Showing posts with label theorems and thaumaturgy. Show all posts
Showing posts with label theorems and thaumaturgy. Show all posts

Saturday, 14 January 2017

Theorems & Thaumaturgy Revised Edition: Out Now In Print!

At long last, the print versions of the revised Theorems & Thaumaturgy are ready!




What's in the book?

  • Over 160 new spells to add to your Labyrinth Lord campaign. (Compatible with all other extra-mature D&D editions/clones, of course.)
  • Three wizardly classes: the elementalist, the necromancer, and the vivimancer.
  • 24 new magic items -- eight associated with each class.
  • 16 new monsters which can be summoned by the spells in the book.
  • Fully illustrated, by David Coppoletti, Cadanse D, Claytonian, and Russ Nicholson.


For people who have the original edition: what's changed?

  • Completely new layout (in a smaller 6" x 9" format).
  • Completely new illustrations (and lots more than before).
  • Updated elementalist and vivimancer spell lists (precise details here).
  • New vivimancer and elementalist magic items.
  • The book now focuses purely on the elementalist, necromancer, and vivimancer. (The additional material from the original edition is to be expanded and republished separately.)


How to get hold of a copy?






Saturday, 22 October 2016

Theorems & Thaumaturgy Revised: Spell Lists

I've just been fiddling around with the revised Theorems & Thaumaturgy (it's so nearly finished!!) and thought it might be fun to post the final spell lists. As I mentioned previously, there have been some small changes from the lists in the original edition. The elementalist, in particular, has been expanded slightly.

So first, the changes:

Elementalist
New spells: crystal resonance, sound the deeps, sea lust, castaway, power word petrify, skyland.
Merged spells: banish elementine & summon elementine merged into summon/banish lesser elementine, banish elementine & summon greater elementine merged into summon/banish greater elementine.
Reworked spells: detect magic is now dweomerfire, amalgam of fire and water and amalgam of air and earth are now magic items.
Six new magic items.

Necromancer
Removed spells: detacth/graft and organ transference. (These are now vivimancer spells.)
A few spells have been renamed but are otherwise identical.

Vivimancer
New spells: instinct, minimus replication, detach, organ transference.
Reworked spells: detect magic is now arcane sight, hold animal is now paralysis, plant growth is now overgrow (reversible), revert shapechange is now revert biology, egg of life is now a magic item, hold vegetation or fungus is now animate vegetation or fungus (reversible).
Removed spells: yeast growth, fly, insect plague (too clericy, I think), mutate, mass mutation. (The mutation spells are in The Complete Vivimancer, but I felt they don't make sense to include without the associated mutation charts.)
Eight new magic items.

And now the complete, final spell lists:

Elementalist
1st level
Burning hands (MU)
Create water (rev.) (C)
Crystal resonance
Feather fall (MU)
Firelight
Lasting breath
Manipulate fire (MU)
Purify
Ray of fire/ice
Read magic (MU)
Resist cold (C)
Seasong/windsong/firesong
Shapes
Sound the deeps
Summon/banish lesser elementine
Wall of vapour (I)

2nd level
Dweomerfire
Elemental cancellation
Fire trap (MU)
Fog cloud (I)
Incinerate (rev.)
Produce flame (D)
Pyrotechnics (MU)
Resist fire (C)
Sea lust
Summon/banish greater elementine
Tidal force

3rd level
Banish elemental
Fireball (MU)
Fly (MU)
Gust of wind (MU)
Heat metal (rev.) (D)
Protection from fire (D)
Stone shape (D)
Summon elemental I
Vacuum
Water breathing (D)

4th level
Contact elemental spirit
Fire shield (MU)
Flash fire (rev.) (D)
Ice storm (MU)
Lower water (D)
Move earth, lesser (MU)
Summon elemental II
Summon elemental horror
Temperature control (D)
Wall of fire (MU)
Wall of ice (MU)

5th level
Atmosphere bubble (MU)
Command elemental I
Cone of cold (MU)
Contact other plane (MU) *
Control winds (D)
Distort distance (MU)
Elemental plane protection
Flame strike (C)
Passwall (MU)
Summon elemental III
Transmute rock to mud (rev.) (MU)
Wall of stone (MU)

