

T%e additional %it points remain until t%e& %ave all )een lost due to

dama"e' or until turns %ave passed$

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5enogamy 

Level: =Duration: Permanent

Ran"e: Touc%

T%is spell ena)les t%e caster to create an in!inite variet& o! )iarre

creatures )& a process o! "enetic meldin"$ T(o livin" creatures o! an&species must )e selected and contained (it%in a la)orator& !or a period

o! -d4 (ee*s$ Durin" t%is period t%e t(o creatures "raduall& )e"in to

mer"e into a sin"le )ein"$ ?ac% (ee* t%ere is a 18E c%ance t%at t%e

%&)rid creature (ill die$ I! t%e process is success!ul' t%e resultin" creature(ill %ave qualities and appearance re!lectin" )ot% o! its .parents.$ T%eLa)&rint% Lord s%ould determine (%ic% qualities are retained !rom (%ic%

parent$

I! creatures o! "reater t%an animal intelli"ence are melded (it% t%e spell'

t%e resultin" monstrosit& %as a 8E c%ance o! )ein" ut terl& insane$

6east -ro.th

Level: 1Duration: Instant

Ran"e: 38.

T%is spell causes t%e radicall& accelerated and "reatl& au"mented "ro(t%

o! all naturall& occurrin" &east or"anisms (it%in ran"e$ 7s &east existsvirtuall& ever&(%ere' t%e result is t%at all creatures' o)2ects and sur!aces

in ran"e are rapidl& en"ul!ed in a slim& mass o! !rot%in" &east$ T%e &east

itsel! is normal and %armless' and can )e (iped o!! (it% some e!!ort$

Ho(ever all a!!ected creatures su!!er a - in c%ance per round oslippin" over' and a #1 penalt& to attac*s until t%e& are !ree o! t%e &east$

T%is spell can also )e used to accelerate a process o! &east !ermentation

suc% as t%at used in )eer )re(in" or )read ma*in"$ 6uc% processes can)e completed instantaneousl& (it% an application o! t%is spell$

Vivimancer Spell List6pells !rom t%e standard spell lists in t%e 7?/ are mar*ed: D +druid, or M; +ma"ic#user,$

1st le)el

1$ Detect poison-$ ?di)ilit& +reversi)le,

3$ ?ntan"le +D,4$ ump +M;,

$ Natural (eaponr&$ Read ma"ic

=$ Reptilian meta)olism>$ 6*in trans!ormation

$ 6leep +M;,18$ 6pea* (it% animals +D,

11$ 6pider clim) +M;,1-$ 6pore cloud

13$ 6ummon !amiliar +M;,

14$ Vitalit& sur"e

1$ Geast "ro(t%

2nd le)el

1$ 7ccelerated %ealin"-$ 7ccelerated immune s&stem

3$ 7ccelerated meta)olism4$ Detect ma"ic +M;,

$ Drone

$ Cun"al "ro(t%

=$ In!ravision +M;,>$ Li!e ener"& protection

$ Pol&vorousness18$ 6taunc% )lood !lo(

11$ 6&m)iotic !amiliar1-$ Venom

13$ 5ater )reat%in" +M;,14$ 5arp (ood +D,

1$ 5e) +M;,

7rd le)el

1$ /anni)alie-$ Divide )od&

3$ Cei"n deat% +M;,4$ Cl& +M;,

$ Hi)ernate$ Hold animal +D,

=$ Insect s(arm +D,>$ Natural (eaponr&' improved

$ Neutralie poison +D,18$ Plant "ro(t% +D,

11$ Repel vermin +D,1-$ Revert s%apec%an"e

8th le)el

1$ /%imera I-$ Hive mind3$ Hive si"%t

4$ Hold ve"etation and !un"us +D,$ Immunit& to disease

$ Plant meta)olism=$ Plant s&m)iosis

>$ Pol&morp% ot%ers +M;,

$ Pol&morp% sel! +M;,

18$ 6pea* (it% plants +D,11$ 6pore )last

1-$ 6(arm trans!ormation +Necromancer'q$v$,

9th le)el

1$ 7nimal "ro(t% +D,

-$ 7nti#plant s%ell +D,

3$ Devolution

4$ Divide mind$ Immunit& to poison

$ Insect pla"ue +D,=$ Re"eneration

>$ Trans!er pre"nanc&$ Venomous )lood

18$ 5all o! t%orns +D,

'th le)el

1$ 7nti#animal s%ell +D,-$ /%arm plants +M;,

3$ /%imera II4$ Cles% )last

$ Impre"nate$ Li!e c&cle

=$ Reincarnate +M;,>$ Repel (ood +D,

$ Trans!ormative pupation18$ Virus

:th le)el

1$ ?"" o! li !e

-$ Mutate

3$ Parasitic implantation4$ Re"eneration' "reater$ Replicate li!e!orm

$ Vats o! creation=$ Feno"am&

&th le)el

1$ /%imera III

-$ /lone +M;,3$ ?xplosive "ro(t%

4$ Mass devolution$ Re"enerative pupation

$ 6%ape c%an"e +M;,=$ 6urvival o! t%e !ittest

;th le)el

1$ 7rti!icial intelli"ence

-$ /reepin" doom +D,3$ ?xtraordinar& re"eneration

4$ ?xtinction$ enesis

$ Mass mutation=$ Temporal stasis +M;,

-

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Section Two – Variant Classes

Fey ElfThe elf class in the core Labyrinth Lord  rules functions essentially as a

multi-classed fighter/magic-user. They can use any weapons and armourexactly as a fighter, and can learn and cast spells exactly as a magic-user.

This type of elf is now a classic trope of fantasy role-playing.

Some Labyrinth Lords may, however, desire something a bit different.

Presented in this chapter are some ideas for adding a bit of fairy talemagic to elves, to give them a different flavour and different spell-casting

abilities than that of the standard magic-user.

The Fey Dimension

The primary concept in this re-imagining of the elf is that they arebeings from another world a place !nown as the fey dimension. This"other world# is a common feature of fol! tales, where it is often seen as

the dwelling place of many supernatural beings, including elves, pixies,sprites, goblins, brownies, and so on.

The fey dimension, sometimes also !nown as "faerie#, exists in parallelto the world of men. The two worlds have a separate and independent

existence, but magical portals allow transit between the two. Suchportals are generally common !nowledge for the natives of the fey

dimension, who may enter the world of mortals for their own mysterious

purposes, and sometimes simply to cause mischief. $umans, on theother hand, are usually not party to the !nowledge of where doorways to

the fey world lie, and how they can be used. %ortals are usually only

able to enter the fey realm by accident or when !idnapped or lured insideby fey creatures.

&nside the fey dimension time flows in a manner which has little in

common with its behaviour in the everyday world, having more in

common with the nature of dreams. 'fter what seems li!e a shortso(ourn into the other world, people may return to find that in fact years

have passed. The opposite is also possible. This is the classic stuff offairy tales.

The nature of the fey dimension, and what role it plays in a campaign, is

left for each Labyrinth Lord to determine. &t could exist simply as a

conceptual bac!ground for fey elf characters, or it could ta!e a largerrole, with adventures and intrigues spanning the two worlds.

Fey Elves

's natives of this other world, fey elves differ somewhat from the typicalLabyrinth Lord   elf. Physically they are tall, thin and ephemeral, and

always have one or more unusual features that mar! them as obviouslynon-human, such as) pointed ears, silver or violet hair, cat-li!e eyes

sharp pointed teeth, extra fingers, etc. They are of very diverseappearance.

&n common with all creatures of the fey dimension, fey elves have afic!le, whimsical and somewhat mischievous nature. They en(oy music

and song, as well as fine food and drin! but all their pleasures have astrange otherworldly *uality, which other races can find both intoxicating

and eerie.

+ey elves are typically eutral in alignment, having goals and moralswhich are somewhat unfathomable to mortal races, and which oftentranscend human concepts of good and evil.

Fey Elves as Adventurers

+ey elf adventurers may use as a basis either the elf class as presented in

Labyrinth Lord  or the elf race from the 'dvanced -dition .ompanion 

The following modifications apply)

• +ey elves can spea! their alignment language, common, elvish

pixie and goblin.

• +ey elves can unfailingly identify doorways between the world

of men and the fey dimension. This ability does not allowthem to detect such doorways automatically it must be used

actively when examining a portal.

+urther differences are discussed in the following sections.

Fey Elf Class (Basic Labyrinth Lord )

' fey elf adventurer compatible with basic Labyrinth Lord  has a differentmethod of spell-casting to the standard elf, and use a different list of

spells. These differences are explained below.

'dditionally, while they are innately magical, fey elves lac! the wiardlytraining re*uired to use scrolls.

01

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Fey Elf Race (Advanced Labyrinth Lord )

Players who are using the additional rules in the 'dvanced -dition

.ompanion  may use the elf race.

'part from the differences in !nown languages, and their ability to

identify portals to the fey dimension 2as described above3, fey elvesfunction in the same way as the standard elf race. They are able to

choose any of the standard classes available to elves, with the normalrestrictions on level advancement. They may however additionally

choose the sorcerer class a new class, described below, which is only

available to members of the fey race.

Sorcerer4e*uirements) one

Prime 4e*uisite) &T$it 5ice) 6d7

%aximum Level) 61

This class is for use with the fey elf race, as described above.

The sorcerer class is a distinct type of spell-caster, whose spells focus on

magic of nature and tric!ery. Their magic is innate, rather than learnedby arduous study or granted by a deity, and thus usually only fey races

are allowed to ta!e this class.

Sorcerers cast spells in a uni*ue manner, as described in the following

section on fey spell-casting. They have a special spell progression tableand spell list, also detailed below.

'lthough they do not study magic, sorcerers have an intuitive mastery of

arcane forces and are able to use all magic items available to magic-

users, with the exception of scrolls.

5ue to the innate nature of a sorcerer8s magic, his spells are not

hampered by armour, and do not re*uire any gestures or words, beingmanifested with a mere twin!ling of the eye. %embers of this class are

able to wear studded leather armour or lesser, and can use the following

weapons) club, light crossbow, dagger, dart, *uarterstaff, shortbow, sling,short sword.

They have the same saving throw, to hit and experience advancement as

magic-users.

Fey Spell-Castingharacters of the fey elf or sorcerer classes cast spells according to the

spell progression chart shown below, and gain spells from their ownspecial spell list which focuses on magic of nature and tric!ery. This list

contains spells in common with druids, illusionists and magic-users, withthe addition of a few new spells, uni*ue to fey, which are described in

this chapter.

Their manner of spell casting also differs from that of other spell-using

classes. The spell progression chart represents both the number of spellsa fey elf can cast per day, and also the number of spells he or she

!nows. +or example, a 6st level fey spell-caster !nows two 6st levelspells, which can be cast once per day each.

's fey elves are naturally magical they do not need to pray or study

boo!s to be able to use their spells. +ey spell-casters regain their spellsautomatically after a night8s rest. 9pon gaining an experience level, fey

automatically learn any new spells allowed to them, without re*uiringany additional study or training of any !ind.

+ey spell-casters8 !nown spells are determined randomly from their spel

list. This determination can be made in two ways, as the Labyrinth Lordwishes.

• +irstly, the character8s !nown spells may be rolled for initiallyat character creation, and whenever a new experience level is

gained. :nce the character8s spell selection has been

determined it remains fixed, until the character again increases

in level and gains new spells.

'lternatively, for an added touch of chaos, the character8sspells may be re-rolled every day or every game session.

Fey elf / sorcerer sell ro!ression

Class

Level "ell Level

# $ % & '

6 ; 1 1 1 1

; 0 1 1 1 1

0 0 6 1 1 1

7 0 ; 1 1 1

< 0 ; 6 1 1

= 7 0 ; 1 1

> 7 0 ; 6 1

? 7 0 ; ; 1

@ 7 0 ; ; 6

61 7 0 ; ; ;

06

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Fey SpellsDimension Lea

Level) 6

5uration) &nstant

4ange) ;18, A<8 per two levels

9pon completion of this spell, the caster vanishes from existence, only

to reappear in another location at the start of the following round. The

destination of the dimension leap must be somewhere within range andwithin the caster8s line of sight from his location when casting the spell.Bhen leaping to a location ad(acent to an enemy, the caster can choose

to ma!e an additional melee attac!, due to surprise. This extra attac! ismade out of the normal initiative se*uence, and the caster may also ta!e

his normal action in the same round.

nvisibility Limited

Level) 65uration) 6d= rounds, A6 round per level

4ange) 1

'side from its brief duration, this spell has an identical effect to the ;ndlevel invisibility  spell.

"ummon Fey *in

Level) 6

5uration) = turns

4ange) 018

This spell enables the caster to summon a variety of creatures from fey

dimensions. The creatures which may be summoned depend on thecaster8s level, and the type of environment in which the spell is cast.

' single creature is summoned by this spell, and it is not in any way

bound to obey the caster the Labyrinth Lord should ma!e a normalreaction roll to determine its demeanour toward the summoner.

Summoned creatures carry any weapons which are noted in theirmonster description.

"ummon fey +in  creatures by environment

Creature Environment Level

Crownie Sylvan forest or plains 6+ey goblinD 9nderground 6

Leprechaun Sylvan forest or plains 6

ixie Large body of water 6

Pixie 'ny 6

Sprite Sylvan forest 6

5ryad Sylvan forest 0

ymph Sylvan forest <

Satyr Sylvan forest >

Treant Sylvan forest @

D 5escribed in 'ppendix &&.

Teleort (Fey)

Level) <5uration) &nstantaneous

4ange) 618

This spell functions in the same way as the magic-user teleport   spellwith the one difference that the caster can teleport himself into any very

familiar location in the fey dimension without any ris! of error. &t canthus be used as a fail-safe means of escape for a fey spell-caster.

Fey Spell ListSpells from the standard spell lists in the ' are mar!ed) 2cleric3, 5 2druid3, & 2il lusionist3 or %9 2magic-user3.

#st level

6. 'uditory illusion 2&3

;. harm person 2%930. olor spray 2&3

7. 5ancing lights 2&3<. 5etect illusion 2&3

=. 5etect invisible 2&3>. 5etect magic 2%93

?. 5etect snares and pits 253@. 5imension leap

61. 5oppelganger 2&3

66. ntangle 2536;. +aerie fire 25360. &nvisibility, limited

67. Produce flame 2536<. Protection from evil 23

6=. 4ay of fire / cold 2lementalist, *.v.36>. 4esist cold 23

6?. Spea! with animals 2536@. Summon fey !in

;1. Ball of vapor 2&3

$nd level

6. 'ugury 23

;. Clur 2&30. +ire trap 253

7. $eat metal 2reversible3 253<. $ypnotic pattern 2&3

=. &nvisibility 2%93>. %irror image 2&3

?. :bscuring mist 253@. 4esist fire 23

61. Stumble 253

66. Eentrilo*uism 2%936;. Barp wood 253

%rd level

6. Clin! 2%93;. 5ispel magic 2%93

0. $aste 2%937. Plant growth 253

<. Protection from fire 253

=. Pyrotechnics 253>. 4ope tric! 2%93

?. Snare 253

&th level

6. onfusion 2&3

;. reate food F water 230. 5etect lie 23

7. 5imension door 2%93<. &mplant emotion 2&3

=. Protection from electricity 253>. Solid fog 2&3

?. Spea! with plants 253@. Stic!s to sna!es 23

61. Temperature control 253

'th level

6. onfusion, greater 2&3;. Phantasmal door 2&3

0. Tele!inesis 2%937. Teleport

<. Time flow 2xpanded illusionist, *.v.3=. Transmute roc! to mud 2reversible3 253

>. True seeing 23

?. Ball of fire 253

0;

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Expanded IllusionistThe illusionist class in the Advanced Edition Companion is designed to

directly replicate the class from the classic advanced game. Thus,compared to the standard magic-user, illusionists have lower experience

point requirements for level advancement, and a more limited set of highlevel spells – th level !eing the highest availa!le on the illusionist spell

list. "t is not surprising then, that the illusionist is often regarded as a

slightly inferior cousin to the magic-user.

#or groups who want illusionists to have the same advancementpossi!ilities as the standard magic-user, or indeed any of the other new

classes in this !oo$, this section contains some additional high-levelillusion spells, going all the way up to %th level. A few new spells of

lower level are also included.&hen using these extra spells, the illusionist class should !e modified as

follows, to !ring it into line with the other classes in this !oo$'

(. )se the same *+ advancement and spell progression ta!les as

the magic-user.

. Add the spel l read magic  to the list of (st level il lusionist spells,

so that illusionists acquire spells in the same way as all othertypes of magic-user.

Illusionist Spells Alter Reality 

evel' %

uration' /ee !elow0ange' )nlimited

This spell, the pinnacle of the illusionist1s art, ena!les the caster to !ring

forth into reality whatever he can imagine. "t wor$s in the same way asthe magic-user spell wish , including the 2optional3 ageing effect on the

caster. The one difference is that an illusionist must first create an image

of what he wishes to !ecome reality, using other spells of illusion. 4e

must then cast alter reality , which causes the created illusion to !ecomea!solutely and irrevoca!ly real.

Dreamingevel'

uration' ( hour0ange' )nlimited

)pon casting the spell and naming the intended target, the caster fallsinto a sleep-li$e trance. "f the target is awa$e when the spell is cast, then

the magic has no effect and the caster simply remains in a vaguelyunconscious state until the spell1s duration has expired. "f, however, the

target is sleeping, then the caster is a!le to enter into his or her dreamworld.

5nce inside the target1s dream world, the caster can o!serve the dreamswhich are occurring, and is also a!le to interact with the dream world

and the mind of the sleeping individual.

6arious ends can !e achieved !y intruding in someone1s dreams, forexample' conversation, relaying messages, gaining information, or even

psychological torment. The spell is of sufficient potency that the caster isa!le to completely dominate the content of the target1s dreams, if he so

desires.

"f used to clandestinely gain information from the target1s su!conscious

mind, the illusionist is a!le to pro!e for the answer to a single question.An additional pro!e can !e performed when the caster is (7th level, and

a total of three questions at (8th level. The target is allowed to ma$e asaving throw versus spells per question, to resist revealing h is secrets.

The a!yrinth ord may decide to apply modifiers to the saving throw!ased on the sensitivity of the information sought.

"n the case of dream sequences which have some importance to the on-going campaign, the a!yrinth ord may wish them to !e played out as

if they were real episodes. #or example, an illusionist who is see$inginformation in the target1s dreams may find himself in an imaginary city

with all the inha!itants !eing aspects of the dreamer1s personality. Thea!yrinth ord should place a series of o!stacles and challenges in the

way of the caster1s aims. "n this way a whole adventure could follow from

the use of this spell. The intruding illusionist1s a!ility to manipulate the

dream world can !e represented !y his spell-casting capa!ilities – heshould !e allowed to cast his usual daily allowance of spells inside the

dream world.

&hen the spell1s durat ion ends, the caster awa$ens from his trance.

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Dream Travel

evel' %uration' /ee !elow

0ange' 7:1

This spell con;ures a semi-real vision of a large vehicle of some $ind,

typically a mighty sailing ship, which the illusionist and up to (:: othersare ta$en into. The caster must !e conscious in order to cast the spell,

!ut all others to !e ta$en a!oard the vessel must !e asleep. )nwilling

passengers may ma$e a save versus spells to avoid !eing ta$en into the

dream vessel.

"n a manner similar to the 8th level spell illusory a!ode , the dream vessel

may ta$e on a recurring appearance if the caster wishes it, and the

enhancements to spectral force   and ma;or creation   apply inside thevessel.

The passengers enter a shared dream of travelling a long distance a!oardthe con;ured vessel through an imaginary landscape, with the caster in

control as the helmsman or navigator. 5nce a!oard the vessel the

dreaming passengers may act as if awa$e, typically aiding in the

operations of the ship. The ;ourney usually appears to span several days,and may sometimes even feel li$e wee$s of travel, though the exact

amount of perceptual time elapsed is never clear, as is typical of dreams.

