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8/18/2019 Theorems and Thaumaturgy
http://slidepdf.com/reader/full/theorems-and-thaumaturgy 1/66
Theorems &Thaumaturgy
Advanced Arcana for the Discerning Magic-User
8/18/2019 Theorems and Thaumaturgy
http://slidepdf.com/reader/full/theorems-and-thaumaturgy 2/66
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$
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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$
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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.
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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 ; ; ;
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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. $aste 2%937. Plant growth 253
<. Protection from fire 253
=. Pyrotechnics 253>. 4ope tric! 2%93
?. Snare 253
&th level
6. onfusion 2&3
;. reate food F water 230. 5etect lie 23
7. 5imension door 2%93<. &mplant emotion 2&3
=. Protection from electricity 253>. Solid fog 2&3
?. Spea! with plants 253@. Stic!s to sna!es 23
61. Temperature control 253
'th level
6. onfusion, greater 2&3;. Phantasmal door 2&3
0. Tele!inesis 2%937. Teleport
<. Time flow 2xpanded illusionist, *.v.3=. Transmute roc! to mud 2reversible3 253
>. True seeing 23
?. Ball of fire 253
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Expanded IllusionistThe illusionist class in the Advanced Edition Companion is designed to
directly replicate the class from the classic advanced game. Thus,compared to the standard magic-user, illusionists have lower experience
point requirements for level advancement, and a more limited set of highlevel spells – th level !eing the highest availa!le on the illusionist spell
list. "t is not surprising then, that the illusionist is often regarded as a
slightly inferior cousin to the magic-user.
#or groups who want illusionists to have the same advancementpossi!ilities as the standard magic-user, or indeed any of the other new
classes in this !oo$, 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.
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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
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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.
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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.
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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.
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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
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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 """
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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$arm
transformation, Wall of thorns,
%enomous !lood
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Fee!lemind *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DC
Fee!lemind *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C
Feign .eath *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C
Feign .eath *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DC
Feign .eath *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C
Figment *"+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@CDFind Plant *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD
Find the Path *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C
Find Traps *'+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' C
Finger of .eath *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD
Fire Ball *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C
Fire 'hariot *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD
Fire Seeds *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DDFire Shield *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C
Fire Storm *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DD
Fire Trap *.+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' DDFire Trap *MU+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@)' -C
Firelight *+@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@2
Flame )rro$ *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
8/18/2019 Theorems and Thaumaturgy
http://slidepdf.com/reader/full/theorems-and-thaumaturgy 65/66
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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