6th level
Command elemental II
Control weather (MU)
Freezing sphere (MU)
Move earth (MU)
Part water (MU)
Stone to flesh (rev.) (MU)
Summon aerial servant (C)
Summon greater elemental kin

7th level
Command elemental III
Control weather, greater (D)
Delayed blast fireball (MU)
Earthquake (D)
Elemental plane protection, 10’ radius
Fire storm (rev.) (D)
Statue (MU)
Wind walk (C)

8th level
Castaway
Elemental portal
Elemental wrath
Incendiary cloud (MU)
Meld elemental
Power word petrify
Skyland

9th level
Brimstone monolith
Demand
Gate (MU) *
Elemental portal, greater
Imprisonment (MU)
Meteor swarm (MU)
Pact of brass

Necromancer
1st level
Cause light wounds (C)
Command dead
Command undead (rev.)
Darkness globe (MU)
Detect disease
Detect undead
Dying words
Exterminate
Haunting
Locate remains
Pass undead
Preserve dead (rev.)
Ray of enfeeblement (MU)
Read magic (MU)
Scare (MU)
Chill touch
Skeletal servitor
Summon necromantic familiar
Unseen servant (MU)

2nd level
Choke
Corpse visage
Death recall
Detect magic (MU)
Feign death (MU)
Rigor mortis
Lend strength or fortitude (rev.)
Ray of pain
Resist turning
Seal tomb (rev.)
Speak with dead (C)
Spectral hand
Summon vermin
Zombie servitor

3rd level
Animate dead (MU)
Cause disease (C)
Fear (MU)
Hold person (MU)
Skull sight
Skull speech
Summon monster I (MU) *
Unhallow (rev.)
Valour in death
Vampiric enslavement
Zone of sinister stillness

4th level
Bestow curse (MU)
Cause serious wounds (C)
Charm monster (MU) *
Inter (rev.)
Curse of rotting
Raise dead, lesser
Reassemble
Summon monster II (MU) *
Swarm transformation

5th level
Cause critical wounds (C)
Death spell (MU)
Gaseous form
Guardian spirit
Magic jar (MU)
Portent of doom
Summon monster III (MU) *
Summon shadow (I)
Wall of gloom
Zone of creeping terror

6th level
Bind spirit
Contact spirit
Curse of undeath
Harm (C)
Knowledge of life
Grip of death
Sacrificial resurrection
Spiritwrath (MU)
Summon monster IV (MU) *

7th level
Death geas
Destruction (C)
Drain energy (C)
Necrosis (C)
Summon demon (MU) *
Summon monster V (MU) *
Undead regeneration
Zone of weakness

8th level
Clone (MU)
Power word blind (MU)
Skeletal army
Summon monster VI (MU) *
Symbol (MU) *
Trap the soul (MU)

9th level
Power word kill (MU)
Raise dead (C)
Reinstate spirit
Steal life force
Summon monster VII (MU) *
Zone of death

Vivimancer
1st level
Detect poison
Edibility (rev.)
Entangle (D)
Jump (MU)
Natural weaponry
Read magic (MU)
Reptilian metabolism
Skin transformation
Sleep (MU)
Speak with animals (D)
Spider climb (MU)
Spore cloud
Summon familiar (MU)
Vitality surge

2nd level
Accelerated healing
Accelerated immune system
Accelerated metabolism
Arcane sight
Drone
Fungal growth
Infravision (MU)
Instinct
Life energy protection
Minimus replication
Polyvorousness
Staunch blood flow
Symbiotic familiar
Venom
Water breathing (MU)
Warp wood (D)
Web (MU)

3rd level
Cannibalize
Divide body
Feign death (MU)
Hibernate
Insect swarm (D)
Natural weaponry, improved
Neutralize poison (D)
Overgrow (rev.)
Paralysis
Repel vermin (D)
Revert biology
Vats of creation

4th level
Animate vegetation or fungus (rev.)
Chimera I
Detach (rev.)
Hive mind
Hive sight
Immunity to disease
Plant metabolism
Plant symbiosis
Polymorph others (MU)
Polymorph self (MU)
Speak with plants (D)
Spore blast
Swarm transformation (q.v. necromancer spell list)