&hile the dream vessel travels through an imaginary landscape, it isactually moving through real space at an incredi!le rate -- up to (::

miles per hour can !e covered, completely unhindered !y any real

terrain. The spell lasts as long as the caster remains awa$e andconscious and the passengers remain asleep. This means that generally

the duration is approximately 8 hours, !ut it may !e extended !y variousmeans 2for example if the passengers are in a prolonged, drugged or

enchanted sleep3.

uring the ;ourney the a!yrinth ord should ma$e random encounter

chec$s as normal, and should feel free to come up with strange dream-li$e creatures and happenings along the way. "ndeed, the casting of this

spell could easily provide material for a whole game session. "f the dream!ody of any of the passengers is $illed while a!oard the vessel, he or she

will awa$en immediately, ending the spell and unceremoniously dumping

all passengers in the real world at a point somewhere along theirplanned course. "n this event, the caster has the option of ma$ing asaving throw versus spells in order to $eep the <$illed= passenger from

wa$ing up. "f the save is successful, the ;ourney will not !e ;eopardised,

!ut the $illed passenger will really die.

Casting this spell is not without cost. "t requires an oil distilled from apowerful astral, psionic or dream-related monster, which is consumed

during casting. The oil must usually !e o!tained through adventuring, !utmay !e availa!le for purchase at exor!itant cost 2at least (,:::gp3. "t is

possi!le to cast the spell without use of the oil, !ut there is a > chance

per hour of travel 2in real-time, not dream-time3 that the vessel will

!ecome lost in the dream world and never return.

Figment

evel' 8

uration' +ermanent

0ange' (:1

This spell causes a single target to !e stric$en with powerful shadowmagic which causes them to gradually fade out of existence. The first day

after the spell is cast, the target feels wea$ of !ody and fee!le of mind.The second day after the casting, the target !ecomes semi-corporeal.

The third day after the casting, the victim is a mere shade, una!le tointeract with the real world, and !arely a!le to ma$e a sound. After four

days, the victim disappears entirely, !eing ta$en into an o!scureshadowy plane where they will wander endlessly, unless released.

The caster is a!le to cancel the illusion at any time. 5therwise onlydispel magic  or wish  are powerful enough, though, once the target hasdisappeared, the former may !e difficult to apply, as it must !e cast

directly on the target, who now exists in another dimension.

Illusory Abode

evel' 8

uration' ( hour per level0ange' 9:1

The caster !rings forth the image of a door or trapdoor in a near!y

surface, which he may then enter, !ringing any num!er of companions

with him. "nside the door is an illusionary house or castle of some $ind,providing the opportunity of rest and respite for all who enter.

The exact appearance, dimensions and characteristics of the illusory

a!ode are under the caster1s complete control. The illusory a!ode  exists

in a strange half-dimension, and is thus unaffected !y environmentalconditions in the area where the door is located.

The first time an illusionist casts this spell, the a!ode – while it may !e

lavishly furnished after the caster1s exact imaginings – is uninha!ited.

4owever once inside, the caster can create illusory inha!itants !y use of

further spells 2typically spectral force 3, which function with an increasedintensity. &ithin the confines of the illusory a!ode , all illusions created

!y the caster !ecome partially real, and gain the a!ility to manipulateand affect physical o!;ects. #urthermore, any illusions of permanent

duration created inside the illusory a!ode  will appear each time thecaster returns. Thus the illusionist may create servants or guards for his

a!ode, which will, over time, come to ta$e on a life of their own as theylearn to serve their creator. &hile the furnishings and inha!itants of theillusory a!ode   seem completely real, they cannot leave the a!ode anddisappear immediately if ta$en outside.

The spell ma;or creation  is also enhanced when cast inside the illusorya!ode, !eing a!le to create quantities of food with permanent duration

which can !e eaten and provide real nourishment.

"t is rumoured that powerful illusionists sometimes $eep li!raries of

illusionary spell !oo$s inside an illusory a!ode , though the magic which

ena!les this is not commonly $nown.

&hen the spell1s duration comes to an end, the caster and all guestsappear !ac$ at the location where the door was created. ?uests can

enter and leave the illusory a!ode   at will during its duration, !utcreatures that are not invited inside !y the caster cannot enter !y any

means. i$ewise, creatures that do not willingly enter the illusory a!ode

are allowed to ma$e a saving throw versus spells to resist !eing ta$en

inside.

Memorium

evel' 8

uration' /ee !elow0ange' 7:1

&hen this spell is cast in a location where a specific event is $nown tohave occurred, the caster and up to one companion per two levels are

drawn into a vision of the past, re-experiencing the event in questionThe event which is the focus of the spell must !e $nown to the caster,

and can have occurred up to (:: years ago per caster level.

"n the vision the caster and his companions ta$e on the perspectives oindividuals who were present at the historic event, perceiving what

happened directly from the point of view of those involved. "f aninsufficient num!er of sentient !eings were present at the event

additional companions of the caster will perceive a vague retelling of the

event as if seen from a!ove.

9@

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The duration of the vision is seldom more than an hour, with longer

historical events !eing reviewed in a $ind of highlights form. &hiletheir minds are immersed in the vision, the !odies of the caster and his

companions are in a trance state, and are completely vulnera!le. "f any

of them are harmed the vision is !ro$en immediately.

"f the optional rules for character ageing are used, this spell ages thecaster 9 years.

"t is rumoured that an enhanced version of this spell once existed,allowing not merely the viewing of the past, !ut also the power to alter

the flow of history.

Mists of Madness

evel' %

uration' ( turn per level

0ange' /ee !elow

This spell con;ures a vast roiling !an$ of impenetra!le fog, expanding

from the point at which the spell is cast at a rate of (:1 per round up toa maximum radius of B::1 2after one turn3.

Apart from the caster, who is immune, any creatures trapped in the

volume of the fog are su!;ect to several effects. #irstly, all forms of vision

are limited to (:1. /econdly, due to the nightmarish visions and

phantasms with which the fog is filled, a save versus spells is requiredonce per turn. #ailure indicates that the creature1s mind has !eenaffected !y the phantasms, and is su!;ect to the effects of the confusion

spell, lasting for dB rounds. astly, any creature which remains in thevolume of the fog for longer than two turns must ma$e a save versus

spells at a - penalty, or !e overcome with a gi!!ering madness lastingfor dB days 2effects as per the confusion   or fee!lemind   spells, with

equal chance of either3.

&hen the spell1s duration comes to an end the fog !egins to dissipate.

The phantasmal effects fade immediately, !ut the fog ta$es a full turn todisappear.

Pathless Land

evel' 8uration' /ee !elow

0ange' /ee !elow

This powerful illusion ta$es two forms, one a permanent protection forthe caster1s home or other secret location, and one a short-lived

impediment to pursuit.

The permanent version of the spell requires a whole day to cast, during

which the il lusionist must wander through the area to !e affected 2up to amile radius3, weaving it with magic. &hile casting the spell, the illusionist

must sprin$le a specially prepared dust made from the ashes of apowerful illusion-using monster 2such as a lamia or ra$shasa3 and ground

!lac$ pearls worth at least ,:::gp. 5nce the spell is complete theaffected terrain ta$es on a shift ing, mae-li$e appearance.

The exact effects are dependant on the terrain in the enchanted area, forexample' trees and !ushes may seem to grow into !ewildering twisting

pathways, roc$ ridges may form a mae, or !oggy ground may form anunnaviga!le series of paths. The mae created is purely illusionary, !ut

its effects are so powerful that it !ecomes virtually impossi!le to navigatefor anyone except the caster and those whom he chooses to grant

access to. "t is only possi!le for characters to find a way through the

mae with long study and perseverance, requiring (d@ days of wandering

per point of "DT !elow :.The caster may only permanently enchant a single area with this spell at

any one time.

The short-lived version of this spell creates a similar mae, !ut affecting

an area of up to :1 radius per level of the caster, and having a durationof one hour. uring this t ime, any creatures entering the affected area

!ecome lost in the mae for a period dependent upon their "DT 2as perthe mae  spell3.

The mae created !y this spell is not affected !y dispel magic E the onlysure way to dispel it is with a wish or alter reality  spell.

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Phantasm of Forgetting

evel' uration' +ermanent

0ange' 9:1

This insidious spell causes a single target to forget everything a!out their

life and to completely lose their sense of identity. The target1s memoriesare still present, !ut they are made utterly inaccessi!le !y the mental fog

this spell !rings a!out. 5nly powerful mind-reading magic is a!le toaccess the veiled memories.

A save versus spells is allowed to resist the phantasm. "f the save fails,the phantasm can only !e removed !y dispel magic , dispel phantasm  orlimited wish .

Prismatic Beam

evel' 8

uration' /ee !elow0ange' (::1 per level

This spell allows an illusionist to create an intensely focussed !eam ofstro!ing light energy which can have one of three effects 2chosen as the

spell is cast3.

• The !eam can !e used to cause (dB points of heat damageper caster level to a single target in range.

• The !eam may !e used to disrupt matter, functioning in the

same manner as the magic-user spell disintegrate  2including asaving throw versus death3.

• The !eam can !e used to exert a powerful pushing force onto

a target, causing it to move at a rate of ::1 per round directly

away from the caster. Feings of titanic strength may ma$e a

saving throw versus spells to resist this pushing force, !utlesser creatures are helpless against it. The !eam has the force

to push inanimate o!;ects as large as a sailing ship.

The first two uses of the spell have an instantaneous duration, while the

third use lasts for one round per level of the caster.

Read Magic (Illusionist

evel' (

uration' ( turn

0ange' :

This spell wor$s in exactly the same way as the magic-user spell of thesame name, except it allows an illusionist to understand spells on the

illusionist spell list. 5ther spells can !e recognised using read magic, !utcannot !e understood !y an illusionist.

!olid Fog

evel' @uration' d@ rounds, G( round per level

0ange' 9:1

The illusionist con;ures a large !ody of fog, similar to the effects of wall

of vapor . The fog fills a :1 cu!e per caster level, and can only !e

dissipated !y extremely strong wind 2a gust of wind  spell is not sufficient3or powerful fire magic such as fire!all  or wall of fire . "n addition to its

o!scurement of vision !eyond 1, the cloying vapours of the solid foghave the effect of limiting movement to (H(:th normal. The maximum

distance of ranged at tac$s 2including spells such as magic missile   andfire!all 3 is also reduced !y 7:>.

Time Flo" (reversible

evel' 7uration' 7 turns per level

0ange' (:1

This powerful illusion warps the flow of time at the location where it is

cast, causing each turn that passes to have the su!;ective effect of awhole hour, for those within the area of effect. Thus spell durations pass

more quic$ly, and characters must eat and sleep at the accelerated rate

"f enough perceptual time is spent in the affected area, hit points may !e

recovered due to rest, and spells may !e re-memoried, su!;ect to thenormal rules.

The reversed version of the spell causes the perception of time to !e

reduced !y six times within the affected area – one hour of real timepasses in what appears to !e merely one turn.

Dote that any interaction !etween characters within the enchanted areaand those outside of it occur at the normal rate – characters inside the

time flow  do not gain or lose actions in com!at, for instance.

#$$er %and

evel' %

uration' ( turn per level0ange' :

This spell creates the convincing illusion that the caster is accompanied

!y a !and of followers, ta$ing whatever general form the caster desires

The group of companions is dynamic and will adapt its num!er and

volume so as to always appear to !e a slightly larger or more formida!leforce than any o!serving opposition. Thus, an illusionist am!ushed !y a

group of !rigands may appear to !e protected !y a slightly larger !and of$nights, while an illusionist encountering an army poised for war may

appear to !e in command of a slightly larger or !etter equipped force.

"f any of the illusionary companions is touched, it will dissipate

immediately, giving the game away. 5therwise the companions areperfectly convincing, moving as a force of the appropriate sie, ma$ing

appropriate 2if generic3 sounds, and giving off an appropriate smell.

&iral Phantasm

evel' %

uration' ( day per level

0ange' /pecial

Cast initially upon one or more targets within B:1, this spell implants,

modifies or removes a single concept, !elief or memory from the mindsof those affected. The power of the spell is such that, although a saving

throw is allowed, it is su!;ect to a -@ penalty.

&hile the spell1s duration lasts, anyone who comes into contact with

one of those affected !y the phantasm must also ma$e a save versusspells, or also !ecome affected. Thus the phantasm can spread very

rapidly and soon overrun whole populations. The illusionist with$nowledge of this spell truly wields formida!le power.

 'eird

evel' %

uration' ( round per level

0ange' 71 per level

This spell functions in a similar way to the @th level phantasmal $iller 

except that it affects all creatures in range 2with the exception of the

caster, who may simply o!serve the effects3. The phantasmal nemesescreated attac$ as monsters of half the caster1s level.

9B

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Illusionist Spell ListThe standard illusionist spell list is reproduced here, including all the new spells, which are mar$ed with an asteris$.

st level

(. Auditory illusion. Color spray

9. ancing lights@. ar$ness glo!e

7. etect illusionB. etect invisi!ility. oppelganger

8. 4ypnotism

%. ight(:. +hantasmal force

((. 0ead magicI(. 0efraction

(9. &all of vapor

)nd level

(. Flindness

. Flur

9. eafness@. etect magic

7. #og cloudB. 4ypnotic pattern

. "nvisi!ility8. Jagic mouth

%. Jirror image(:. Jisdirection

((. +hantasmal force, greater

(. 6entriloquism

*rd level

(. Continual light 2reversi!le3

. ispel phantasm9. #ear

@. 4allucinatory terrain

7. "llusionary scriptB. "nvisi!ility (:1 radius. Dondetection

8. +aralye

%. 0ope tric$

(:. /pectral force((. /uggestion

+th level

(. Confusion

. "llusory stamina9. "mplant emotion

@. "nvisi!ility, greater

7. JassmorphB. Jinor creation

. +hantasmal $iller

8. +hantasmal monsters%. /olid fogI

,th level

(. Confusion, greater

. Ja;or creation9. Jae

@. +hantasmal door

7. +hantasmal monsters, greater

B. +ro;ect image. /hadow evocation

8. /ummon shadow%. Time flowI

-th level

(. Con;ure animals

. +hantasmal monsters, advanced

9. /hadow evocation, greater@. /pectral force, permanent

7. /pectral force, programmed

B. /uggestion, mass. True seeing

8. 6eil

.th level

(. Astral spell. reamingI9. imited wish

@. +hantasm of forgettingI

7. +rismatic sprayB. +rismatic wall

. 6ision

/th level s$ells0

(. #igmentI. "llusory a!odeI

9. JemoriumI@. +athless landI

7. +rismatic !eamIB. +rismatic sphere 2J)3

1th level s$ells0

(. Alter realityI

. ream travelI9. Jists of madnessI

@. )pper handI7. 6iral phantasmI

B. &eirdI

9

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Section Three – TomesThis section contains lots more spells! Unlike the spells in the previous

two sections, however, they do not form part of a pre-defined spell list,

but are rather packaged up into small groups of spells around a certain

theme. Each themed selection of spells is said to be a “tome. t is left

for the "abyrinth "ord to decide how these tomes are to be used in his

or her campaign. # few possibilities include$

• The tomes are actually physical books or scrolls which may be

found by adventurers. They may be found as treasure items, or

may be initially discovered by rumour of their e%istence.

• They represent obscure branches of study mastered by eccentric

arch-mages, who may be willing to teach some of their signature

spells to &' magic-users.

• The spells in a tome may be used to give an interesting twist to

an enemy spell-caster ( the &'s being on the receiving end of

these unfamiliar magical workings.

Learning Spells from Tomes

Upon finding a tome there are several possibilities as to how it could be

used. The easiest option is that any of the spells in the book may be

learned as normal, simply by making the re)uisite percentile roll to see if

the magic-user can learn each spell. #nother possibility is that mastering

these obscure spells re)uires additional research, perhaps at *+ to +

of the cost of researching a completely new spell. # third option is that

the spells cannot be used without special training, which in itself may

entail further adventures in order to seek out some distant magical

academy or eccentric wiard versed in this obscure branch of magic.

Each tome is recommended for use by a certain type or types of magic-

user. /or e%ample, the 0ook of 1eceptions  is clearly aimed at illusionists.

This is not to say that the spells are absolutely not to be used by other

classes of magic-user ( the "abyrinth "ord may allow others to learn and

use these spells, perhaps following the guidelines presented in the

introduction for learning spells from other spell lists.

Tomes and Schools of Magic

2ne aspect of the idea of tomes of spells which bears discussion is in

how it relates to the concept of “schools of magic. The assumption in

this book is that many types or schools of magic e%ist, each studying the

arcane techni)ues to give power over a certain aspect of reality. 3agic-

users using the standard spell list 4sometimes also known as mages5 are

generalists, focussing largely on magic of invocation and transmutation,

but also studying a smattering of many other types of magic, without

delving deeply into any one. 2n the other hand, each type of specialist

magic-user 4i.e. the illusionist, elementalist, necromancer and vivimancer5

studies a single school of magic which has minimal overlap with the

other schools.

/or players and "abyrinth "ords with a penchant for creating new spells,

the instinct in this situation is perhaps to begin inventing more and more

schools of magic 4and thus magic-user sub-classes5 of increasingly

specialised focus. #b6uration, dimensionalism, diabolism, divination,

enchantment and many others spring )uickly to mind. 7owever, creating

a whole list of spells with enough variety to be of interest to an

adventuring wiard is no easy task for some of these imagined schools of

magic. # diviner or ab6urer, for e%ample, may be conceptually appealing,

but in practice the range of spells they would know is very limited, and,

especially in the case of a diviner, of minimal application to the typical

adventure. They would likely not be fun characters to play, too limited in

scope.

Thus, the system of magical tomes can provide a useful alternative to

this ever-e%panding selection of specialist wiards. 8ather than creating

a new class and spell list for diabolists, for e%ample, a few flavourfu

spells can be gathered together into a tome. This book may then be

discovered in a treasure hoard, or may be specifically sought out by

magic-users of that bent.

The Book ofDeceptions

8ecommended for use by$ llusionists

# tome containing spells which are commonly taught to low level

illusionists. #ny of these spells could be included in an illusionist

character9s initial spell selection at :st level.

Glamour 

"evel$ :1uration$ : day

8ange$ Touch

This simple enchantment allows an i llusionist to alter the appearance of

a single normal ob6ect. The spell allows a single )uality of the affected

ob6ect to be modified ( its colour, weight, te%ture, flavour and so on. ;o,

for e%ample, a red cloak could appear green, a copper coin could be

made to look like gold, or water could be made to taste like wine.

Invisibility, Lesser 

"evel$ :

1uration$ ;ee below

8ange$ Touch

This spell functions in the same manner as the *nd level spell invisibility 

e%cept that the sub6ect is only invisible when immobile. The sub6ect

becomes visible whenever he moves, and invisible when keeping still

The spell9s duration, as with the standard invisibility   spell, only ends

when the sub6ect makes an attack.

Spook

"evel$ :

1uration$ ;ee below

8ange$ :9

The illusionist advances threateningly towards a single creature within

range and the magic of this spell causes the target to perceive the casteras a greatly feared adversary. The caster need not know what the target

might be afraid of, the spell simply taps into the creature9s natural fears

# saving throw versus spells is allowed to resist the spell9s effect. f the

save fails, the target will turn and flee at ma%imum speed, e%periencing a

phantasm of being pursued by the imagined horror. Every round the

target is allowed to make a new saving throw, with a cumulative <:

bonus. =hen a save succeeds the phantasm ends. #t this point

intelligent targets wil l usually realise that they have been the victim of an

illusion.

This mind-affecting spell is ineffective against creatures of lower than

animal intelligence, or against the undead.

>?

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The Book of Figurinesand Puppets

8ecommended for use by$ 3agic-users

This tome contains a set of curious spells which were perhaps developed

by a magic-user with a penchant for puppetry.

 Animate Puppet"evel$ :

1uration$ : turn per level

8ange$ @9

This minor magic enables the caster to take remote control of a single

puppet, manne)uin or stuffed toy within range. Typically targets up to >9

tall may be affected. The spell has no effect on puppets which have an

intelligence of their own or are already magically controlled or animated.

The controlled puppet can be moved around as the caster wishes,

moving under its own locomotion but controlled within range by the

caster with a reasonable degree of precision. Aote that controlled

puppets are incapable of combat and that the caster is not able to see

through the puppet9s eyes.

 Animate Puppet, Mass

"evel$ B

1uration$ : turn per level

8ange$ @9

The grand pinnacle of magical puppetry, this spell places all puppets

and figurines within range under the caster9s control, as per the :st level

animate puppet .

The power of the spell is such that the controlled puppets are capable of

attacking as :71 creatures, doing up to :dC damage, depending on

their construction.

 Animate Statue"evel$ >

1uration$ : turn

8ange$ Touch

This spell brings a single statue which the caster touches to life. ;tatues

of up to :9 tall per level of the caster may be animated.

#t the "abyrinth "ord9s option, the animated statue may either be

controlled by the caster 4as per command construct 5, or may have an

awakened intelligence of its own and interact as a free-willed character.

n the latter case a reaction roll is recommended as normal. /riendly

statues may be able to give information to the caster about creatures and

events which they have observed.

ommand onstruct

"evel$ >

1uration$ :d@ turns

8ange$ @9

Targeting a single golem, living statue or similar magically animated

construct within range, this spell allows the caster to take over complete

control of the creature, commanding it as an automaton for the duration.

The target is allowed a saving throw versus spells to resist the caster9s

command. f the target is already under the direct command of another

magic-user, the controlling magic-user is also allowed a saving throw to

prevent this spell from taking effect.

Inhabit !igurine

"evel$ >

1uration$ : turn per level

8ange$ >9

The caster transfers his life force into a puppet or figurine within range,

gaining complete control of this new body. =hile the caster is inhabiting

the targeted puppet, his own body lies dormant, as if affected by feign

death . 1uring the spell9s duration the caster can see through the eyes of

the puppet, and can move its body as if it were his own. Typically a

puppet would have a movement rate of @9 4*95, and only be able towield very small weapons such as a dagger. The caster maintains his

own hit points while inhabiting the puppet, but is only able to be harmed

by magic.

=hen the spell9s duration e%pires, or at any time the caster wishes, his

life force returns immediately to his real body, which awakens.

Marionette

"evel$ :

1uration$ :dC rounds, <: round per level

8ange$ @9

This spell allows the caster to attempt to control the actions of one or

several creatures, as if pulling the strings of a puppet. Each round of the

spell9s duration the caster can attempt to control a single limb of any

target within range. The target gains a saving throw versus spells to

resist the forced movement, but if the save fails the magic-user gains

complete control of the chosen limb for the round. Thus weapons or

shields may be dropped, arms made to attack, legs made to trip, and so

on. #ny attacks or other actions made with a controlled limb suffer a -*

penalty, due to the lack of perfect precision with which they can be

guided. Aote that if a controlled limb is used to attack its owner, normal

to-hit and damage rolls are still re)uired.

"oodoo #oll

"evel$ +

1uration$ &ermanent

8ange$ Touch

# favourite spell of the arcane puppet-master, th is sinister magic allows

the caster to remotely inflict pain and even real harm to a victim. The

spell re)uires the construction and enchantment of a small doll which

will act as the conduit through which the magic will flow to the target.

The doll must be created by the caster, and must resemble the target at

least superficially. The doll can be constructed from whatever materials

the caster wishes ( straw dolls, stuffed toys and clay figurines are all

common. n order to construct the doll the caster must be in possession

of some part of the target9s body ( hair, blood, saliva, etc. This materia

must be embedded in the centre of the doll.

2nce the doll has been constructed, the caster may enchant it with this

spell. #t this stage the victim must save versus magic, with failure

indicating that the doll was successfully enchanted. The doll then

becomes a conduit to the body and spirit of the victim. #ny damage

done to the doll ( typically pins are thrust into it ( is reflected by

agonising pains in the victim9s body. ;uch damage can cause the victim

to be stunned for :dC rounds if failing a save vs paralysis.

f the enchanted doll is destroyed the victim must make a save vs death

or instantly suffer :d@hp damage per level of the caster.

=arding magic which prevents scrying, psychic influence or dimensional

travel negates the effects of this spell while the victim is under such

protection. The powers of the doll can be permanently dispelled by a

dispel magic  cast on the doll, or remove curse  cast on the victim.

>D

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The Book of Meta-Magic

8ecommended for use by$ 3agic-users

#side from the ever-popular dispel magic , the study of meta-magic ( that

is spells with the power to manipulate other spells ( is usually only

pursued by arch-mages and academics. This tome contains a selection of

the kind of spells which might be found in the possession of such

wiards.

2ne especially interesting use of the spells in this tome would be in a

campaign based around a magic academy, where all the &'s are magic-

users of various types, and their primary enemies are the wiards of a

rival guild.

 Arcane Mark

"evel$ :

1uration$ &ermanent

8ange$ Touch

This spell imbues a magical signature, identifying either the caster

personally or his school, onto the surface of an ob6ect. The mark may bevisible or invisible ( in the latter case detect magic will cause it to glow. t

may also be accompanied by writing in a magical script which can be

read with read magic . The script may contain whatever message the

caster desires, up to + words per caster level.

harm Spell

"evel$ C

1uration$ *C hours

8ange$ @9

This unusual spell enables the caster to befriend a memoried spell

which e%ists in the mind of another magic-user. The targeted magic-user

is allowed to make a saving throw versus spells in order to resist the

effect. f the save fails, the caster gains the favour of a single spell the

target has memoried. This has two possible effects. /irstly, the charmed

spell will not willingly harm the caster, and will randomly choose another

target if it is cast with that intention. #dditionally, the caster may ask the

charmed spell to resist being cast, re)uiring that the target makes a

second saving throw versus spells in order to cast the spell.

n order to charm a spell, the caster must be specifically aware of its

presence, either through magical means such as spell reading , or by

more mundane means such as seeing the target memoriing the spell.

ommand Spell

"evel$ @

1uration$ nstant

8ange$ @9

;imilar to the Cth level charm spell , this spell enables the caster to issue

a command to the mental energy patterns of a memoried spell in

another magic-user9s mind, causing it to cast itself instantly. The caster

must have specific knowledge of the targeted spell9s presence in the

other wiard9s mind, and the targeted magic-user may make a save

versus spells to resist. f the save fails, the caster may completely control

the casting of the targeted spell, selecting the targets or area of effect as

he sees fit. The spell is still cast from the perspective of the targeted

magic-user, though he does not make the normal gestures and

intonations re)uired to release the spell.

#$eomerlight

"evel$ >

1uration$ @ turns

8ange$ >9

This spell causes all memoried spells and all spells cast within range to

glow in a variety of scintillating colours. 3agic-users with memoried

spells are thus clearly divined, their heads being surrounded by a halo of

rainbow hues, while spells actually cast produce vivid streaks of light

making the target and the source un)uestionable.

The manifested colours broadly allow types of magic to be identified. /or

e%ample illusion spells may be associated with purple, necromantic

spells with black, divinations with blue and so on.

Instant Memori%ation I

"evel$ +

1uration$ nstant

8ange$

=hen cast upon a page in a spell book, this spell causes the targeted

dweomer to leap instantly into the caster9s mind, obviating the usua

process of memoriation. The targeted spell must be one that is known

to the caster 4i.e. e%isting in his own spell books5, and must be of >rd

level or lower.

Instant Memori%ation II

"evel$ ?

1uration$ nstant

8ange$

This spell is identical in effect to instant memori.ation ! , e%cept that it

may be cast on a spell of up to @th level.

Mnemonic &bfuscation

"evel$ B

1uration$ *C hours

8ange$

3emoried and then cast as a magic-user9s first spell of the day, this

spell causes the mental energy patterns of all subse)uent spells

memoried within the ne%t hour to be encoded in a biarre and mind-

bending form. The spells thus memoried are afforded complete

protection from magic which can affect memoried spells 4including

charm spell , command spell , spell reading , and steal spell 5. The presence

of the encrypted arcane formulae also presents a risk to anyone

attempting to read the caster9s mind by any means, forcing them to

make a save versus spells or be affected by confusion  for :d@ rounds.

#dditionally, the obfuscated spells are so unusual in their manifestation

that all magic-users take a -: penalty to any saves against the spells

when they are cast.

Spell 'eading

"evel$ *

1uration$ : round per level

8ange$ @9

The caster gains the ability to scan the minds of any targets in range and

to divine which, if any, spells they have memoried. t takes one round of

scanning to detect the overall presence of spells in a target9s mind, and

then one round to gain specific knowledge of one individual spell 4chosen

at random from those the target has memoried5. 'ommonly known

spells can be identified by name, but the "abyrinth "ord may wish to

describe only the very broad effects of more obscure spells.

C

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Spying Sigil

"evel$ @

1uration$ ;ee below

8ange$ Touch

The magical writing describing a single spell may be modified by means

of this spell, which inserts a tiny inconspicuous sigil into the te%t. The

sigil is undetectable by visual e%amination, as well as by detect magic ,

which simply reveals that the whole te%t is magical.

f the spell in which the sigil has been placed is memoried by a magic-

user, the sigil is implanted into his mind, where its sinister task begins.

#s long as the sigil remains in the target9s mind, its creator is able to seethrough the target9s eyes or hear through the target9s ears, in a manner

similar to clairvoyance   or clairaudience . The creator of the sigil is

magically notified as soon as the sigil is implanted in the target9s

memory, and can thenceforth choose to tune in to the target9s

perceptions at any time, which takes one turn and re)uires complete

concentration. Thus this spell is sometimes used by high level magic-

users in order to keep track of their apprentices.

The sigil remains active until the spell it was memoried with is cast. #t

any time, either in its written or memoried form, the sigil can be

removed as normal with dispel magic .

Steal Spell

"evel$ B1uration$ ;ee below

8ange$ @9

This spell effects the transference of the mental energy pattern of a

single memoried spell from the mind of the target into that of the

caster. The spell stolen is chosen at random, unless the caster has

specific knowledge of which spells the target has memoried, in which

case a successful d* AT check allows a particular spell to be stolen. #

spell which is in the process of being cast cannot be stolen.

The target is allowed a save versus spells to resist the effect. 2nce a spell

is stolen it remains in the caster9s mind for up to *C hours, or until cast.

Trigger 

"evel$ *

1uration$ : turn per level

8ange$

The caster modifies the effects of a second spell 4which must be cast in

the following round5, causing its activation andor duration to be t ied to

a specific triggering action. #ny trigger which can be performed by the

caster as a simple brief action may be chosen ( some e%amples of

suitable triggers are$ blowing out a candle, speaking a single word

drawing a weapon.

The trigger may be declared to invoke the modified spell9s activation,

deactivation, or both. Thus, if the caster wishes it, the second spell will

not take effect until the trigger happens, its duration beginning at this

point.

The duration of the affected spell cannot be e%tended by use of a

deactivation trigger ( if the trigger has not occurred by the end of the

modified spell9s normal duration, it will end as usual.

=hile the trigger spell is in effect, it can be detected with detect magic 

and can be dispelled, which also causes the triggered spell to vanish.

The Book of Pranks8ecommended for use by$ llusionists

# tome containing spells created by an illusionist whose area of specialist

interest was 6okes and humour.

(apless !ool

"evel$ *

1uration$ : turn

8ange$

llusionists use this odd spell to attempt to get away with murder, and

other such activities they would rather not be blamed for. t grants thecaster the ability, once within the spell9s duration, to cloak a single action

with an il lusion.

The cloaked action is made to appear to all observers like a slapstick

accident. Thus, witnesses may perceive a murder victim to slip and fall

on his own blade, or a stolen item may seem to fall into the sack of an

unaware passer-by.

2n-lookers are allowed a saving throw versus spells to detect that all is

not as it seems, though only the most eagle-eyed will see completely

through the illusion and perceive what really occurred.

Lost ) !ound

"evel$ :

1uration$ : hour per level

8ange$ Touch

'ast upon a single small ob6ect, which the caster may place where he

chooses, this spell causes the targeted ob6ect to become invisible and to

be replaced with an illusionary duplicate hidden in a different location

within :9.

f the illusionary ob6ect is discovered and touched, it disappears and is

replaced with another duplicate in a more cunningly hidden location

The cycle of discovery and duplication continues for the spell9s duration.

f at any time the real ob6ect is touched or moved, the spell ends.

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Phantasm of the Laughing Gnome

"evel$ >

1uration$ : hour per level

8ange$ @9

=ith this spell the caster can con6ure forth an illusionary gnome which

will follow the chosen target around for the duration. The il lusionist can

choose for the gnome to be a true illusion, visible to all, or to take the

form of a phantasm, which only the target can perceive. 1ue to its

unreal nature the gnome cannot be harmed in any way, and cannot be

outrun or evaded, even by teleportation magic.

The gnome can have one of several effects, chosen at the time of

casting.

Fovial gnome$   This gnome acts as a friendly and good-spirited

companion, making 6okes and pranks and generally trying to lift the

spirits of the character it follows.

0oisterous gnome$  This gnome, apparently horrendously drunk, makes a

huge amount of noise as it follows its target ( laughing, shouting and

singing.

;neering gnome$  This gnome9s humour is cynical and bitter, always

trying to ridicule and degrade its target.

The effects of the gnomes are fairly sub6ective, and should be determinedby the "abyrinth "ord on a situational basis as a result of the role-played

interaction between the gnome and the targeted character. &ossible

effects include$ a bonus or penalty to morale, the negation or worsening

of fear effects, a bonus or penalty to attacks or abilities due to

encouragement or disparagement.

Aote that this spell does not allow a saving throw, as the words and

actions of the gnome have an effect regardless of whether the the target

realises it is an illusion or not.

Slapstick !un*

"evel$ >

1uration$ : round per level

8ange$ @9

'ast upon an area, this odd illusion disguises any acts of violence

occurring within. The illusion causes all within range to perceive any

fighting or act of violence not as a serious matter but rather as a

boisterous rough-and-tumble. n this manner, dangerous weapons are

disguised as harmless or comedic implements 4rubber hammers, leeks,

bunches of flowers5, and acts of violence or even killing are likewise

veiled in a comedic manner.

#ny onlooker who has reason to doubt the reality of what he or she is

perceiving is allowed to save vs spells to see through the illusion.

+ncontrollable (ideous Laughter 

"evel$ :1uration$ @ rounds, <: round per level

8ange$ :*9

The targets of this spell are affected by an odd phantasm causing them

to find everything incredibly funny. Each target is allowed a saving throw

versus spells, with failure meaning that it is overcome by the magical

mirth. #ffected targets can resist the effects for the first :dC rounds

4ad6usted by any magical saving throw modifier due to =;5, after which

they collapse in torrents of laughter. 'reatures with AT scores of C or

less are totally unaffected.

The spell affects up to : 71 of creatures per level of the caster.

The Chronomancer'sWorkbook

8ecommended for use by$ 3agic-users

2ne of the most obscure, mysterious and esoteric branches of the arcane

is the study of chronomancy ( spells which manipulate time in various

ways. The Dth level spell time stop  is a commonly known spell of this

type. This tome contains a trio of spells of an unusual nature which deawith the manipulation of time.

+ndo

"evel$ C

1uration$ &ermanent

8ange$ :*9

# more advanced and lesser-known variant of dispel magic , this spell is

able to manipulate time and can dispel any spell cast in the previous

round, including spells of instantaneous duration.

The usual percentage chance of success applies. f the dispelling is

successful, the "abyrinth "ord is responsible for determining the

repercussions of the temporal modification.

Preemptive Strike

"evel$ +

1uration$ : hour per level

8ange$

This time warping spell gives the caster a chance to wreak vengeance on

those who attack him even before they have the opportunity to do so

=hen the caster, so protected, is attacked during the spell9s duration, he

gains an additional combat round in which he can perform some e%tra

action. This additional round occurs before the first normal round of the

battle, giving the caster a chance to attack his enemies, or to protect

himself, before anyone else can act. The caster does not even need to be

aware of the attack for the spell to function, as time is immediatelywarped, granting him an additional moment to take action.

The time warping effect works only once during the spell9s duration (

once it has been triggered the spell ends.

-oetrope

"evel$ D

1uration$ &ermanent

8ange$ :9

This powerful spell creates an area of space where time is warped so

tightly that a single moment is repeated over and over for all eternity.

The area affected is a cylinder :9 high and :9 in diameter. #ny

creatures or ob6ects in this area when the spell is cast, or anythingsubse)uently entering the area is caught in the time loop. /rom the

outside, the time loop appears to be a spinning column of light, wherein

can be seen, semi-transparent and phantom-like, the last few seconds of

normal e%istence of everything trapped inside.

The .oetrope  is an e%tremely powerful dweomer, and is unaffected by

dispel magic . # wish  is sufficient to release a single creature or ob6ect

from its confines, but if magic ever e%isted which could undo this spel

entirely, it is now lost.

The casting of this spell carries a certain risk to the chronomancer, who

has a : chance of accidentally being sucked into the .oetrope   and

trapped.

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The DimensionaTreatise

8ecommended for use by$ 3agic-users

1imensionalism is an obscure and ta%ing branch of arcane study which

includes powerful spells which warp the fabric of space and the forces of

motion. 'ommonly known spells such as teleport , dimension door   and

rope trick   are included in this sphere of study. This tome details a

number of lesser-known dimensional spells.

hannel

"evel$ >

1uration$ : round

8ange$ :9 per level

The caster creates a short-lived dimensional channel between his current

location and any visible point in space within range. The channel only

e%ists for a single round, but enables the transmission of any spells which

are cast into within that time.

;pells transmitted via the dimensional channel will take effect as if they

were cast at its end point. Using channel allows, for e%ample, a fireball  tobe cast over a castle wall, or a touch spell to be cast at a distance.

#imension #oor, Greater 

"evel$ D

1uration$ &ermanent

8ange$ Unlimited

The caster brings a magical doorway into e%istence, linking his current

location with another place which is well known to him. The door is of

normal sie, and allows instantaneous travel

in both directions.

#imensional Simplicity "evel$ +

1uration$ : turn per level

8ange$ @9

This spell disrupts the functioning of all

magic dealing with sub-dimensions,

including spells such as rope trick , and

magical items such as a bag of holding or a

portable hole.

=ithin the spell9s range and duration, all

such magic ceases to function, dumping the

contents of sub-dimensional spaces into the

real world.

#imensional .ard

"evel$ ?

1uration$ &ermanent

8ange$ >9

# one of permanent dimensional simplicity

4as the +th level spel l5 is created.

#dditionally, within the one, teleport  spells

of all kinds are ineffective ( it is impossible

to either teleport into or out of the warded

area.

#isappear 

"evel$ *

1uration$ : round per level

8ange$ :9 per level

This spell causes a single targeted creature or ob6ect to briefly disappear

into a small, temporary, sub-dimension. The target can be brought back

at will by the caster, and returns automatically when the spell duration

ends.

f the spell is used to target an ob6ect, it works in the same way as the :stlevel spell hide , with the difference that the affected ob6ect may be of up

to :lbs in weight and :9 cubed volume per caster level.

f the spell is used to target a creature, it may be up to :71 per two

caster levels. 'reatures are allowed a saving throw versus spell to resist.

=hile in the sub-dimension the target is completely cut off from the

outside world. Ao harm will come to it, but it cannot affect of be affected

by anyone else, including the caster.

The caster may use this spell on himself.

(ide

"evel$ :

1uration$ : round per level8ange$ :9 per level

This spell causes a single small ob6ect to briefly disappear into a tiny sub-

dimension. The ob6ect can be brought back at will by the caster, and

returns automatically when the spell duration ends.

The ob6ect targeted must be under +lbs in weight, fit within a :9 cube,

and be visible to the caster. f it is held by another creature, the owner

gets a chance to save versus spells to prevent the ob6ect from vanishing.

!astness

"evel$ +

1uration$ : turn per level8ange$ >9

The caster con6ures a sub-dimension into

which he and a number of other

creatures are transported. The sub-

dimension contains a solid floor and

breathable air, but otherwise is empty

and featureless ( a black space e%tending

in all directions without limit. =hile in

the sub-dimension the caster and any

companions are completely isolated from

the outside world.

Up to :71 of creatures per level of the

caster may be brought along. # savingthrow is al lowed to resist the

transportation.

The caster may choose to e%it the sub-

dimension at any time, and may likewise

allow any other creatures who were

brought along to leave. 7e may also

prevent them from leaving, and, without

the caster9s permission, escape is only

possible via powerful magic such as

limited wish , or when the spell9s duration

ends.

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'otational Acceleration

"evel$ @

1uration$ *dC rounds

8ange$ +9 per level

This spell brings about a biarre modification of the laws of force and

movement within a bounded area, causing all ob6ects and creatures in

the affected area to enter eagerly into a state of rapid spinning. n the

first round of the spell9s effect, creatures in the affected area e%perience

an odd sensation of falling and of losing control of their momentum.