5th level
Animal growth (D)
Anti-plant shell (D)
Devolution
Divide mind
Immunity to poison
Regeneration
Transfer pregnancy
Venomous blood
Wall of thorns (D)

6th level
Anti-animal shell (D)
Charm plants (MU)
Chimera II
Flesh blast
Impregnate
Life cycle
Organ transference
Reincarnate (MU)
Repel wood (D)
Transformative pupation
Virus

7th level
Parasitic implantation
Regeneration, greater
Replicate life-form
Vats of creation, greater
Xenogamy

8th level
Chimera III
Clone (MU)
Explosive growth
Mass devolution
Organ transference, greater
Regenerative pupation
Shape change (MU)
Survival of the fittest

9th level
Artificial intelligence
Creeping doom (D)
Extraordinary regeneration
Extinction
Genesis
Temporal stasis (MU)

Tuesday, 4 October 2016

Theorems & Thaumaturgy Revised Edition: Another Sample Spread

All has been rather quiet on the Necrotic Gnome front for a little while. Eerily quiet. That's right, I've been stalking around in graveyards at night and touching dead people's faces. That and moving into a brand new, empty flat, which entails quite some amount of logisitcal effort, I've discovered.

In the meantime, while I've been busy attending to matters material, a couple of things have been creeping along in the background. One of those things is the resplendent revised edition of the perennial favourite Theorems & Thaumaturgy. I'm super excited about this beast. It represents a proper second edition of my first book, enhanced in many ways to be (to paraphrase George "the beast" Lucas) much closer to what I imagined as its potential, originally. Among other things (full details here), the layout and design have been completely redone and the book is being illustrated afresh, largely by the uncannily talented hand of David Coppoletti. (Cadanse D of the first edition returns with some remarkable pieces, along with leftfield entries from Claytonian "JP" and a sneaky guest appearance from none other than Russ Nicholson.)

Anyway, I can now reveal that things are looking on track for a November release date. A5 softcover. Slightly-larger-than-A5 (because that's what OBS offer) hardcover. 136 pages. And it's gonna have a black cover, proper grimoire style.

As proof of the non-phantasmagoric nature of this project, feast your eyes on this example spread from the necromancer chapter:


Tuesday, 24 May 2016

Theorems & Thaumaturgy Revised Edition: Sample Spread

What I didn't mention the other day, in my post about what's what with the revised Theorems & Thaumaturgy, is the plan for illustrating it. I've decided to go a bit more extravagant than usual with space for art. I mean, not like DCC levels, but more than what I've done in the past. There's space for over 50 illustrations in the layout, so it should be pretty nice looking.

I've just received a couple of illustrations from David Coppoletti, who's one of the artistic dude(tte)s lending their skills to the tome (and doing a sterling job of it!), so I thought I'd show an example page spread, as a wee little preview of the delights to come. (There's also going to be some kind of fancy page decoration at the bottom, but that remains as-yet in the realm of imagination.)

Feast thy sensory apparatus on this A5-format wonderment!


Saturday, 7 May 2016

Theorems & Thaumaturgy: Revised Edition

In January, I briefly mentioned that I've been working on a revised edition of Theorems & Thaumaturgy. It's been a stop and start effort, in between working on Wormskin / Dolmenwood stuff, other writing projects (e.g. the B/X Warrior), and real life. But: today, I reached a very big milestone. The layout is done! I still have a couple of small formatting issues to figure out (like how I want tables to look), but all of the text is finished and all of the spreads are laid out. It comes to a total of 135 pages (A5), including the OGL and table of contents. I'm very pleased with how it's looking.

I'm now discussing illustration, so far with Cadanse, who did a lot of the illustrations in the original edition, and also with another artist.