;pinning creatures suffer -C to attacks in the first round. 3ost otheractions, including spell casting, are impossible.

/rom the second round of spinning onwards, all actions are impossible,

as the affected creatures spin and tumble with ever-increasing speed.

Each round, affected creatures have a + chance of suffering :d@

damage due to collisions, and a *+ chance of spinning wildly out of the

area of effect. 'arried items are very likely to fly off as a creature spins.

f a creature leaves the affected area, or when the spell9s duration comes

to an end, targets must make a saving throw versus paralysis. /ailing the

save means that the creature is overwhelmed with diiness and suffers

-C to attacks for :dC additional rounds.

The spell only affects moving creatures or ob6ects, and can be avoided

by any creature able to grasp onto an immovable anchor such as a large

tree or rock, or by anyone who is forewarned of the casting of this spell

and is able to stand completely still.

Aote that the caster is affected by the spell, but can easily avoid spinning

by remaining stationary during the spell9s duration.

Spell #oor 

"evel$ ?

1uration$ : round per level

8ange$ Unlimited

This spell opens a dimensional channel between the caster and any

location which is either in the caster9s line of sight or is well known to

him. The caster can choose to direct any spells which he casts in

subse)uent rounds through the spell door, having them emerge as if castfrom the distant location. This spell is particularly powerful when used in

con6unction with scrying magic of some kind.

Sphere of Annihilation

"evel$ D

1uration$ : round per level

8ange$ @9

Temporarily rupturing the fabric of reality, this spell con6ures forth a

sphere of annihilation 4see magic item description in the #E'5. The

caster may attempt to control the sphere as normal.

Summon #imensional (orror "evel$ +

1uration$ : turn per level

8ange$ :*9

This spell allows the caster to con6ure forth a single specimen of a

variety of biarre and dangerous creatures which normally dwell in odd

dimensional spaces.

'reatures which may be summoned include$ phase spider, phase tiger,

warp fiend 4see #ppendi% 5. The summoned creature is completely

under the caster9s control for the duration of the spell, after which it

vanishes.

Tessellate

"evel$ :

1uration$ nstant

8ange$ :9

This simple dimensional magic is used to instantly pack a group of

ob6ects into the smallest possible space. The ob6ects to be packed must

all be within range. "iving creatures cannot be affected, neither can

ob6ects worn or held by creatures. #s the spell is completed the affected

ob6ects are teleported instantaneously into a neatly packed cuboid. #t the

caster9s option ob6ects may be packed inside a container of suitable sie,effectively increasing its carrying capacity by one third.

The Prism Code!8ecommended for use by$ llusionists

#s masters of light and colour, illusionists have developed a variety of

spells enabling the storage and transmission of information in the form

of light. #ll the spells in this tome are commonly used with a minor

magical item known as a code% prism. This item is described in

#ppendi% .

!ull ode/ 0reversible1

"evel$ >

1uration$ : minute per level

8ange$ +9 per level

This spell combines the effects of sound code%  and light code% , allowing

the illusionist to transmute all of his visual and aural perceptions into

encoded light patterns which are transmitted or stored in a code% prism.

Light ode/ 0reversible1

"evel$ *

1uration$ : minute per level

8ange$ +9 per level

;imilar to the :st level script code% , this spell allows an illusionist to

transmute all visual phenomena within his range of perception into

encoded light patterns which can then be decoded by the reversed spell,

thus remotely reproducing the perceived scene.

This spell is also commonly used in con6unction with a code% prism 4see

#ppendi% 5, allowing transmuted light patterns to be stored and

decoded at a later date.

Script ode/ 0reversible1

"evel$ :

1uration$ : round

8ange$ +9 per level

=hen this spell is cast the illusionist must be touching a book, scroll or

other item bearing script of some kind. Upon uttering the spell9s final

syllable, the script is magically transmuted into a series of flashing

colours, which can be seen anywhere in range. The light patterns last for

one round, during which time up to one page 4roughly : words5 of

information per level of the caster can be transmuted. Ao kind of

magical script can be successfully transmuted by this spell.

The usefulness of the spell is only realised by its reversed form ( which

allows second illusionist to transmute a perceived stream of light

instantaneously back into script, which appears in his mind as if he had

read the transmuted writing.

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n this manner, two illusionists may “steal written information by

beaming it over some distance in the form of transmuted light patterns.

The amount of information retained by the receiver depends on several

factors, including his intelligence, and his understanding of the sub6ect

matter. Thus, if the script is in a language the receiver does not

understand, the spell is wasted and virtually no information is transferred

( perhaps only a few words might be recalled. "ikewise, the spell does

nothing to enable the breaking of codes or ciphers, and it is unlikely that

the receiving il lusionist will be able to recall more than a few snippets of

nonsensical coded information.

This spell is also commonly used in con6unction with a code% prism 4see

#ppendi% 5, allowing transmuted light patterns to be stored and

decoded at a later date, removing the need for a second illusionist to be

present in order to receive the encoded information.

Sound ode/ 0reversible1"evel$ *

1uration$ : minute per level

8ange$ +9 per level

;imilar to the :st level script code% , this spell allows an illusionist to

transmute all sounds within his range of hearing into encoded light

patterns which can then be decoded by the reversed spell, thus remotely

reproducing the perceived sound.

This spell is also commonly used in con6unction with a code% prism 4see

#ppendi% 5, allowing transmuted light patterns to be stored and

decoded at a later date.

The Tome of "o#e andSime

8ecommended for use by$ 3agic-users and vivimancers

Grease

"evel$ :

1uration$ > rounds, <: round per level

8ange$ @9

The grease  spell produces a thin layer of an oily slime which covers

either an area or an ob6ect. f used to affect an area, up to :9 s)uare

may be affected. 2therwise, the spell affects a single ob6ect of up to

roughly the sie of a person.

'reatures moving into or through a greased area must save versus spells

or slip over. 'reatures who make the saving throw may choose to either

remain immobile or to safely e%it the area.

'reatures attempting to use a greased item must likewise make a saving

throw versus spells, with failure indicating that the item is dropped. f the

spell is cast upon an item which is already held by a creature, the target

is allowed a saving throw versus spells to completely nullify the effect.

ontrol &o%e

"evel$ C

1uration$ :d@ turns

8ange$ @9

This spell, cast in the presence of an ooe, 6elly, pudding or slime type

creature, e%erts a powerful influence on the being, causing it to come

completely under the caster9s control for the duration of the spell. 2oes

with a degree of intelligence are allowed a saving throw versus spells to

resist this charm, but the mindless are powerless against it.

Slime 2last

"evel$ C1uration$ nstant

8ange$ :*9

This spell unleashes a *9 radius e%plosion of green slime, as per the

monster, at the targeted location. 'reatures in the affected area may

make a saving throw versus spells to avoid being hit. Those who fail their

save are covered in :dC hit points worth of flying green slime, and suffer

the normal effects, as detailed in the monster description.

Gelatinous Transformation

"evel$ >

1uration$ * rounds per level

8ange$ @9

This spell causes a single ob6ect or creature to undergo a complete

transformation into a gelatinous state, similar to an ooe or pudding.

'reatures in this state cannot attack or cast spells, though they may be

able to use psionic or mental abilities. They are able to move *9 per

round, and can easily travel up walls, along ceilings, and through small

holes and gaps. Gelatinous creatures are invulnerable to normal attacks

and can only be harmed by magic or fire.

#n unwillingly targeted creature is allowed a saving throw versus

polymorph to resist the spell9s effects.

#n ob6ect affected by this spell is transformed into an animate ooe

controlled by the caster.

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The Tome of theSpider Mage

8ecommended for use by$ 3agic-users

'ontaining a set of spells dealing with webs, threads and ropes, this

tome may be the life9s work of a powerful arachnophiliac magic-user.

 Ascend"evel$ @

1uration$ > turns

8ange$ Touch

This spell is cast upon a piece of rope up to +9 long, which rises into

the air as if it had been enchanted by the *nd level rope trick  spell. #s

the rope rises it creates a +9 wide passage through any barriers it

encounters, in a similar manner to passwall .

The rope can create multiple passages if it encounters multiple barriers

on its ascent, but is blocked by metal or materials harder than stone.

Each passage can be at most :9 deep. 2nce the rope has ascended to

its full length it hangs down, allowing creatures to climb up through the

newly created passages. =hen the duration ends, or at any time the

caster desires, the rope falls and any passages created close once more.

 Attach 'ope

"evel$ :

1uration$ : turn per level

8ange$

=ith this spell the caster can attach the end of a rope 4normal or

magical5 firmly to any surface without the use of a knot. The caster

touches the rope to the surface and an incredibly strong magical bond is

formed. The bond is so strong that it cannot be broken ( if great force is

applied, the rope itself will snap first. #t the end of the spell9s duration,

or at any time the caster wishes, the rope is released. This spell cannot

be used to attach a rope to a mobile creature.

2ond 2ane

"evel$ C

1uration$ nstant

8ange$ :9 per level

This spell brings about the destruction of all types of rope, threads,

cords and webbing within range. #s the spell is cast all affected cords

burst into a blae of white flame and are destroyed in a single round. The

spell affects even magical ropes and webs, unless they have a specific

immunity to magical fire. #ny creatures in close pro%imity to the burning

cords suffer :d? hit points damage. The caster is immune to this

damage.

0ond bane  can be cast with merely a word, making it especially usefulfor wiards who have been inadvertently bound and are unable to make

spell casting gestures.

ommand 'ope

"evel$ :

1uration$ nstant

8ange$ :9 per level

Using this spell the caster can command a rope within range to animate

and either tie itself in a knot or untie an e%isting knot. # knot can be

tied at either end of the rope, or at any point along its length. The spell

can be used to tie a simple binding knot around a creature9s hands or

feet, but the target is allowed a saving throw versus spells to evade the

rope. 2nce tied, the knot has no magical properties, and can be untied

normally.

onducting Skein

"evel$ C

1uration$ : turn

8ange$ :9 per level

1uring this spell9s duration the caster gains the ability to deliver touch

spells through ropes, threads and skeins. 0oth the caster and the target

must be touching the conducting skein.

onducting .eb

"evel$ B

1uration$ : turn

8ange$ :9 per level

This spell allows the wiard to massively amplify the effects of a single

touch spell through a normal or magical web. The caster must be

touching the web as he casts the desired touch spell, which can be up to

>rd level. The touch spell9s effects are then amplified and conducted to

every creature in range which is in contact with the web. Each affectedcreature is allowed a saving throw, if the conducted spell allows one

2nly one spell can be conducted per casting of conducting web .

on3ure 'ope

"evel$ :

1uration$ @ turns

8ange$

This simple spell has been the saviour of many an adventuring party

who were stuck deep underground lacking basic e)uipment. t produces

a normal +9 hemp rope for the duration.

Grapple

"evel$ *

1uration$ : turn per level

8ange$

The caster touches the end of a rope 4normal or magical5, and instructs it

to attach itself to a surface which is within sight. The rope then snakes

out and 6oins itself, as per the :st level spell attach rope , to the surface

indicated. The rope can only attach itself to surfaces that are within its

reach 4as determined by the length of the rope5. #s with attach rope 

mobile creatures cannot be targeted.

'elentless 2inding

"evel$ >1uration$ : hour per level

8ange$ :9

This spell can be used to prevent a single bound target from escaping by

any physical means. The target must already be bound or entangled in

some way, by ropes, cords or webbing.

2nce the spell is cast the binding becomes enchanted, and actively

resists all attempts to free the victim. /or the duration of the spell the

binding cannot be cut, burned or damaged in any way short of a

disintegrate  spell. The binding can be dispelled as normal, and the caster

may release it at any time, immediately cancelling the enchantment.

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'ope Like Steel

"evel$ B

1uration$ &ermanent

8ange$ Touch

The caster may give a single length of rope the strength, but not the

weight, of steel. The spell affects up to a +9 length of rope per level of

the caster.

'ope .alk

"evel$ :

1uration$ : round, <: round per level

8ange$ Touch

This spell enables the sub6ect to walk along e%tended ropes at his normal

rate of movement, and with no risk of falling. 2nly ropes which are on a

horiontal and which could normally support the sub6ect9s weight can be

traversed ( the spell does not grant any gravity-defying powers. The

sub6ect is so at ease while rope walking that he may perform any normal

actions, including attacking or spell casting. 7owever if he takes any

damage the sub6ect must make a saving throw versus wands or fall.

'ope .ard

"evel$ +1uration$ : turn per level

8ange$ Touch

This spell creates a powerful ward which prevents magic, attacks and

creatures from crossing its boundary. The ward9s boundary is defined by

the placement of a rope of up to +9 in length, which the caster must lay

upon the ground before casting the spell. #s the spell is cast an invisible

ward springs up vertically from the rope, making a wall *9 high. The

ward prevents spells, breath weapons, heat, electricity, physical attacks

and creatures from passing either way. t is affected normally by dispel

magic   or disintegrate . 2nce placed, the rope ward cannot be moved,

e%cept by the caster, by any means short of a limited wish . The caster

can move the rope freely during the spell9s duration, altering the shape

of the ward. f the rope leaves the ground the ward vanishes, but will

reappear if the rope is replaced.

Skein

"evel$ :

1uration$ : hour per level

8ange$

The caster reaches into his lightly clenched fist and pulls out a glossy,

almost transparent thread. The thread can be unravelled for up to *9

per level of the caster, or until the caster wishes the spell to end. The

skein created is as strong as thin copper wire ( it can be deliberately cut

or broken without much difficulty, but is unlikely to break without

interference. f the skein is used to support weight, it can carry only +lbs

before breaking.#t the end of the spell9s duration, or at any time the caster wishes, the

skein vanishes.

Spider Skein

"evel$ *

1uration$ : turn per level

8ange$

The caster touches a surface and a sticky thread forms, connecting his

hand to the surface touched. The caster can cause the thread to e%tend

to a ma%imum length of :9 per level, and at a ma%imum rate of @9

per round. The skein is attached with incredible strength 4as per the :st

level spell attach rope 5 to both the caster9s hand, and to the surface

touched. This spell is thus typically used to allow the caster to descend

safely from great heights. The spell does not confer the ability either to

retract the skein or to climb up it again )uickly. The caster may climb up

the skein, but only at the normal rate of climbing.

The thread itself breaks if more than > pounds of weight are

suspended from it, or can be deliberately snapped by a creature with :?

or higher ;T8. The caster can disconnect either end of the thread at

will. =hen the spell9s duration e%pires the thread vanishes.

Strengthen 'ope

"evel$ :

1uration$ : turn per two levels

8ange$ Touch

=ith this spell a single length of normal hemp or silk rope, up to :9 per

caster level, is magically strengthened, giving it the ability to support

great weights. The weight that can be supported by the affected rope is

multiplied by ten ( thus an enchanted hemp rope can support the weight

of thirty human beings, and a silk rope up to fifty. The enchantment

does not however increase the rope9s ability to resist cutting.

 .eb of Arachne"evel$ D

1uration$ &ermanent

8ange$ *9 per level

This spell creates a

huge volume of sticky

threads which entrap

any creatures caugh

within the affected area

in the same way as the

*nd level web   spell. n

addition to the norma

entanglement, al

creatures entangled inor touching the web

must make a saving

throw versus spells or

enter a state of suspended animation 4as temporal stasis 5 for *d@ days

The caster can move freely through a web he has created.

# wiard can only have one web of arachne  in e%istence at a time, and

in order to create a web in a new location must personally destroy the

old web by casting dispel magic . #part from this one situation, the web

is unaffected by dispel magic , and is not damaged by fire 4normal or

magical5. ;ections of the web can be disintegrated .

 .eb .alk

"evel$ *1uration$ * rounds, <: round per level

8ange$ Touch

The sub6ect gains the ability to climb or walk along ropes, skeins and

webbing as )uickly and easily as he can move on the ground. The

affected creature can traverse threads of any thickness, even those which

could not normally support his weight ( however the spell9s magic only

allows thin threads to support the sub6ect9s weight plus up to :+

pounds. This spell has the additional effect of preventing the sub6ect

from becoming stuck in webs created by giant spiders or magical web

spells, though it does not help creatures who are already bound up in

webbing.

CB

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Appendices

I. Optional Rules forMagic-Users

The magic-user is traditionally a class with a fairly extreme power curve.

They are very weak in the first few experience levels, due to low hit

points, high armour class, and a very limited number of spells per day.

At higher levels, however, they become very powerful – able to cast an

ever-increasing number of spells per day, and gaining access to magic

which can kill instantly, deal large amounts of damage, summon

powerful servants, create impregnable defences, and grant a wide range

of useful miscellaneous powers.

Depending on the desired tone of a campaign – anything from high

fantasy to gritty, low-magic sword sorcery – the !abyrinth !ord may

wish to modify the power curve of the magic-user class. To this end, a

few possible optional rules follow.

Detect Magic

A nice bonus for low-level magic users is to allow them to detect magic at

will. This gives them something "arcane# to do, even when their small

selection of daily spells has been cast.

$t is suggested that this ability is not %&&' effective – perhaps having a (

in ) chance of success, similar to searching for secret doors. $t is also

recommended that it should take some time for a magic-user to attempt

to detect magic – perhaps one turn. *ith the ability limited in this way,

the detect magic   spell retains its usefulness as a means of instant

identification.

Cantrips

*hile the scope of %st level spells may seem limited, all %st level magic-

users have endured numerous hours of study and experiment to be able

to reach the stage where they can successfully memori+e and cast even

the humble read magic . During their training magic-users are assumed tohave first practised the casting of simple spells known as cantrips, which

have very minor or mundane effects, making them of limited use in the

life of an adventurer.

The !abyrinth !ord may choose to allow magic-users to cast cantrips

during their adventures in order to increase their flexibility somewhat

everal approaches are possible

%. A list of possible cantrips is created these can easily be found

online/ which magic-users must choose from.

(. 0layers of magic-user 01s are free to come up with cantrips

on the spur of the moment, with the !abyrinth !ord2s

approval. 3enerally cantrips should not be able to cause

damage, and should only be able to create very limited

reproductions of %st level spells.

4. 5agic-users may cast cantrips which have an effect related to a

spell they currently have memori+ed. o, for example, a

character with fireball memori+ed may be able to create small

flames or sparks, while a character with sleep prepared may

be able to cause a brief wave of drowsiness to come over a

target.

The !abyrinth !ord should also decide whether magic-users can cast an

unlimited number of cantrips per day, or whether they must choose to

memori+e a fixed number, similarly to how other spells are memori+ed.

Magical affinities

d30 Affinity d30 Affinity  

% Air  c an cause minor gust s of wind and control air cur rent s. %) 6ealer  can restore a character at &hp to life by touch once a day.

( Animals  -% modifier to reaction rolls with one broad type of

animals e.g. birds, fish, mammals, insects, reptiles/.

%7 6eat  resistant to environmental heat, 8( to saves vs intense heat or

fire.

4 Animals  can speak with one specific species of animal e.g.

s9uirrels, bears, wolves/.

%: !ight  can create a glow like candlelight.

; Animals  has an animal familiar as per the spell summon familiar /. %< !ucky  gain a 8( bonus to a roll once per session.

= 1harm  resistant to mind-affecting spells, 8( to saves, and gain a

save vs spells even for effects which normally allow no save.

(& >therworld  detect otherworldly creatures influence ( in )

chance, takes % turn/.

) 1old  can free+e small volumes of water by touch. 1old spells do

8% damage.

(% >therworld  has an otherworldly familiar as per the spell summon

familiar / – a faerie, imp, minor elemental, etc.

7 1old  resistant to environmental cold, 8( to saves vs intense cold. (( 0lants  is able to ask plants very simple 9uestions.

: Death  can detect death. pend % turn to detect undead within 4&2

( in ) chance/.

(4 ,cript  can read magic  naturally, without the use of the spell.

< Dimensions  can blink  %&2 in a random direction once a day. (; ,cript  has a (=' chance of being able to decipher obscure

languages.

%& Dimensions  can disappear for % round once a day. (= ,eer  can cast the (nd level cleric spell augury  once a week.

%% Dreams  can see into the dream world of sleeping creatures within

%&2. ?e9uires % turn to tune in.

() ,hadow  can darken shadows within %&2.

%( Dreams  experiences pre-cognitive dreams % in ) chance per

night/.

(7 Telekinesis  can move small ob@ects with thought.

%4 mpathic  can detect the presence of strong emotions at a range of

4&2. ?e9uires % turn to tune in.

(: True-seer  8( to saves vs illusion.

%; nergy  can mani fe st crack ling energy and give minor shocks. (< *ater  can breathe underwater for % turn.

%= Bire  can create flame. 4& *ild magic  can manifest a random %st level spell once per day.

;:

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Magical Affinities

Although traditionally the arcane abilities of magic-users are regarded to

be purely the result of long years of study, in some campaigns the

!abyrinth !ord may wish to grant them additional abilities to reflect an

innate connection to the subtle magical energies of the world.

$f this is desired, each magic-user 01 may randomly determine a

supernatural affinity, and corresponding ability, from the table on the

previous page.

 Additional Spells per Day A simple option to give magic-users a boost at low levels is to allow them

extra spells per day based on their $CT, in the same way as clerics gain

additional spells for high *$ if using the rules in the A1/.

xtra spells per day of each level are only gained when a magic-user is

able to cast spells of that level. o, for example, a %st level magic-user

with %: $CT could cast three %st level spells per day.

 Additional spells per day by INT

 Additional Spells by Spell Level

INT 1 2 3

%4 %

%; (

%= ( %

%) ( (

%7 ( ( %

%: ( ( % %

%< 4 ( % %

!asier Scroll Creation

To increase the versatility and power of magic-users, they may be

granted the ability to create scrolls from %st level this ability is usually

limited to characters of <th level or higher/.

The usual research cost of =&&gp per spell level may be used, or the cost

might be reduced. A previous version of the game suggested, forexample, a cost of %&&gp per spell level. 1learly, the cheaper it is to

make scrolls, the more often low-level magic-users will do so.

No D"plicate Spells

Due to some 9uirk of the way magical energies are imbued into the

caster2s mind during the process of spell memori+ation, it is only possible

to memori+e each given spell once. 5ultiple copies of a single spell

simply cannot co-exist in a magic-user2s mind. A spell and its reversed

version may, at the !abyrinth !ord2s discretion, co-exist in memory./

This options tends to encourage casters to be more versatile and creative

with their spell use, while reining in the power of "killer spells# such as

sleep , charm person , fireball , etc. $t is especially recommended in

combination with the additional spells per day option, above, to preventthe rise of %st level magic-users with sleep  memori+ed three times

Li#ited $ig%&Level Spells

!abyrinth !ords running campaigns in a low-magic or "sword sorcery#

style may wish to reduce the power of high-level magic-users. An easy

way to do this is to say that spells above a certain level simply do not

exist. !imiting casters to spells of =th level or lower, for example, would

still allow magic-users access to a very wide range of powerful spells,

and give them a normal spell progression up to %&th level, while limiting

access to the more extravagant spells such as anti-magic shell ,

disintegrate , permanency , gate , wish , etc.

Co#plicated $ig%&Level Spells

A second option to reduce the power of high-level magic-users is to

complicate the casting of the more powerful spells in some way. A few

suggestions are given below.

• 0owerful spells can only be cast as rituals of extended

duration, re9uiring a number of turns or even hours to

complete.

• xpensive or rare spell components are re9uired, either

draining the coffers of the magic-user or entailing a process of

research and adventuring.

• 6igh-level spells have detrimental side-effects on the caster

including loss of ability scores, a risk of insanity, debts to

extra-planar beings, and so on.

uch complications may be applied uniformly to all spells above a certain

level again, spells of )th level or greater are suggested/, or may be

applied only to certain specific spells which the !abyrinth !ord desires to

discourage widespread use of.

II. New Monsters Alabaster $o#"nc"l"s

Co. nc. % %d;/

Alignment Ceutral

5ovement <&2 4&2/

Armor 1lass 4

6it Dice % ) hit points/

Attacks Cone

Damage Cone

ave 5E4

5orale %(

6oard 1lass Cone

F0 %&

ervants created by powerful magic-users, these creatures are small %2high/ alabaster figurines carved in a likeness of their master. They are

carved so as to contain an internal cavity with a lid or stopper in the top

of their heads. The cavity is filled with the master2s blood, giving the

creature a translucent pinkish tinge. This blood, in con@unction with

magic spells, gives life to the homunculus.

$n its normal state, an alabaster homunculus is inanimate, preferring to

stand absolutely still, as if a normal statue. $n this state the creature is

utterly defenceless, and can be killed if the blood is poured out from its

body. 6owever during the creation of the homunculus, the magic-user

chooses a secret command word which can be used to activate it. *hen

the command word is spoken with unlimited range/ the homunculus

immediately awakens to do the caster2s bidding. *hen activated, the

caster has a vague telepathic link with the homunculus which allows him

to give commands to the creature, and it in turn to silently give reports ofits whereabouts. An activated homunculus is incredibly stealthy, having a

= in ) chance of being undetected by observers. The homunculus is

small and weak, and while able to carry small items such as a scroll or a

key/, it is incapable of combat. A homunculus can remain active for up to

(; hours per week.

Alabaster homunculi are typically created as guardians of a magic-user2s

home, as they can be contacted at any distance and be used to keep an

eye on the place while the caster is away. They are also sometimes

useful in emergency situations, as an aide to a magic-user who is

endangered in his home. These homunculi, when inactive, usually stand

in a secret location, where they are unlikely to be found or disturbed.

;<

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Deat% Cap' (iant

Co. nc. %d: %d:/

Alignment Ceutral

5ovement &

Armor 1lass 7

6it Dice (

Attacks Cone

Damage Cone

ave B(

5orale %(

6oard 1lass G$$F0 4:

3iant death caps are pale greenish mushrooms growing up to )2 in

height. They are immobile and have no form of attack, but emanate a

sinister charm which entices creatures coming within 4&2 to approach

the fungus and eat of their flesh. A saving throw versus spells is allowed

to resist the charm. The mushrooms2 flesh contains a potent poison,

causing death within %d) rounds unless a successful saving throw is

made.

The ground around giant death caps is often littered with the mycelium-

riddled remains of previous victims, which may conceal treasure.

!le#entals

$n addition to the planes composed of the four classical elements fire,

air, earth water/ and the elementals which dwell there, a number of

other elemental planes exist which are in turn inhabited by their own

uni9ue elementals. A selection of such creatures is detailed here.

The exact nature of the cosmological connection between the classical

elemental planes and these new planes is left to the !abyrinth !ord to

decide. $t could be that they are simply lesser, or lesser-known, elemental

planes, or they could alternatively be viewed as sub-planes which are

formed where two of the classical elemental planes meet. Bor example

the plane of lava might be seen as an intersection between the planes of

fire and earth.

The choice also exists as to whether the standard magic-user spell

con@ure elemental can be used to summon these new creatures, or

whether their summoning is the sole domain of elementalists.

They are described in the same format as the classical elementals, with

three different si+es ranging from : to %) 6it Dice.

Ash Brost  

Co. nc. % %/ % %/

Alignment Ceutral Ceutral

5ovement %(&2 ;&2/ %(&2 ;&2/

Armor 1lass (H&H-( (H&H-(

6it Dice :H%(H%) :H%(H%)

Attacks % %

Damage %d: or (d: or 4d: %d: or (d: or 4d:

ave B: or B%( or B%) B: or B%( or B%)

5orale %& %&

6oard 1lass Cone ConeF0 %,=7&H(,:&&H4,4&& %,=7&H(,:&&H4,4&&

!ava 5ud  

Co. nc. % %/ % %/

Alignment Ceutral Ceutral

5ovement %(&2 ;&2/ <&2 4&2/

Armor 1lass (H&H-( (H&H-(

6it Dice :H%(H%) :H%(H%)

Attacks % %

Damage %d: or (d: or 4d: %d: or (d: or 4d:

ave B: or B%( or B%) B: or B%( or B%)

5orale %& %&

6oard 1lass Cone Cone

F0 %,=7&H(,:&&H4,4&& %,=7&H(,:&&H4,4&&

,team 

Co. nc. % %/

Alignment Ceutral

5ovement %:&2 )&2/ – flying

Armor 1lass (H&H-(

6it Dice :H%(H%)

Attacks %

Damage %d: or (d: or 4d:

ave B: or B%( or B%)

5orale %&

6oard 1lass Cone

F0 %,=7&H(,:&&H4,4&&

Ash lementals  Ash elementals appear as a creeping mass of black ashand smoke. Bor every hit die possessed they are (2 in diameter and %H(2

high. Their attacks cause damage by desiccation and choking. Anyone

within (&2 of an ash elemental must save versus poison or suffer -( to

attack rolls due to the blinding smoke. The touch of an ash elemental is

toxic to plants – normal plants wither and die, whi le plant-like monsters

automatically suffer %d: hit points damage per round.

Brost lementals  Brost elementals appear as giant humanoids made of

frost and ice, and are (2 high for every hit die possessed. They free+e

water on touch – up to %&& s9uare feet per round, up to a depth of )

inches. *hen in contact w ith snow or ice, a frost elemental regenerates

%d) hit points per round. They suffer half damage from cold based

attacks, and double damage from fire.

!ava lementals   !ava elementals appear as giant, roughly-shapedhumanoids made of magma and volcanic rock. They are (2 high for

every hit die possessed. !ava elementals are surrounded by a (&2 radius

area of searing heat – causing metals to heat up. Epon the second round

within range, all characters using metallic weapons or armour suffer %d;

hit points damage. >n the 4rd and subse9uent rounds in the creature2s

presence, metal using characters suffer (d; hit points damage and

others suffer %d; hit points damage. Any wooden ob@ects touching a

lava elemental burst into flame.

5ud lementals  5ud elementals appear as a seething slimy mass of

oo+e and silt. Bor every hit die possessed they are (2 in diameter and

%H(2 high. They attack by lashing out with sticky waves of goo

=&

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attempting to drag victims into their oo+e. A target which is successfully

hit by a mud elemental will be pulled into its mass and automatically

suffer smothering damage each round. 5ud elementals can smother any

number of victims, but can only make an attack against one new target

per round.

A mud elemental2s form is completely mutable, allowing it to move

through very small spaces such as the gap beneath a door. They are

e9ually at home on land or in water.

,team lementals  team elementals appear as an amorphous cloud of

searing steam approximately (2 in diameter per hit die. They attack bycondensing their form and enveloping a target, causing damage by

burning. The creature2s heat is such that it kills any normal plants or

insects it comes into contact with, and causes %d) hit points damage to

all creatures with in (&2.

!le#entines

Air arth  

Co. nc. % %/ % %/

Alignment Ceutral Ceutral

5ovement %(&2 ;&2/ %(&2 ;&2/

Armor 1lass ;H( ;H(

6it Dice %H4 %H4

Attacks % %

Damage pecial – see below pecial – see belowave B% or B4 B% or B4

5orale %& %&

6oard 1lass Cone Cone

F0 %&H=& %&H=&

Bire *ater  

Co. nc. % %/ % %/

Alignment Ceutral Ceutral

5ovement %(&2 ;&2/ <&2 4&2/

Armor 1lass ;H( ;H(

6it Dice %H4 %H4

Attacks % %

Damage %d;H(d; %-(H%d)

ave B% or B4 B% or B4

5orale %& %&

6oard 1lass Cone Cone

F0 %&H=& %&H=&

lementines are semi-intelligent beings made of pure elemental matter of

one kind or another. They are native to the elemental planes, but can be

summoned by certain spells. lementines can only be harmed by magic

and magical weapons.

There are two different power levels of elementines, and the t ype

present will be determined by the spell used to summon them. !esser

elementines have A1 ;, 6D % and are generally around (2 in diameter,

whereas greater elementines have A1 (, 6D 4 and are around =2 in

diameter.

Air lementines  Air elementines are formed of powerful wind vortices,and are usually only visible by the dust which they stir up as they move.

They 2attack2 foes by surrounding them with their chaotic air currents,

not causing any damage but potentially distracting and confusing the

target. A creature successfully attacked by an air elementine suffers -( to

its attacks due to the distraction, and cannot cast spells or use missile

weapons. These effects last for one round. A creature attacked by a

greater air elementine must also make a save versus paralysis or be

stunned for %d; rounds.

arth lementines  arth elementines can only manifest within a large

body of stone or earth – usually the ground. They can move within th is

earth medium without being noticed except by detect magic/, and attack

by disrupting the ground beneath an opponent2s feet. The attack does

not cause any damage, but the target is usually knocked over and is

stunned for one round. Attacks by greater earth elementines cause the

target to be stunned for % to 4 rounds.

Bire lementines  Bire elementines appear as a sphere of flame. The

creature attacks simply by touching an opponent, causing damage and

the ignition of flammable materials.

*ater lementines  *ater elementines appear as a spherical or snake-

like formation in a body of water, and can only be summoned where a

sufficient 9uantity of water exists – at least a small pool. They cannotleave the body of water from which they are formed. They attack by

overwhelming opponents, causing damage by drowning. 1reatures

which can breathe water are unaffected by a water elementine2s attacks,

but fire-based creatures suffer double damage.

)la#e Terror 

Co. nc. % (–:/

Alignment Ceutral vil/

5ovement %=&2 ;&2/

Armor 1lass 4

6it Dice ;8;

Attacks % flame gout/

Damage %d%&

ave B;5orale %&

6oard 1lass Cone

F0 (<&

Blame terrors are evil creatures native to the plane of fire, where they are

not uncommon. They are occasionally summoned to the material plane

by magic-users. They take one of several forms a raging column of fire,

a humanoid with flames in place of legs, or a bron+e statue wreathed in

flames.

$n combat flame terrors have the ability to blink, as per the spell. Co fire-

based or fire-affecting spells can function within (&2 of a flame terror.

=%

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)ly Agaric' Monstro"s

Co. nc. % %–;/

Alignment Ceutral

5ovement &

Armor 1lass 7

6it Dice 4

Attacks pore cloud

Damage ee below

ave B4

5orale %(

6oard 1lass ConeF0 :&

The "toadstools# of folklore, these giant red white spotted fungi stand

up to )2 tall. *hi le they have no form of direct attack, they present two

dangers to adventurers. Birstly, they are typically host to a seething

swarm of flies and maggots see the $nsect swarm monster in the

!abyrinth !ord   book/. econdly, anyone coming within =2 of a

monstrous fly agaric must save versus poison or be affected by the spell

confusion , due to the hallucinogenic effects of the mushroomIs spores.

)l"id *east

Co. nc. %–4 (–=/

Alignment Ceutral vil/

5ovement )&2 (&2/ H %:&2 )&2/ – swimming

Armor 1lass =

6it Dice )8)

Attacks 4 ( @ets, slam/

Damage %d;H%d;H;d;

ave B)

5orale %&

6oard 1lass Cone

F0 ):&

Bluid beasts are evil creatures native to the plane of water, but are

sometimes encountered on the material plane if summoned by magic.

They have several possible forms, which they can switch between at will

a fountain or pool of water, a green-tinged cloud in a body of water, or a

gelatinous blob riddled with pipes and tentacles.

>n land they attack by expelling high pressured water @ets, effective at

up to %&2 away, and having a % in ) chance of blinding victims for %d)

rounds. $n the water their attack is deadlier, as they use their water @ets to

propel their huge bulk into their victims in a violent slamming attack.

Co water-based or water-affecting spells can function within (&2 of a

fluid beast.

(oblin' )ey 

Co. nc. (d; )d%&/

Alignment Ceutral or 1haotic

5ovement )&2 (&2/

Armor 1lass )6it Dice %

Attacks % weapon/

Damage %d) or weapon

ave 5E%

5orale 7

6oard 1lass $$$ FF/

F0 %)

1ousins of normal goblins, fey goblins dwell in mysterious dimensions

which exist in parallel to the physical world. 1rossover points sometimes

exist between the two dimensions, allowing those versed in their use to

travel between worlds.

Their appearance is similar to that of normal goblins 42 tall, with red or

yellow eyes, and orange tinged skin. 6owever, fey goblins, even

members of the same tribe, vary wildly in form, no two looking alike.

Their facial features may be extremely distorted, with huge noses

mouths, ears or eyes. >dd features such as giant hands, or extremely

long arms or fingers are not uncommon. !ikewise they typically dress in

a bi+arre hodgepodge of styles, often combining various types of armour

piecemeal.

Bey goblins are naturally magical, and gain a 8; bonus to saving throws

against illusions or mind-affecting magic. % in ; fey goblins additionally

has one of the following abilities, usable once per day dimension leap  orlimited invisibility   as a fey elf/, ray of fire H cold   as an elementalist/

color spray  or wall of vapor  as an illusionist/.

Their organisation is similar to that of normal goblins, including the use

of dire wolves as mounts and the presence of a goblin king and

bodyguards. Bey goblin kings always know two of the magical abilities

listed above.

Leprotic Dead

Co. nc. %d) (d)/

Alignment 1haotic

5ovement <&2 4&2/

Armor 1lass )

6it Dice 4Attacks (

Damage %d) 8 disease

ave B 4

5orale %(

6oard 1lass Cone

F0 :&

wathed in loose rags or bandages, the flesh of these undead monsters

can be seen to crawl and seethe. Their flesh is in a strange state between

life and death – at once riddled with disease and virulently alive.

ach round of combat, leprotic dead regenerate two hit points. evered

limbs can be reattached, and even fatal damage taking he creature below

&hp can be regenerated. The only way they can be permanently killed is

by fire.

$n melee the leprotic dead attack with their fists. ach successful hit

carries with it the risk of leprosy infection. The target must save versus

poison, with a 84 bonus, or contract the disease. $nfected victims suffer a

loss of ( points of 16A per month, dying when 16A reaches &. Those

who die from the disease will themselves become leprotic dead.

Although they hoard and carry no treasure themselves, leprotic dead are

often found as guardians of ancient treasure troves.

Soil )iend

Co. nc. % (–=/

Alignment Ceutral vil/

5ovement %(&2 ;&2/ H 4&2 %&2/ – burrowingArmor 1lass ;

6it Dice =8=

Attacks ( claws/

Damage %d:H%d:

ave B=

5orale %&

6oard 1lass Cone

F0 :)&

oil fiends are evil creatures native to the plane of earth, where they live

in labyrinthine burrows. They are occasionally encountered on the

material plane when summoned by magic. oil fiends usually appear as

=(

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swine-like beasts with a grinning skull for a head and a back covered

with sharp spines. They may also change into a rough humanoid form

of slimy, lumpy clay.

oil fiends are able to meld into bare earth or stone, leaving only a vague

moist outline. They can then leap suddenly to attack, surprising on a roll

of %–=.

$n combat, if a victim is successfully at tacked by both the fiend2s claws in

one round, then the creature manages to cling onto the target. >nce a

soil fiend is clinging to a target it automatically inflicts (d) damage per

round, and cannot be removed unless killed.

Co earth-affecting magic can function within ;&2 of a soil fiend.

 +arp )iend

Co. nc. % %/

Alignment 1haotic vil/

5ovement %(&2 ;&2/

Armor 1lass %

6it Dice )

Attacks % special/

Damage Cone

ave 5E)

5orale %&

6oard 1lass ConeF0 %&7&

A horror summoned from the bi+arre spaces which exist between

dimensions, the warp fiend2s appearance defies comprehension, being

constructed of impossible geometrical forms and textures. 5erely looking

upon the creature is enough to trigger temporary madness – all viewing

a warp fiend must save versus spells of be affected by the confusion

spell.

*arp fiends have no physical form of attack, but have several magical

abilities which they use to cause mayhem. A warp fiend can use one of

the following abilities once per round con@ure a %&2 s9uare wall of force ,

teleport  one creature up to =&2 without error/, dispel magic   as a )th

level magic-user.

 +ind $orror 

Co. nc. % (–:/

Alignment Ceutral vil/

5ovement 4&2 %&2/ H (;&2 :&2/ – flying

Armor 1lass (

6it Dice ;

Attacks %

Damage 4d;

ave B;

5orale %&

6oard 1lass Cone

F0 %<&

*ind horrors are natives of the plane of air, but can be summoned to

the material plane by magic-users. They are typically invisible, being only

noticeable as a strong gust of wind. $n this form they move at :&2 per

round. $n order to attack a, wind horror must manifest into a dense

cloud of fog filled with lashing tentacles and sinister eyes.