For the interest of readers, I thought it'd be nice to write an overview of the differences between the original and the revised editions:

  • Expanded introductory material, including suggested rules for spell acquisition (in Basic and Advanced style games) and guidelines for the existence of specialist wizards in a campaign alongside standard magic-users.
  • Three full classes: the elementalist, necromancer, and vivimancer. The text has been revised and clarified, where necessary.
  • The "variant classes" (the fey elf and expanded illusionist) have been removed. This content will see the light of day again in another form. (I hope to do massively expanded versions of both, at some point.)
  • The elementalist spell list has been expanded (it looks like there are 8 new spells, on a quick scan) and updated to correspond with the list from the (eternally) work-in-progress Complete Elementalist. As an example of the latter, the spells summon elementine and banish elementine are now combined.
  • The necromancer spell list is largely unchanged. I moved a couple of spells (detach/graft and organ transference) to the vivimancer, as they felt more fitting there.
  • The vivimancer spell list has been updated to correspond with the list in The Complete Vivimancer. For example, the spell vats of creation is now 3rd level, rather than 7th, as it was in the original Theorems & Thaumaturgy. I don't think I added any new spells.
  • All three classes now have a dedicated magic items section, containing 8 items each. For the necromancer, this is no change, but for the elementalist and vivimancer, this means... 8 new items (there were no elementalist or vivimancer magic items in the original edition). (A side-effect of this reorganization is that the few magic items which aren't related to one of the three classes are no longer included.)
  • The tomes section has been completely removed. Again, I plan to make this content available in some form, but felt that it's not a necessary and integral part of this book.
  • Likewise, the lists of example memorized spells have been removed. I'll certainly publish these as a little add-on PDF, for those (DMs, I suppose) who want it.
  • The small appendix with alternative rules for magic use is no longer present.
  • The monsters section has been slightly trimmed to only include the monsters which are directly related to one of the classes (via conjuration/summoning spells). I think this caused about three monsters to be removed.
  • All of the spells are now classified with their school(s). I like spell schools. Even though they're not an explicit part of Labyrinth Lord, their inclusion in the book adds value for DMs who like to use them.
So, overall, the new edition is much more focused. The original edition had a kind of grab-bag quality to it, which I came to dislike, over time.

I can't place a schedule on when it'll be ready, as I don't know how quickly illustration will work out, but I think it's pretty safe to say it should be published by the autumn.

An A5 Theorems & Thaumaturgy. Whatever next.

Saturday, 23 April 2016

New Vivimancer Magic Item: Liquid Flesh

In a spare moment, I took a look at the file I have for the revised edition of Theorems & Thaumaturgy. I was surprised to see just how close it is to being finished! I just need to add a couple more magic items (I want to include a nice round eight items per class) and that's basically it for the text.

To that end, here's a new vivimancer item I just came up with. It's nice to get back to thoughts of bio-sorcery :)


Liquid Flesh
A slippery, semi-transparent gel-like substance of lurid, red-violet hue. When applied to damaged skin or flesh, the gel begins to bind itself with the wound, fizzing and releasing a pinkish smoke. Over the course of one minute, the liquid flesh integrates with the subject's own flesh, repairing 2d6 hit points of physical damage. Liquid flesh is not effective at curing diseases, although it may be used as a remedy for disease-symptoms which cause damage or irritation to the skin.

Each application of this substance carries a 1 in 6 chance of resulting in an unsightly cluster of purple nodules at the site where it was applied. There is also a 1 in 30 chance of the gel infiltrating the subject's nervous system, with side-effects determined by a roll of 1d4: 1. a loss of 1d3 points of INT, 2. a major change of personality (e.g. a randomly determined alignment change), 3. a major emotional reversal – becoming either highly logical or irrational, 4.  an overpowering desire to serve beings of an otherworldly race or culture (as determined by the Labyrinth Lord).

Liquid flesh is typically found in glass jars containing 1d6 doses.

Tuesday, 18 August 2015

New Elementalist Spell: Skyland

As I've been working on the revised Theorems & Thaumaturgy, I've needed to fill in a few gaps here and there in the spell lists. Some new spells have thus crept their way into the revised book :) Here's one, for the elementalist. (You may notice the extended "stat block" -- all of the spells in the revised edition have these extra details, as appropriate.)

Skyland
Level: 8
Duration: Permanent
Range: 0
Casting Time: 1 hour
Elements: Air, Earth
Schools: Enchantment
The ground beneath the elementalist's feet rumbles, grinds, and, at the end of the hour-long ritual, cracks and rends as a rough hemisphere of earth and stone separates from the surrounding matter and ascends into the sky. The size of the hemisphere depends on the elementalist's experience level: a 40' diameter area at 15th level, increasing in overall breadth by 20' per level above 15th  (a 20th level elementalist may thus levitate a 140' diameter hemisphere). (It may, at the Labyrinth Lord's discretion, be possible to further increase the size of the skyland by augmenting the ritual with sacrifices of precious substances or magical items of great value.)