The wind horror2s attack takes the form of a blast of fine particles

emitted from its whirlwind-like core. The blast can target a single

creature up to 4&2 distant.

*ind horrors are immune to normal weapons, and are only able to be

harmed by spells or magical weapons of 8( or greater enchantment. All

air-affecting magic fails within =&2 of a wind horror.

III. New Magic Items

*lac, $ands of -erranagg

These shrivelled human hands have undergone a necromantic ritual of

burning, transforming them into potent magical charms. ach hand

comes wrapped in cloth, and can be activated by revealing it. The first

character to lay eyes on the hand must save versus paralysis or be

affected by hold person   or feign death   selected at random, though a

necromancer may choose/.After it is revealed, the power of the hand expires once its magic has

affected a target. Caturally, one making use of such an item must take

care to not cast his own glance upon it.

C%alice of (eryon

Esed in various rituals dedicated to the arch-fiend, these chalices are

constructed from the horn of a magical being. The evil magic of the

chalice can be activated once per week by filling it with human blood

and the speaking the correct phrase. The blood in the chalice then

becomes enchanted for (; hours, and can have one of a number of

effects on a being who drinks it.

Any character of good alignment drinking the blood from the chalice will

be affected by a poison, causing ;d) points of damage if they fail asaving throw, and %d) damage if the save succeeds. Any character of

chaotic alignment drinking the blood will be affected by sleep . These two

effects are combined for chaotic good creatures who drink the blood

from the chalice.

*hen the blood is drunk by a character of any other alignment, they are

affected by a powerful charm, causing them to implicitly trust al

followers of the arch-fiend, including devils and imps. The charm effect

lasts for (; hours. Gictims are typically coerced into making a pact with

a summoned devil while under the influence of the charm, and will

thenceforth have great difficulty breaking free of the control of their

diabolic masters, even after the charm wears off.

=4

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Code. -ris#

This minor magical item, much used by illusionists in the employ of

guilds and noble houses, is created expressly for use with the codex

series of spells see the 0rism 1odex, in section 4/. 1odex prisms are

relatively easy to create – a suitable prism must be purchased the usual

cost is =&&gp/, and can be enchanted for magical use, over a period of

one week, by any illusionist who knows one of the codex   spells the

usual minimum of <th experience level does not apply/.

>nce enchanted, the prism can be used to receive and store any

transmuted light pattern which it is exposed to, and can release the lightpattern on demand upon the casting of the reversed form of the spell

which originally produced the pattern. ach codex prism can store but a

single light pattern, with any subse9uent patterns replacing the first.

6owever, once stored, a pattern can be released any number of times,

when the appropriate spell is cast to decode it.

1odex prisms which are found as treasure may contain records of

important events or documents.

Cloa, of -rotection fro# !nergy Drain

This midnight hued cloak protects the wearer from the level draining

attacks possessed by certain undead creatures, and from the effects of

the clerical H necromancer spell drain energy . ach cloak can protect

against a total of %d) levels of energy drain, before losing its magic.

Deat% +ard /ing

This ring grants the wearer the ability to cheat death. $t has a limited

number of charges typically %d; when found/, which are automatically

activated when the wearer reaches & or less hit points. ach time a

charge is activated, the !abyrinth !ord should roll on the following table

to determine the effect.

Deat% 0ard ring' effects of "sage

d10 !ffect

%–= *earer revived to %hp.

) *earer revived to %hp but permanently loses % point of 1>C or

*$.7 *earer revived to %hp but becomes resistant to raise dead ,

which has a =&' chance of failure the next time it is cast.

: *earer revived to %hp but unconscious for (d; days.

< Damage reflected to its source.

%& *earer becomes undead perhaps a ghoul, wight or +ombie/.

Dreadc"be

The origin of these rare and greatly feared magical items is unknown –

no magic-user in his or her right mind would willingly create such a

thing.

A dreadcube is a small rotating )J iron cube engraved with a complex

series of arcane runes and diagrams. ach cube has a command word,

typically written on its surface. *hen the command word is spoken by amagic-user, the cube2s power is activated. $t will then hover above the

magic-user2s palm, and remains there for a duration of one hour.

ach of the cube2s six faces contains a dweomer, which can be activated

only once. The powers of the faces are activated under several

conditions, not all of which are under the possessor2s control. Birstly, the

magic-user may deliberately activate a face simply by touching it.

econdly, the power of a random face of the cube will activate as a

reaction upon the casting of any magic-user spell within )&2. !astly, the

powers of all remaining faces of the cube will activate simultaneously if

the cube itself is targeted with any form of magic including dispel

magic /, or when the one hour duration expires.

The powers of the faces are randomly determined when activated, by

rolling %d) – it is not possible to predict which effect a face contains.

Dreadc"be' face effects

d !ffect

% !ightning bolt  affecting a random target within range.

( 0rismatic spray  emanating from the cube and oriented in a randomly

determined direction.

4 Dispel magic  affecting all magic within range.

; 0olymorph others  affecting a random target within range.= ,ummon monster G .

) ,pell resistance  affecting a random target within range.

Cote that all powers which are randomly targeted are 9uite able to target

the cube2s possessor.

(e# of rc"s

This ruby, engraved in intricate script with an appeal to the demon lord

of the undead, grants a variety of powers to its possessor. Birstly, the

owner gains infravision to )&2. econdly, for ) turns once per day the

owner may pass among undead creatures completely unnoticed, as per

the necromancer spell pass undead . !astly, the gem may be sacrificed in

order to summon aid from the demon lord directly, according to the

following table. ummoned creatures remain for (d) turns.

(e# of 2rc"s' s"##oning res"lts

d00 S"##oned Aid

&%–(& (d: ske le tons

(%–;& (d) +ombie s

;%–;= % vampire

;)–== (d; mummies

==–7& (d; ghast s

7%–:& % spectre

:%–<& % mari li th demon

<%–<< % glabre+u demon

&& >rcus, 0rince of the Endead

$at of Con"ration

$n the hands of a magic-user, this normal looking hat has the ability to

con@ure an endless variety of ob@ects, creatures and spell effects from

thin air. The hat can be used %d) times per day. 1on@ured creatures and

items exist for one turn, before disappearing, and spell effects have their

normal duration. Cote that creatures produced by the hat are not in any

way under the magic-user2s control.

pells con@ured by the hat will affect any applicable target nearby. $n

cases where multiple suitable targets are within range, the actual target

should be determined randomly. Ese the following tables to see what

comes out of the hat.

$at of con3"ration' res"lts

d20 /es"lt

%–) 5undane item see fol lowing table/

7–%& %6D monster use wandering monster tables/

%%–%4 %d) 8 %6D monster use wandering monster tables/

%; %d) 8 =6D monster use wandering monster tables/

%=–%) %st level spell from magic-user spell lists/

%7–%: pell of level %d; 8 % from magic-user spell lists/

%< pell of level %d) 8 4 from magic-user spell lists/

(& 5agic i tem rol l on the normal tables/

=;

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$at of con3"ration ' #"ndane ite#s

d4 Ite# d4 Ite# d4 Ite# d4 Ite# d4 Ite#

% Kackpack (% Blint and steel ;% !eather armour )% 0ole arm :% pear

( Kanded mail (( Bur cloak ;( !eather belt )( Luarterstaff :( pell book blank/

4 Kattle axe (4 3arlic 4 cloves/ ;4 !eather boots )4 Luill pen :4 plint mail

; Kedroll (; 3lass vial empty/ ;; !ight 9uarrels %&/ ); Luiver (& arrows :; pyglass

= Klock and tackle (= 3rappling hook ;= !ock )= ?ope, hemp =& ft./ := tudded leather armour

) Kottle of wine () 6ammer ;) !ongbow )) ?ope, silk =& ft./ :) word, bastard

7 1andles %&/ (7 6and axe ;7 5ace )7 ack, large empty/ :7 word, long

: 1hain %& ft./ (: 6at ;: 5anacles ): ack, small empty/ :: word, short

< 1hain mail (< 6eavy 9uarrels %&/ ;< 5ap H scroll case )< addle :< word, (-handed

%& 1lub 4& 6elmet =& 5irror, small steel 7& addle bag <& ThievesI tools

%% 1rossbow, heavy 4% 6oly symbol, silver =% 5orningstar 7% cale mail <% Torches :/

%( 1rossbow, light 4( 6oly symbol, wooden =( 5usical instrument 7( cimitar <( ?ations % day/

%4 1rowbar 44 6orse barding =4 >il %-pint flask/ 74 hield <4 Trident

%; Dagger 4; 6ourglass =; 0added armour 7; hortbow <; *arhammer

%= Dagger, silver 4= $nk % o+. Gial/ == 0aper sheet/ 7= ilk robe <= *aterskin

%) Dart 4) $ron spikes %(/ =) 0archment sheet/ 7) imple meal <) *inter blanket

%7 Blail 47 Mavelin =7 0ick, heavy 77 ling <7 *olfsbane fist full/

%: Blail, heavy 4: !adder, %&-foot =: 0ick, light 7: ling bullets %&/ <: *ooden chest empty/

%< Blask empty/ 4< !ance =< 0ick, minerIs 7< mall bell << *ooden pole, %&2

(& 6oly water flask/ ;& !antern )& 0late mail :& pade or shovel && *ooden stakes 4/

/ing of Appearance +arping

This ring causes the owner2s physical appearance, including clothing, to

change both radically and randomly at the beginning of each turn of the

duration. 5agical items remain unchanged, as do non-clothing items on

the character2s person, but all mundane items of clothing take on a

completely new appearance each turn.

The wearer of the ring has no control over the form his appearance

takes, but may remove the ring at any time to return to normal.

The !abyrinth !ord may use any method to determine the wearer2s

random appearances, but the following table may be helpful. >ne die of

each type listed should be rolled.

/ing of appearance 0arping' res"lting appearance

Die d d d5 d10

/es"lt Se. Age Dress )eat"res

% Bemale 1hild 5essy 5issing limb

( Bemale Nouth cant >bese

4 5ale Adult $mmaculate crawny

; 5ale 5ature Bormal 5uscular

= >ld Threadbare Kald

) Decrepit laborate 6airy

7 Drab Tall

: Eniform hort

< Egly

%& Keautiful

Severed $and

Also known as a "hand of glory#, this item holds great power when used

by a necromancer. The preserved hand of a murderer has been treated

so that it can be ignited and will slowly burn, like a candle.

A hand of glory, when placed by the side of a sleeping person and lit,

causes the victim to be overcome with a permanent paralysis. 0ersons so

affected typically die of thirst. A save versus paralysis is allowed to resist

the hand2s sinister effect.

S%r"n,en $ead

These gruesome, fist-si+ed heads have been shrunken by a process of

mummification, and steeped in blood and rare inks. They are often

found in sets of %d) heads. $n the hands of a necromancer they have

several uses. ach head may only be used once.

*ard  *hen three or more heads are placed in formation around an

area to be warded, and their magic activated, they will pro@ect a powerfu

aura of fear. Any living creature coming within )&2 of the ward must

make a save versus spells or be overcome with terror and flee as fast as

possible for % turn. The ward is effective for (; hours.

3uardian  A single head may be placed to act as a guardian, its stitched-shut eyes tearing open. Anyone except the necromancer coming into the

head2s field of view will cause it to begin to emit a loud groaning sound

The guardian head is effective for (; hours.

5essenger  A head may be instructed to relay a message, either upon

repetition of the correct command word, or when anyone comes into its

presence. The message may be up to %&& words, and is repeated but

once.

S,eleton 6ey 

These magical keys, carved from thin bones, grant access to crypt

doors, bypassing any form of mundane or magical locks, traps or wards.

The keys are only effective in the hands of a necromancer, and each key

can only be used once.

S,eleton Teet%

These enchanted teeth are usually found as a set of (d), either laced

onto a necklace or kept in a pouch. The teeth are typically human, but

may be of any species. *hen a tooth is taken and thrown onto the

ground, an animated skeleton bearing a sword springs up immediately. $f

the person throwing the tooth is a necromancer, he can command the

skeleton to do his bidding. 1haracters of other classes have a 7='

chance of being able to command the con@ured skeleton, otherwise the

creature will turn and attack the one who summoned it. The skeletons

crumble to dust after ) turns.

==

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IV. Example Memorized Spells: Elementalists A: 1st level B: 1st level C: 1st level D: 1st level

Firelight Summon elementine Unseen servant Ray of fire/cold

 A: 2nd level B: 2nd level C: 2nd level D: 2nd level

Firelight, Wall of vapor Summon elementine, Burning

hands

Unseen servant, Manipulate fire Ray of fire/cold, Summon

elementine

 A: 3rd level B: 3rd level C: 3rd level D: 3rd level

Firelight, Wall of vapor,

Summon greater elementine

Summon elementine, Burning

hands, Fire trap

Unseen servant, Manipulate fire,

Tidal force

Ray of fire/cold, Summon

elementine, Resist fire

 A: 4th level B: 4th level C: 4th level D: 4th level

Firelight, Wall of vapor,

Summon greater elementine,

Pyrotechnics

Summon elementine, Burning

hands, Fire trap, lemental

cancellation

Unseen servant, Manipulate fire,

Tidal force, Summon greater

elementine

Ray of fire/cold, Summon

elementine, Resist fire, Fog

cloud

 A: 5th level B: 5th level C: 5th level D: 5th level

Firelight, Wall of vapor,

Summon greater elementine,

Pyrotechnics, Fly

Summon elementine, Burning

hands, Fire trap, lemental

cancellation, Fire!all

Unseen servant, Manipulate fire,

Tidal force, Summon greater

elementine, Summon elemental

"

Ray of fire/cold, Summon

elementine, Resist fire, Fog

cloud, Fire!all

 A: 6th level B: 6th level C: 6th level D: 6th level

Firelight, Wall of vapor,

Summon greater elementine,

Pyrotechnics, Fly, Summon

elemental "

Summon elementine, Burning

hands, Fire trap, lemental

cancellation, Fire!all, #ust of

$ind

Unseen servant, Manipulate fire,

Tidal force, Summon greater

elementine, Summon elemental

", Water !reathing

Ray of fire/cold, Summon

elementine, Resist fire, Fog

cloud, Fire!all, %acuum

 A: 7th level B: 7th level C: 7th level D: 7th level

Burning hands, Firelight, Wall of

vapor, Summon greater

elementine, Pyrotechnics, Fly,

Summon elemental ", "ce storm

Ray of fire/cold, Summon

elementine, Burning hands, Fire

trap, lemental cancellation,

Fire!all, #ust of $ind, Wall of

fire

Wall of vapor, Unseen servant,

Manipulate fire, Tidal force,

Summon greater elementine,

Summon elemental ", Water

!reathing, Summon elemental

horror

Seasong/$indsong/firesong,

Ray of fire/cold, Summon

elementine, Resist fire, Fog

cloud, Fire!all, %acuum, Fire

shield

 A: 8th level B: 8th level C: 8th level D: 8th level

Burning hands, Firelight, Wall ofvapor, &eat metal, Summon

greater elementine,

Pyrotechnics, Fly, Summon

elemental ", "ce storm, 'ontact

elemental spirit

Ray of fire/cold, Summonelementine, Burning hands, Fire

trap, lemental cancellation,

Resist fire, Fire!all, #ust of

$ind, Wall of fire, Summon

elemental ""

Wall of vapor, Unseen servant,Manipulate fire, Tidal force,

Summon greater elementine,

Produce flame, Summon

elemental ", Water !reathing,

Summon elemental horror, Wall

of ice

Seasong/$indsong/firesong,Ray of fire/cold, Summon

elementine, Resist fire, Fog

cloud, Pyrotechnics, Fire!all,

%acuum, Fire shield, Summon

elemental ""

 A: 9th level B: 9th level C: 9th level D: 9th level

Burning hands, Firelight, Wall of

vapor, &eat metal, Summon

greater elementine,

Pyrotechnics, Fly, Protection

from fire, Summon elemental ",

"ce storm, 'ontact elemental

spirit, 'ommand elemental "

Ray of fire/cold, Summon

elementine, Burning hands, Fire

trap, lemental cancellation,

Resist fire, Fire!all, Summon

elemental ", #ust of $ind, Wall

of fire, Summon elemental "",

'one of cold

Wall of vapor, Unseen servant,

Manipulate fire, Tidal force,

Summon greater elementine,

Produce flame, Summon

elemental ", Water !reathing,

%acuum, Summon elemental

horror, Wall of ice, 'ontrol

$inds

Seasong/$indsong/firesong,

Ray of fire/cold, Summon

elementine, Resist fire, Fog

cloud, Pyrotechnics, Fire!all,

%acuum, Stone shape, Fire

shield, Summon elemental "",

Flame stri(e

 A: 10th level B: 10th level C: 10th level D: 10th level

Burning hands, Firelight, Wall of

vapor, &eat metal, Summon

greater elementine,

Pyrotechnics, Fly, Protection

from fire, Summon elemental ",

"ce storm, 'ontact elemental

spirit, Flash fire, 'ommand

elemental ", )tmosphere !u!!le

Ray of fire/cold, Summon

elementine, Burning hands, Fire

trap, lemental cancellation,

Resist fire, Fire!all, Summon

elemental ", #ust of $ind, Wall

of fire, Summon elemental "",

Temperature control, 'one of

cold, Summon elemental """

Wall of vapor, Unseen servant,

Manipulate fire, Tidal force,

Summon greater elementine,

Produce flame, Summon

elemental ", Water !reathing,

%acuum, Summon elemental

horror, Wall of ice, Move earth

*lesser+, 'ontrol $inds, Pass$all

Seasong/$indsong/firesong,

Ray of fire/cold, Summon

elementine, Resist fire, Fog

cloud, Pyrotechnics, Fire!all,

%acuum, Stone shape, Fire

shield, "ce storm, Summon

elemental "", Flame stri(e, Wall

of stone

-

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V. Example Memorized Spells: Fey Elves A: 1st level B: 1st level C: 1st level D: 1st level

)uditor y i llusion, Resist cold 'olor spray, Summon fey (in .etect magic, .ancing light s Summon fey (in, Protect ion

from evil

 A: 2nd level B: 2nd level C: 2nd level D: 2nd level

)uditory illusion, Resist cold,

Produce flame

'olor spray, Summon fey (in,

.imension leap

.etect magic, .ancing lights,

Wall of vapor

Summon fey (in, Protection

from evil, .oppelganger

 A: 3rd level B: 3rd level C: 3rd level D: 3rd level

)uditory illusion, Resist cold,

Produce flame, Resist fire

'olor spray, Summon fey (in,

.imension leap, Mirror image

.etect magic, .ancing lights,

Wall of vapor, Warp $ood

Summon fey (in, Protection

from evil, .oppelganger, Mirror

image

 A: 4th level B: 4th level C: 4th level D: 4th level

)uditory illusion, Resist cold,

Produce flame, Resist fire × 

'olor spray, Summon fey (in,

.imension leap, Mirror image × 

.etect magic, .ancing lights,

Wall of vapor, Warp $ood,

Mirror image

Summon fey (in, Protection

from evil, .oppelganger, Mirror

image, 0!scuring mist

 A: 5th level B: 5th level C: 5th level D: 5th level

)uditory illusion, Resist cold,

Produce flame, Resist fire × ,

.ispel magic

'olor spray, Summon fey (in,

.imension leap, Mirror image × 

, .ispel magic

.etect magic, .ancing lights,

Wall of vapor, Warp $ood,

Mirror image, Protection from

fire

Summon fey (in, Protection

from evil, .oppelganger, Mirror

image, 0!scuring mist, Snare

 A: 6th level B: 6th level C: 6th level D: 6th level

)uditory illusion, .etect

invisi!le, Resist cold, Produce

flame, Resist fire × , .ispel

magic, Blin(

'olor spray, Protection from

evil, Summon fey (in, .imension

leap, Mirror image × , .ispel

magic, Protection from fire

.etect magic, .ancing lights,

Faerie fire, Wall of vapor, Warp

$ood, Mirror image, Protection

from fire, Blin(

Summon fey (in, .etect

invisi!le, Protection from evil,

.oppelganger, Mirror image,

0!scuring mist, Snare, .ispel

magic

 A: 7th level B: 7th level C: 7th level D: 7th level

)uditory illusion, .etect

invisi!le, Resist cold, Produce

flame, Resist fire × , .ispel

magic, Blin(, .imension door

'olor spray, Protection from

evil, Summon fey (in, .imension

leap, Mirror image × , .ispel

magic, Protection from fire,

Protection from electricity

.etect magic, .ancing lights,

Faerie fire, Wall of vapor, Warp

$ood, Mirror image, Protection

from fire, Blin(, Stic(s to sna(es

Summon fey (in, .etect

invisi!le, Protection from evil,

.oppelganger, Mirror image,

0!scuring mist, Snare, .ispel

magic, "mplant emotion

 A: 8th level B: 8th level C: 8th level D: 8th level

)uditory illusion, .etect

invisi!le, Resist cold, Produce

flame, Resist fire × , .ispel

magic, Blin(, .imension door,

Stic(s to sna(es

'olor spray, Protection from

evil, Summon fey (in, .imension

leap, Mirror image × , .ispel

magic, Protection from fire,

Protection from electricity,

'reate food 1 $ater

.etect magic, .ancing lights,

Faerie fire, Wall of vapor, Warp

$ood, Mirror image, Protection

from fire, Blin(, Stic(s to sna(es,

'reate food 1 $ater

Summon fey (in, .etect

invisi!le, Protection from evil,

.oppelganger, Mirror image,

0!scuring mist, Snare, .ispel

magic, "mplant emotion, .etect

lie

 A: 9th level B: 9th level C: 9th level D: 9th level

)uditory illusion, .etect

invisi!le, Resist cold, Produce

flame, Resist fire × , .ispel

magic, Blin(, .imension door,

Stic(s to sna(es, True seeing

'olor spray, Protection from

evil, Summon fey (in, .imension

leap, Mirror image × , .ispel

magic, Protection from fire,

Protection from electricity,

'reate food 1 $ater, Tele(inesis

.etect magic, .ancing lights,

Faerie fire, Wall of vapor, Warp

$ood, Mirror image, Protection

from fire, Blin(, Stic(s to sna(es,

'reate food 1 $ater, 'onfusion

*greater+

Summon fey (in, .etect

invisi!le, Protection from evil,

.oppelganger, Mirror image,

0!scuring mist, Snare, .ispel

magic, "mplant emotion, .etect

lie, Phantasmal door

 A: 10th level B: 10th level C: 10th level D: 10th level

)uditory illusion, .etect

invisi!le, Resist cold, Produce

flame, Resist fire × , .ispel

magic, Blin(, .imension door,

Stic(s to sna(es, True seeing,

Time flo$

'olor spray, Protection from

evil, Summon fey (in, .imension

leap, Mirror image × , .ispel

magic, Protection from fire,

Protection from electricity,

'reate food 1 $ater, Tele(inesis,

Teleport

.etect magic, .ancing lights,

Faerie fire, Wall of vapor, Warp

$ood, Mirror image, Protection

from fire, Blin(, Stic(s to sna(es,

'reate food 1 $ater, 'onfusion

*greater+, Wall of fire

Summon fey (in, .etect

invisi!le, Protection from evil,

.oppelganger, Mirror image,

0!scuring mist, Snare, .ispel

magic, "mplant emotion, .etect

lie, Phantasmal door, Teleport

2

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VI. Example Memorized Spells: Illusionists A: 1st level B: 1st level C: 1st level D: 1st level

'olor spray Phantasmal force )uditory illusion &ypnotism

 A: 2nd level B: 2nd level C: 2nd level D: 2nd level

'olor spray, .oppelganger Phantasmal force, Wall of vapor )uditory il lusion, Phantasmal

force

&ypnotism, .ancing lights

 A: 3rd level B: 3rd level C: 3rd level D: 3rd level

'olor spray, .oppelganger,

&ypnotic pattern

Phantasmal force, Wall of vapor,

"nvisi!ility

)uditory illusion, Phantasmal

force, Mirror image

&ypnotism, .ancing lights,

Phantasmal force *greater+

 A: 4th level B: 4th level C: 4th level D: 4th level

'olor spray, .oppelganger,

&ypnotic pattern, Misdirection

Phantasmal force, Wall of vapor,

"nvisi!ility, Fog cloud

)uditory illusion, Phantasmal

force, Mirror image, Magic

mouth

&ypnotism, .ancing lights,

Phantasmal force *greater+, Blur

 A: 5th level B: 5th level C: 5th level D: 5th level

'olor spray, .oppelganger,

&ypnotic pattern, Misdirection,

Spectral force

Phantasmal force, Wall of vapor,

"nvisi!ility, Fog cloud,

&allucinatory terrain

)uditory illusion, Phantasmal

force, Mirror image, Magic

mouth, "nvisi!ility 345 radius

&ypnotism, .ancing lights,

Phantasmal force *greater+, Blur,

Fear

 A: 6th level B: 6th level C: 6th level D: 6th level

'olor spray, .oppelganger,&ypnotic pattern, Misdirection,

Spectral force, 'ontinual light

Phantasmal force, Wall of vapor,"nvisi!ility, Fog cloud,

&allucinatory terrain, Paraly6e

)uditory illusion, Phantasmalforce, Mirror image, Magic

mouth, "nvisi!ility 345 radius,

Rope tric(

&ypnotism, .ancing lights,Phantasmal force *greater+, Blur,

Fear, Suggestion

 A: 7th level B: 7th level C: 7th level D: 7th level

'olor spray, .ar(ness glo!e,

.oppelganger, &ypnotic

pattern, Misdirection, Spectral

force, 'ontinual light, 'onfusion

.etect invisi!ility, Phantasmal

force, Wall of vapor, "nvisi!ility,

Fog cloud, &allucinatory terrain,

Paraly6e, "mplant emotion

)uditory i llusion, &ypnotism,

Phantasmal force, Mirror image,

Magic mouth, "nvisi!ility 345

radius, Rope tric(, Phantasmal

(iller

Phantasmal force, &ypnotism,

.ancing lights, Phantasmal

force *greater+, Blur, Fear,

Suggestion, Phantasmal

monsters

 A: 8th level B: 8th level C: 8th level D: 8th level

'olor spray, .ar(ness glo!e,

.oppelganger, .eafness,

&ypnotic pattern, Misdirection,

Spectral force, 'ontinual light,

'onfusion, "nvisi!ility *greater+

.etect invisi!ility, Phantasmal

force, Wall of vapor, Magic

mouth, "nvisi!ility, Fog cloud,

&allucinatory terrain, Paraly6e,

"mplant emotion, Minor creation

)uditory i llusion, &ypnotism,

Phantasmal force, Mirror image,

Magic mouth, Phantasmal force

*greater+, "nvisi!ility 345 radius,

Rope tric(, Phantasmal (iller,

Massmorph

Phantasmal force, &ypnotism,

.ancing lights, Phantasmal

force *greater+, Blur,

%entrilo7uism, Fear, Suggestion,

Phantasmal monsters, Solid fog

 A: 9th level B: 9th level C: 9th level D: 9th level

'olor spray, .ar(ness glo!e,

.oppelganger, .eafness,

&ypnotic pattern, Misdirection,

Spectral force, 'ontinual light,

Paraly6e, 'onfusion, "nvisi!ilit y

*greater+, Ma6e

.etect invisi!ility, Phantasmal

force, Wall of vapor, Magic

mouth, "nvisi!ility, Fog cloud,

&allucinatory terrain, Spectral

force, Paraly6e, "mplant

emotion, Minor creation,

'onfusion *greater+

)uditory i llusion, &ypnotism,

Phantasmal force, Mirror image,

Magic mouth, Phantasmal force

*greater+, "nvisi!ility 345 radius,

Rope tric(, Suggestion,

Phantasmal (iller, Massmorph,

Shado$ evocation

Phantasmal force, &ypnotism,

.ancing lights, Phantasmal

force *greater+, Blur,

%entrilo7uism, Fear, Suggestion,

.ispel phantasm, Phantasmal

monsters, Solid fog, Time flo$

 A: 10th level B: 10th level C: 10th level D: 10th level

'olor spray, .ar(ness glo!e,

.oppelganger, .eafness,

&ypnotic pattern, Misdirection,

Spectral force, 'ontinual light,

Paraly6e, 'onfusion, "llusory

stamina, "nvisi!ility *greater+,

Ma6e, Phantasmal monsters

*greater+

.etect invisi!ility, Phantasmal

force, Wall of vapor, Magic

mouth, "nvisi!ility, Fog cloud,

&allucinatory terrain, Spectral

force, Paraly6e, "mplant

emotion, Phantasmal (il ler,

Minor creation, 'onfusion

*greater+, Pro8ect image

)uditory i llusion, &ypnotism,

Phantasmal force, Mirror image,

Magic mouth, Phantasmal force

*greater+, "nvisi!ility 345 radius,

Rope tric(, Suggestion, Solid

fog, Phantasmal (il ler,

Massmorph, Shado$ evocation,

Summon shado$

Phantasmal force, &ypnotism,

.ancing lights, Phantasmal

force *greater+, Blur,

%entrilo7uism, Fear, Suggestion,

.ispel phantasm, Phantasmal

monsters, Solid fog, "mplant

emotion, Time flo$, Ma6e

9

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VII. Example Memorized Spells: Magic-Users A: 1st level B: 1st level C: 1st level D: 1st level

'harm person Unseen servant Sleep Sleep

 A: 2nd level B: 2nd level C: 2nd level D: 2nd level

'harm person, Magic missile Unseen servant, Magic missile Sleep, &old portal Sleep, Protection from evil

 A: 3rd level B: 3rd level C: 3rd level D: 3rd level

'harm person, Magic missile,SP

Unseen servant, Magic missile,"nvisi!ility

Sleep, &old por tal , :noc( Sleep, Protection from evi l, We!

 A: 4th level B: 4th level C: 4th level D: 4th level

'harm person, Magic missile,

SP, ;evitate

Unseen servant, Magic missile,

"nvisi!ility, Phantasmal force

Sleep, &old portal, :noc(,

Scare

Sleep, Protection from evil,

We!, Strength

 A: 5th level B: 5th level C: 5th level D: 5th level

'harm person, Magic missile,

SP, ;evitate, Summon monster

"

Unseen servant, Magic missile,

"nvisi!ility, Phantasmal force,

;ightning !olt

Sleep, &old portal, :noc(,

Scare, Fire!all

Sleep, Protection from evil,

We!, Strength, .ispel magic

 A: 6th level B: 6th level C: 6th level D: 6th level

'harm person, Magic missile,

SP, ;evitate, Summon monster

", Suggestion

Unseen servant, Magic missile,

"nvisi!ility, Phantasmal force,

;ightning !olt, Fly

Sleep, &old portal, :noc(,

Scare, Fire!all, &old person

Sleep, Protection from evil,

We!, Strength, .ispel magic,

&aste

 A: 7th level B: 7th level C: 7th level D: 7th level

Burning hands, 'harm person,

Magic missile, SP, ;evitate,

Summon monster ", Suggestion,

'harm monster

Feather fall, Unseen servant,

Magic missile, "nvisi!ility,

Phantasmal force, ;ightning

!olt, Fly, .imension door

Shield, Sleep, &old portal,

:noc(, Scare, Fire!all, &old

person, Polymorph self 

.etect magic, Sleep, Protection

from evil, We!, Strength, .ispel

magic, &aste, "ce storm

 A: 8th level B: 8th level C: 8th level D: 8th level

Burning hands, 'harm person,

Magic missile, )rcane loc(, SP,

;evitate, Summon monster ",

Suggestion, 'harm monster,

)rcane eye

Feather fall, Unseen servant,

Magic missile, ;ocate o!8ect,

"nvisi!ility, Phantasmal force,

;ightning !olt, Fly, .imension

door, Polymorph others

Shield, Sleep, &old portal,

:noc(, Mirror image, Scare,

Fire!all, &old person,

Polymorph self, Summon

monster ""

.etect magic, Sleep, Protection

from evil, Rope tric(, We!,

Strength, .ispel magic, &aste,

"ce storm, Wall of ice

 A: 9th level B: 9th level C: 9th level D: 9th level

Burning hands, 'harm person,

Magic missile, )rcane loc(, SP,

;evitate, Blin(, Summon

monster ", Suggestion, 'harm

monster, )rcane eye, )nimate

dead

Feather fall, Unseen servant,

Magic missile, ;ocate o!8ect,

"nvisi!ility, Phantasmal force,

#ust of $ind, ;ightning !olt,

Fly, .imension door, Polymorph

others, 'loud(ill

Shield, Sleep, &old portal,

:noc(, Mirror image, Scare,

Fire!all, Tongues, &old person,

Polymorph self, Summon

monster "", &old monster

.etect magic, Sleep, Protection

from evil, Rope tric(, We!,

Strength, .ispel magic,

Suggestion, &aste, "ce storm,

Wall of ice, 'on8ure elemental

 A: 10th level B: 10th level C: 10th level D: 10th level

Burning hands, 'harm person,

Magic missile, )rcane loc(, SP,

;evitate, Blin(, Summon

monster ", Suggestion, 'harm

monster, nchant arms, )rcane

eye, )nimate dead, "nterposinghand

Feather fall, Unseen servant,

Magic missile, ;ocate o!8ect,

"nvisi!ility, Phantasmal force,

#ust of $ind, ;ightning !olt,

Fly, .imension door, Wall of

fire, Polymorph others,'loud(ill, 'one of cold

Shield, Sleep, &old portal,

:noc(, Mirror image, Scare,

Fire!all, Tongues, &old person,

Polymorph self, Summon

monster "", Remove curse, &old

monster, Magic 8ar

.etect magic, Sleep, Protection

from evil, Rope tric(, We!,

Strength, .ispel magic,

Suggestion, &aste, "ce storm,

Wall of ice, Flame charm,

'on8ure elemental, Summonmonster """

<

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VIII. Example Memorized Spells: Necromancers A: 1st level B: 1st level C: 1st level D: 1st level

'ommand dead 'ommand undead Scare Unseen servant

 A: 2nd level B: 2nd level C: 2nd level D: 2nd level

'ommand dead, 'ause light

$ounds

'ommand undead, Ray of

enfee!lement

Scare, Shado$ touch Unseen servant, S(eletal

servitor

 A: 3rd level B: 3rd level C: 3rd level D: 3rd level

'ommand dead, 'ause light

$ounds, =om!ie servitor

'ommand undead, Ray of

enfee!lement, Summon s$arm

Scare, Shado$ touch, 'ho(e Unseen servant, S(eleta l

servitor, #houl touch

 A: 4th level B: 4th level C: 4th level D: 4th level

'ommand dead, 'ause light

$ounds, =om!ie servitor,

'orpse visage

'ommand undead, Ray of

enfee!lement, Summon s$arm,

Ray of pain

Scare, Shado$ touch, 'ho(e,

=om!ie servitor

Unseen servant, S(eletal

servitor, #houl touch, Spectral

hand

 A: 5th level B: 5th level C: 5th level D: 5th level

'ommand dead, 'ause light

$ounds, =om!ie servitor,

'orpse visage, )nimate dead

'ommand undead, Ray of

enfee!lement, Summon s$arm,

Ray of pain, &old person

Scare, Shado$ touch, 'ho(e,

=om!ie servitor, Summon

undead "

Unseen servant, S(eletal

servitor, #houl touch, Spectral

hand, Fear

 A: 6th level B: 6th level C: 6th level D: 6th level

'ommand dead, 'ause light$ounds, =om!ie servitor,

'orpse visage, )nimate dead,

%alour in death

'ommand undead, Ray ofenfee!lement, Summon s$arm,

Ray of pain, &old person,

)nimate dead

Scare, Shado$ touch, 'ho(e,=om!ie servitor, Summon

undead ", 'ause disease

Unseen servant, S(eletalservitor, #houl touch, Spectral

hand, Fear, Summon undead "

 A: 7th level B: 7th level C: 7th level D: 7th level

'ommand dead, 'ause light

$ounds, &aunting, =om!ie

servitor, 'orpse visage, )nimate

dead, %alour in death, "nter

'ommand undead, .ar(ness

glo!e, Ray of enfee!lement,

Summon s$arm, Ray of pain,

&old person, )nimate dead,

Reassem!le

Pass undead, Scare, Shado$

touch, 'ho(e, =om!ie servitor,

Summon undead ", 'ause

disease, Summon undead ""

'ommand dead, Unseen

servant, S(eletal servitor, #houl

touch, Spectral hand, Fear,

Summon undead ", Mummy

touch

 A: 8th level B: 8th level C: 8th level D: 8th level

'ommand dead, 'ause light

$ounds, &aunting, Feign death,

=om!ie servitor, 'orpse visage,

)nimate dead, %alour in death,

"nter, Besto$ curse

'ommand undead, .ar(ness

glo!e, Ray of enfee!lement,

Resist turning, Summon s$arm,

Ray of pain, &old person,

)nimate dead, Reassem!le,

Summon undead ""

Pass undead, Scare, Shado$

touch, 'ho(e, .etect magic,

=om!ie servitor, Summon

undead ", 'ause disease,

Summon undead "", 'ause

serious $ounds

'ommand dead, Unseen

servant, S(eletal servitor, #houl

touch, ;eech strength or

fortitude, Spectral hand, Fear,

Summon undead ", Mummy

touch, 'harm undead

 A: 9th level B: 9th level C: 9th level D: 9th level

'ommand dead, 'ause light

$ounds, &aunting, Feign death,

=om!ie servitor, 'orpse visage,

)nimate dead, Summon undead

", %alour in death, "nter, Besto$

curse, .eath spell

'ommand undead, .ar(ness

glo!e, Ray of enfee!lement,

Resist turning, Summon s$arm,

Ray of pain, &old person, Fear,

)nimate dead, Reassem!le,

Summon undead "", #aseous

form

Pass undead, Scare, Shado$

touch, 'ho(e, .etect magic,

=om!ie servitor, Summon

undead ", &old person, 'ause

disease, Summon undead "",

'ause serious $ounds, Summon

undead """

'ommand dead, Unseen

servant, S(eletal servitor, #houl

touch, ;eech strength or

fortitude, Spectral hand,

)nimate dead, Fear, Summon

undead ", Mummy touch, 'harm

undead, Portent of doom

 A: 10th level B: 10th level C: 10th level D: 10th level

'ommand dead, 'ause light

$ounds, &aunting, Feign death,

=om!ie servitor, 'orpse visage,

)nimate dead, Summon undead

", %alour in death, "nter, Besto$

curse, 'ause serious $ounds,

.eath spell, Summon shado$

'ommand undead, .ar(ness

glo!e, Ray of enfee!lement,

Resist turning, Summon s$arm,

Ray of pain, &old person, Fear,

)nimate dead, Reassem!le,

.etach / graft, Summon undead

"", #aseous form, Magic 8ar

Pass undead, Scare, Shado$

touch, 'ho(e, .etect magic,

=om!ie servitor, Summon

undead ", &old person, 'ause

disease, Summon undead "",

'ause serious $ounds,

Reassem!le, Summon undead

""", .eath spell

'ommand dead, Unseen

servant, S(eletal servitor, #houl

touch, ;eech strength or

fortitude, Spectral hand,

)nimate dead, Fear, Summon

undead ", Mummy touch, 'harm

undead, S$arm transformation,

Portent of doom, Summon

undead """

-4

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I. Example Memorized Spells: Vivimancers A: 1st level B: 1st level C: 1st level D: 1st level

Sleep Spore cloud >atural $eaponry S(in transformation

 A: 2nd level B: 2nd level C: 2nd level D: 2nd level

Sleep, %itality surge Spore cloud, Spider clim! >atural $eaponry, ntangle S(in transformation, Sleep

 A: 3rd level B: 3rd level C: 3rd level D: 3rd level

Sleep, %italit y surge, We! Spore cloud, Spider clim!,.rone

>atural $eaponry, ntangle,%enom

S(in transformation, Sleep,Fungal gro$th

 A: 4th level B: 4th level C: 4th level D: 4th level

Sleep, %itality surge, We!,

"nfravision

Spore cloud, Spider clim!,

.rone, )ccelerated healing

>atural $eaponry, ntangle,

%enom, Water !reathing

S(in transformation, Sleep,

Fungal gro$th, We!