Once untethered, the rocky hemisphere floats at a height of 150' above the surface of the earth. Casting this spell underground has no effect and, even when aboveground, the presence of any form of building in the affected area prevents the enchantment from taking hold. Buildings may, however, be constructed freely upon the surface of the hemisphere once it is afloat.

An elementalist of 7th level or greater who stands atop a skyland may command it to move through the air. This requires the summoning of an air elemental of 8 or more Hit Dice, which is magically bound into the floating hemisphere for a period of 24 hours. During this time, by concentrating, the summoner may cause the skyland to move in any direction (including vertically) at a rate of 110' per turn (3 miles per day). It requires one full turn of concentration to cause the skyland to stop or to change course. After 24 hours have passed, the bound air elemental escapes and the skyland stops moving.
While moving through the air, the floating hemisphere emits an ominous droning sound which may be heard from half a mile distant.

Tuesday, 21 July 2015

Theorems & Thaumaturgy Revised: Introductory Guidelines

Well, the "maybe" I postulated a few weeks back has become a "definitely". In fact, an almost-finished-draft "definitely".

My main goals with this revised edition are firstly to reformat the book as A5 (my preferred format nowadays) and secondly to improve the thematic consistency and usability of the content. One thing in particular that I wanted to improve over the original edition of Theorems & Thaumaturgy were the guidelines for integrating all the new spells and classes into campaigns. To that end, I've written several pages of ideas and optional rules which will, hopefully, really help clarify the different approaches which are possible and their pros and cons.

Here's the complete text of that section, as it stands. If anyone has any feedback, please feel free to comment! (The formatting below is a bit odd... The cut & paste from the document apparently didn't work that well.)

Using This Book

You Now Have in Your Possession Over 200 New Spells

This is a book, primarily, full of spells. Hopefully, after having a browse, you'll feel inspired to start using all this new material in your campaign, but how to go about this? That depends primarily on whether you're starting a new campaign or already running one. Below are some guidelines for each of those situations.

If you want to integrate this material in an existing campaign, the two most obvious approaches are:
  • Introduce one or more of the new classes (elementalist, necromancer, vivimancer) as members of a school of wizardry from a region which the players haven't explored. These wizards may be directly encountered by the player characters (as friendly, neutral, or antagonistic NPCs) or may be spoken of in rumours or adventure hooks. Once the new classes are known to exist in the setting, they become available as an option for any future player characters that are created.
  • An alternative way to use this book is simply as a resource for new spells. If you want to follow this approach, simply ignore the classes and their spell lists and make all of the new spells available for use by standard magic-users (or druids, clerics, illusionists – as you wish). New spells can easily be introduced by putting scrolls or spell books in the hands of player characters: as gifts from mentors, as rewards for missions accomplished, or discovered in the treasure hoards of defeated enemies.
For Labyrinth Lords who are starting a new campaign, two further options are available:
  • The new classes in this book may simply be added to the roster of choices available to players when creating their characters at the start of the campaign.
  • When preparing for a campaign, it is also worth considering that an excellent way of imparting a specific and novel flavour to the milieu is to alter or restrict the classes of adventurer which exist (and thus the classes from which the players may choose when creating their characters). A very interesting potential, then, is to imagine a world where standard spell-casting classes do not exist, being replaced by one or more of the classes from this book. A world where vivimancers are the only type of arcane practitioner, for example, takes on a very different tone and has very different possibilities than a world dominated by the standard fireball-slinging mage. Or, perhaps, the wizards of a certain kingdom may all be known to be necromancers, while the neighbouring land only allows the practice of imperially sanctioned elemental magic. This kind of approach can really breathe new life into the game.

The Elementalist, Necromancer, and Vivimancer Classes

Each of these three new classes is presented in its own section. However, no mechanical details (e.g. saving throw or to-hit charts, prime requisites, lists of allowed armaments, etc.) are specified. It is assumed that these classes perform and advance in exactly the same manner as the standard magic-user class, with the one (albeit major) difference being the replaced spell list.