 A: 5th level B: 5th level C: 5th level D: 5th level

Sleep, %itality surge, We!,

"nfravision, .ivide !ody

Spore cloud, Spider clim!,

.rone, )ccelerated healing, Fly

>atural $eaponry, ntangle,

%enom, Water !reathing,

'anni!ali6e

S(in transformation, Sleep,

Fungal gro$th, We!, >atural

$eaponry *improved+

 A: 6th level B: 6th level C: 6th level D: 6th level

Sleep, %itality surge, We!,

"nfravision, .ivide !ody, Plant

gro$th

Spore cloud, Spider clim!,

.rone, )ccelerated healing, Fly,

&old animal

>atural $eaponry, ntangle,

%enom, Water !reathing,

'anni!ali6e, Feign death

S(in transformation, Sleep,

Fungal gro$th, We!, >atural

$eaponry *improved+, "nsects$arm

 A: 7th level B: 7th level C: 7th level D: 7th level

.etect poison, Sleep, %itality

surge, We!, "nfravision, .ivide

!ody, Plant gro$th, 'himera "

ntangle, Spore cloud, Spider

clim!, .rone, )ccelerated

healing, Fly, &old animal, &ive

mind

Sleep, >atural $eaponry,

ntangle, %enom, Water

!reathing, 'anni!ali6e, Feign

death, Polymorph self 

Spea( $ith animals, S(in

transformation, Sleep, Fungal

gro$th, We!, >atural $eaponry

*improved+, "nsect s$arm, Spore

!last

 A: 8th level B: 8th level C: 8th level D: 8th level

.etect poison, Sleep, %itality

surge, )ccelerated immune

system, We!, "nfravision, .ivide

!ody, Plant gro$th, 'himera ",

Plant sym!iosis

ntangle, Spore cloud, Spider

clim!, .rone, Fungal gro$th,

)ccelerated healing, Fly, &old

animal, &ive mind, S$arm

transformation

Sleep, >atural $eaponry,

ntangle, .rone, %enom, Water

!reathing, 'anni!ali6e, Feign

death, Polymorph self,

Polymorph others

Spea( $ith animals, S(in

transformation, Sleep, Fungal

gro$th, %enom, We!, >atural

$eaponry *improved+, "nsect

s$arm, Spore !last, 'himera "

 A: 9th level B: 9th level C: 9th level D: 9th level

.etect poison, Sleep, %itality

surge, )ccelerated immune

system, We!, "nfravision,

'anni!ali6e, .ivide !ody, Plant

gro$th, 'himera ", Plant

sym!iosis, .ivide mind

ntangle, Spore cloud, Spider

clim!, .rone, Fungal gro$th,

)ccelerated healing, Fly, &old

animal, "nsect s$arm, &ive

mind, S$arm transformation,

"nsect plague

Sleep, >atural $eaponry,

ntangle, .rone, %enom, Water

!reathing, 'anni!ali6e, Feign

death, Plant gro$th, Polymorph

self, Polymorph others,

Regeneration

Spea( $ith animals, S(in

transformation, Sleep, Fungal

gro$th, %enom, We!, >atural

$eaponry *improved+, "nsect

s$arm, >eutrali6e poison, Spore

!last, 'himera ", Wall of thorns

 A: 10th level B: 10th level C: 10th level D: 10th level

.etect poison, Sleep, %itality

surge, )ccelerated immune

system, We!, "nfravision,

'anni!ali6e, .ivide !ody, Plantgro$th, 'himera ", Plant

sym!iosis, Spea( $ith plants,

.ivide mind, )nimal gro$th

ntangle, Spore cloud, Spider

clim!, .rone, Fungal gro$th,

)ccelerated healing, Fly, &old

animal, "nsect s$arm, &ivemind, S$arm transformation,

Spore !last, "nsect plague,

.evolution

Sleep, >atural $eaponry,

ntangle, .rone, %enom, Water

!reathing, 'anni!ali6e, Feign

death, Plant gro$th, Polymorphself, Polymorph others, &ive

sight, Regeneration, "mmunity

to poison

Spea( $ith animals, S(in

transformation, Sleep, Fungal

gro$th, %enom, We!, >atural

$eaponry *improved+, "nsects$arm, >eutrali6e poison, Spore

!last, 'himera ", S$arm

transformation, Wall of thorns,

%enomous !lood

-3

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Fee!lemind *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DC

Fee!lemind *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C

Feign .eath *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Feign .eath *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DC

Feign .eath *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C

Figment *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@CDFind Plant *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD

Find the Path *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Find Traps *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Finger of .eath *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD

Fire Ball *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C

Fire 'hariot *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD

Fire Seeds *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DDFire Shield *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C

Fire Storm *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD

Fire Trap *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DDFire Trap *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C

Firelight *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

Flame )rro$ *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -D

Flame 'harm *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -D

Flame Stri(e *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Flash Fire *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD

Flesh Blast *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C

Floating .isc *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -D

Fly *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -D

Fog 'loud *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 3

Forceful &and *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -D

Free6ing Sphere *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -D

Full 'ode? *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DD

Fum!le *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -DFungal #ro$th *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C

#aseous Form *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3#ate *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

#ate *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -D

#eas *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -

#elatinous Transformation *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

#enesis *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

#houl Touch *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

#lamour *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C9

#lass ;i(e Steel *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -

#lo!e of "nvulnera!ility *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -

#lo!e of "nvulnera!ility, ;esser *MU+@@@@@@@@@@@@@@@@@@)' -#lyph of Warding *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

#rapple *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D-

#rasping &and *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -

#rease *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

#uardian Spirit *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3#uards and Wards *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -

#ust of Wind *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --

&allucinatory Terrain *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD

&allucinatory Terrain *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 3

&allucinatory Terrain *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --&apless Fool *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D3

&aste *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --

&aunting *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

&eal *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

&eat Metal *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD

&i!ernate *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

&ide *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DC

&ive Mind *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

&ive Sight *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

&old )nimal *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

&old Monster *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --

&old Person *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

&old Person *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --

&old Portal *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --

&old %egetation and Fungus *.+@@@@@@@@@@@@@@@@@@@@@@@@)' D

&oly 'hant *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-&oly Word *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-

&ypnotic Pattern *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 3

&ypnotism *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 3

"ce Storm *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --

"dentify *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' --

"llusionary Script *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 3

"llusory )!ode *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@CD

"llusory Stamina *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 3

"mmunity to .isease *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

"mmunity to Poison *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

"mplant motion *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 3

"mpregnate *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

"mprisonment *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -2

"ncendiary 'loud *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -2

"ncinerate / Uncinerate *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2"nfravision *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -2

"nha!it Figurine *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C<

"nsect Plague *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-

"nsect Plague *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

"nsect S$arm *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

"nstant Memori6ation " *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D4

"nstant Memori6ation "" *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D4"nstant Summons *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -2

"nter *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

"nterposing &and *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -2"nvisi!ility *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

"nvisi!ility *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -2

"nvisi!ility 345 Radius *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

"nvisi!ility 345 Radius *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -2

"nvisi!ility, )nimal *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

"nvisi!ility, #reater *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

"nvisi!ility, ;esser *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C9

"nvisi!ility, ;imited *F+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C

"nvisi!le Stal(er *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

"rresisti!le .ance *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

Earring &and *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

Eump *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

:noc( *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

:no$ )lignment *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-:no$ledge of ;ife *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3C

;asting Breath *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2;egend ;ore *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

;end Strength or Fortitude *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3C

;evitate *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

;ich Touch *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3C

;ife 'ycle *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

;ife nergy Protection *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

;ight *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-

;ight *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

;ight *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

;ight 'ode? *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DD;ightning Bolt *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -9

;imited Wish *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

;imited Wish *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -<

;ocate 'reature *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

;ocate 0!8ect *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-;ocate 0!8ect *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -<

;ocate Remains *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3C

;ost 1 Found *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D3

;o$er Water *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-

;o$er Water *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -<Magic )ura *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -<

Magic Ear *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -<

Magic Missile *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -<

Magic Mouth *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Magic Mouth *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Magic S$ord *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Ma8or 'reation *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Manipulate Fire *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Marionette *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C<

Mass 'harm *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Mass .evolution *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

Mass "nvisi!ility *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Mass Mutation *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

Massmorph *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Massmorph *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Ma6e *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' Ma6e *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Meld lemental *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

Memorium *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@CD

Mending *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 24

Message *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23

Meteor S$arm *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23

Mind Blan( *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23

Minor 'reation *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Mirror "mage *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Mirror "mage *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23

Misdirection *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Mists of Madness *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C

Mnemonic nhancer *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23

Mnemonic 0!fuscation *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D4

Monster Summoning "% *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23Move arth *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23

Move arth, ;esser *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 23

Mummy Touch *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3C

Mutate *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

>atural Weaponry *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

>atural Weaponry, "mproved *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

>eutrali6e Poison *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C->eutrali6e Poison *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

>ondetection *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

0!scuring Mist *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D0rgan Transference *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3C

0rgan Transference, #reater *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3C

Pact of Brass *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

Paraly6e *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Parasitic "mplantation *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Part Water *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-

Part Water *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Pass Undead *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3D

Pass $ithout Trace *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-

Passplant *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-

Pass$all *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Pathless ;and *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C

Permanency *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Phantasm of Forgetting *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-Phantasm of the ;aughing #nome *Tome+@@@@@@@@@@@@@@@@@D

Phantasmal .oor *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' CPhantasmal Force *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Phantasmal Force *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Phantasmal Force, #reater *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Phantasmal :iller *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Phantasmal Monsters *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Phantasmal Monsters, )dvanced *"+@@@@@@@@@@@@@@@@@@@@)' C

Phantasmal Monsters, #reater *"+@@@@@@@@@@@@@@@@@@@@@@@)' C

Phase .oor *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Plane Shift *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C-

Plant #ro$th *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-Plant #ro$th *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Plant Meta!olism *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Plant Sym!iosis *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Polymorph )ny 0!8ect *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Polymorph 0thers *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2CPolymorph Self *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2C

Polyvorousness *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Portent of .oom *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3D

Po$er Word Blind *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2C

Po$er Word :ill *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2CPo$er Word Stun *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2C

Prayer *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C2

Preemptive Stri(e *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

Preserve .ead *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3D

Prismatic Beam *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-

Prismatic Sphere *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2C

Prismatic Spray *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C

Prismatic Wall *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Produce Flame *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-

Pro8ect "mage *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Pro8ect "mage *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2D

Protection from lectricity *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-

Protection from vil *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C2

Protection from vil *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2D

Protection from vil 345 Radius *'+@@@@@@@@@@@@@@@@@@@@)' C2

Protection from vil 345 Radius *MU+@@@@@@@@@@@@@@@@@)' 2DProtection from Fire *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-

Protection from >ormal Missiles *MU+@@@@@@@@@@@@@@@@)' 2D

Purify Food and .rin( *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C2

Purify Water *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-

Pyrotechnics *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-

Pyrotechnics *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2D

uest *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C2

Raise .ead *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C2

Raise .ead, ;esser *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3D

-C

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Ray of nfee!lement *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2D

Ray of Fire / 'old *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Ray of Pain *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3D

Read ;anguages *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2D

Read Magic *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Read Magic *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2DRead Magic *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3D

Read Magic *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-

Read Magic *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-

Reassem!le *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3D

Refraction *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Regenerate *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C2

Regeneration *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-Regeneration, #reater *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-

Regenerative Pupation *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-

Reincarnate *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D-Reincarnate *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Reinstate Spirit *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

Relentless Binding *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@ @@D-

Remove 'urse *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9

Remove 'urse *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Remove Fear *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9

Repel %ermin *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Repel Wood *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Replicate ;ifeform *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-

Reptilian Meta!olism *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-

Repulsion *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Resist 'old *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9

Resist Fire *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9

Resist Turning *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3Restoration *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9

Resurrection *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9Reveal 'harm *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9

Reverse #ravity *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Revert Shapechange *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-

Rope ;i(e Steel *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@D2

Rope Tric( *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Rope Tric( *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Rope Wal( *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@ @@@@@D2

Rope Ward *Tome+@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@ @@@@@@@ @@@@@@ @@@D2

Rotational )cceleration *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DD

Sacrificial Resurrection *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3Sanctuary *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C9

Scare *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Scri!e *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2

Script 'ode? *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DD

Seal Tom! *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3Seasong / Windsong / Firesong *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Secret 'hest *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2-

Shado$ vocation *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Shado$ vocation, #reater *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Shado$ Touch *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3Shape 'hange *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2-

Shapes *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Shatter *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2-

Shield *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2-

Shillelagh *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Shoc(ing #rasp *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2-

Silence 35 Radius *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Simulacrum *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2-

S(ein *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D2

S(eletal )rmy *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

S(eletal Servitor *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

S(in Transformation *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@-

S(ull Sight *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

S(ull Speech *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3

Slapstic( FunG *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

Sleep *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 22Slime Blast *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

Sna(e 'harm *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Snare *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Solid Fog *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-

Sound 'ode? *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

Spea( $ith )nimal *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Spea( $ ith )nimals *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Spea( $ ith 'reatures *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Spea( $ith .ead *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Spea( $ ith Plants *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Spea( $ ith Plants *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Spectral Force *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Spectral Force, Permanent *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DSpectral Force, Programmed *"+@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Spectral &and *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3-

Spell .oor *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DD

Spell Reading *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D4

Spell Resistance *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 22

Sphere of )nnihilation *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DD

Spider 'lim! *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 22Spider S(ein *Tome+@@@@@@@@@@@@@@@@@@@@@ @@@@@@@@@@@@@@@ @@@@@@ @@@@@@@D2

Spiritual Weapon *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Spirit$rath *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 22Spoo( *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C9

Spore Blast *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

Spore 'loud *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

Spying Sigil *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D3

Statue *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 22

Staunch Blood Flo$ *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

Steal ;ife Force *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3-

Steal Spell *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D3

Stic(s to Sna(es *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C<

Stic(s to Sna(es *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Stin(ing 'loud *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 22

Stone Shape *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Stone Shape *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 29

Stone Tell *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4Stone to Flesh *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 29

Strength *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 29Strengthen Rope *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@ @@@@D2

Stri(ing *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4

Stum!le *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D2

Suggestion *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Suggestion *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 29

Suggestion, Mass *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Summon )erial Servant *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4

Summon )nimal " *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9

Summon )nimal "" *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9

Summon )nimal """ *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9Summon .emon *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 29

Summon .emon *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3-

Summon .imensional &orror *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@DD

Summon lemental &orror *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Summon lemental " *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9Summon lemental "" *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Summon lemental """ *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Summon lementine *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Summon Familiar *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 29

Summon Familiar *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3-Summon Fey :in *F+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C

Summon #reater lemental :in *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Summon #reater lementine *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@<

Summon Monster " *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2<

Summon Monster "" *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2<

Summon Monster % *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2<

Summon Monster %" *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2<

Summon Monster %"" *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2<

Summon Shado$ *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Summon S$arm *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3-

Summon Sylvan Beings *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9

Summon Undead " *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3-

Summon Undead "" *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@3-

Summon Undead """ *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Summon Undead "% *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Summon Undead % *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32Summon Undead %" *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Summon Undead %"" *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Survival of the Fittest *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

S$arm Transformation *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Sym!iotic Familiar *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2

Sym!ol *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4

Sym!ol *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 2<

Sym!ol *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Tele(inesis *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 94

Teleport *F+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C

Teleport *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 94

Temperature 'ontrol *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9

Temporal Stasis *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 94Tessellate *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@DD

Tidal Force *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@<

Time Flo$ *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-

Time Stop *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 94

Tiny &ut *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 94

Tongues *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4

Tongues *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93Transfer Pregnancy *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Transformative Pupation *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

Transmute Metal to Wood *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9Transmute Roc( to Mud *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9

Transmute Roc( to Mud *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93

Transport via Plants *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D9

Trap the Soul *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93

Tree Shape *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D<

Tree Stride *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D<

Trigger *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D3

True Seeing *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4

True Seeing *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D

Uncontrolla!le &ideous ;aughter *Tome+@@@@@@@@@@@@@@@@@@@@D

Undead Regeneration *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Undo *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D

Unhallo$ *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

Unseen Servant *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93Upper &and *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-

%acuum *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@<%aliance in .eath *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@32

%ampiric nslavement *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@39

%anish *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93

%ats of 'reation *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

%eil *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

%enom *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

%enomous Blood *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

%entrilo7uism *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

%entrilo7uism *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93

%iral Phantasm *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-%irus *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

%ision *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

%itality Surge *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@9

%oodoo .oll *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C<

Wall of Fire *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D<Wall of Fire *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93

Wall of Force *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93

Wall of #loom *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@39

Wall of "ce *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93

Wall of "ron *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 93Wall of Stone *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 9

Wall of Thorns *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D<

Wall of %apor *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)'

Warp Wood *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D<

Water Breathing *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D<

Water Breathing *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 9

We! *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 9

We! of )rachne *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D2

We! Wal( *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@ @@@@@@@ @@@@@@@ @D2

Weird *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@C-

Wind Wal( *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4

Wish *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' 9

Word of Recall *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' D4

Henogamy *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@<

Ieast #ro$th *%+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@<

=oetrope *Tome+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@D=om!ie Servitor *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@39

=one of 'reeping Terror *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@39

=one of .eath *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@39

=one of Sinister Sti llness *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@39

=one of Wea(ness *>+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@39

-D

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0pen #ame ;icense v 3@4 'opyright 444, Wi6ards of t he 'oast, "nc@

System Reference .ocument 'opyright 444, Wi6ards of the 'oast, "nc@K )uthors Eonathon T$eet, Monte

'oo(, S(ip Williams, !ased on original material !y @ #ary #yga? and .ave )rneson@

System Reference .ocument 'opyright 44444C, Wi6ards of the 'oast, "nc@K )uthors Eonathan T$eet,Monte 'oo(, S(ip Williams, Rich Ba(er, )ndy 'ollins, .avid >oonan, Rich Redman, Bruce R@ 'ordell, Eohn

.@ Rateliff, Thomas Reid, Eames Wyatt, !ased on original material !y @ #ary #yga? and .ave )rneson@

Modern System Reference .ocument 'opyright 4444D, Wi6ards of t he 'oast, "nc@K )uthors Bil l

#olem, Wood from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K )uthors Scott #reene

and Patric( ;a$inger@

:amadan from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K )uthor Scott #reene,

!ased on original material !y >ic(

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Rot #ru! from the Tome of &orrors, 'opyright 44, >ecromancer #ames, "nc@K )uthors Scott #reene and

'lar( Peterson, !ased on original

material !y #ary #yga?

;a!yrinth ;ordTM 'opyright 44244<, .aniel Proctor@ )uthor .aniel Proctor@

.ar$in5s World 'opyright 44, RP#0!8ectsK )uthors .ominic 'ovey and 'hris .avis@

Mutant FutureTM 'opyright 449, .aniel Proctor and Ryan .enison@ )uthors .aniel Proctor and Ryan

.enison@

)erial Servant from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K authors Scott #reene

and 'lar( Peterson, !ased on original material !y #ary #yga?@

)?e Bea( from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author Scott #reene,

!ased on original material !y #ary

#yga?@Beetle, #iant Boring from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author Scot t

#reene, !ased on original material

!y #ary #yga?@

Beetle, #iant Rhinoceros from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author

Scott #reene, !ased on original material !y #ary #yga?@

Bro$nie from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author Scott #reene, !ased

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.evilA )mon *.u(e of &ell+ from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author

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Scott #reene, !ased on original material !y #ary #yga?@ar See(er from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K authors Scott #reene and

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ye of the .eep from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author Scot t

#reene, !ased on original material !y #ary #yga?@

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Frog, Monstrous from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K authors Scott

#reene and 'lar( Peterson, !ased on original material !y #ary #yga?@

Frog, Monstrous :iller from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K authors Scott

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Scott #reene and 'lar( Peterson, !ased on original material !y #ary #yga?@

#as Spore from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K authors Scott #reene and

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Piercer from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K authors Scot t #reene and

'lar( Peterson, !ased on original material !y #ary #yga?@

Slithering Trac(er from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author Scott

#reene, !ased on original material

!y #ary #yga?,

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!ased on original material !y #ary

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!ased on original material !y #ary #yga?@Tic(, #iant from the Tome of &orrors, copyright 44, >ecromancer #ames, "nc@K author Scott #reene,

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