A Note on Spell References

In the spell lists for the new classes, the symbols (C), (D), (I), and (MU) are used to denote spells drawn from the standard cleric, druid, illusionist, and magic-user lists, respectively.

Specialist Wizards in the Campaign

The basic Labyrinth Lord rules describe a single type of arcane magic, usable by magic-users and elves. The Advanced Edition Companion and other books, such as this, add further, more specialised wizardly classes: illusionists, elementalists, necromancers, etc. In campaigns with multiple different types of arcane spell-caster (i.e. wizards), it pays to give some thought to how they inter-relate, both in terms of their place in the society of the imagined world and in terms of how the classes interact with each other on a mechanical level. This section discusses some issues around the latter point; the society of your campaign world is in your hands alone!

Casting Spells From Other Spell Lists

It is important that the Labyrinth Lord consider to what degree characters of the different wizardly classes are able to use spells from the other spell lists. Traditionally, in Advanced era games, the two types of arcane spell-caster – illusionists and magic-users – practised entirely different kinds of magic and, apart from a few areas of overlap, were unable to cast spells from each other's list.
Characters of each of the classes presented in this book are designed to be competent adventurers in their own right, with a different balance of strengths and weaknesses when compared to classical magic-users. They are able to stand on their own and do not require access the standard magic-user spell list. Some Labyrinth Lords may, however, prefer there to be less strict boundaries between the different types of wizard, with some possibility of casting spells from each other's spell lists. If this is allowed, it will clearly increase the power of each class to a significant degree, as they will gain access to a broader selection of spells and types of magic. Some possible approaches in this direction, listed in ascending order of permissiveness, are described below. Whatever is decided, this should always be a two-way decision – standard magic-users must be treated in the same manner as all other types of wizard.
Fallible scroll-use: All types of wizard may cast scrolls of spells from other spells lists (for example, a magic-user may cast an illusionist scroll). They are unable to learn these “foreign” spells but have sufficient arcane knowledge to be able to activate magic encoded on scrolls. When casting such “off-list” spells from scrolls, there is a 10% chance of failure per level of the spell being cast. Failure indicates that the scroll is wasted or (if the Labyrinth Lord wishes) causes some kind of backfire. In this way, low-level spells may be cast fairly reliably but high-level spells will remain the sole province of the appropriate specialist.
Reliable scroll-use: Off-list scrolls may be cast without risk of failure. This allows the boundaries between the different types of specialist wizard to be blurred slightly, but only in the (presumably somewhat special) situation when magical scrolls are acquired as treasure.
Limited learning: In addition to allowing foreign spells to be cast from scrolls (either with or without a risk of failure), another possibility is to allow wizards to also learn a smattering of them – one per level of spells which can be cast. (For example, a 7th level wizard may cast spells of up to 4th level. Using these rules, she could thus learn four spells from specialist areas not covered by her standard spell list.) This system allows wizards to diversify their spell repertoire and have a few tricks up their sleeve, while maintaining the clear separation between the different types of specialist.
Reduced chance to learn: This is an option for games where the advanced “chance to learn spell” rules are used. Wizards may cast foreign spells from scrolls (as above, with or without a risk of failure) and may also attempt to learn an unlimited number of off-list spells, but with a reduced chance of success. A penalty (-25%, for example) is applied to the chance to learn foreign spells. The Labyrinth Lord may also stipulate the additional requirement of a period of research (one week per spell level, perhaps at a cost of 250gp per week). Under this system, it is likely that wizards will end up having a significant number of off-list spells in their spell books, as their careers progress. This is the most flexible system before the boundaries between different wizardly classes are collapsed completely.

Placing Spells in Treasure Hoards

It is assumed that all classes of wizard acquire new spells in the same means as the standard magic-user: by finding spell books or scrolls in treasure hoards. Ideally, then, the number of spells discovered which can be cast by each type of wizard should be (roughly) balanced. When it is determined that a treasure hoard contains scrolls of magic-user spells, it is desirable that spells usable by specialist wizards also be (at least some of the time) present.
One way of handling this is to multiply the number of spells present in the hoard (as indicated by the treasure tables) by the total number of wizardly classes in the campaign, then to give each spell an equal (random) chance of being taken from the list of each class. For example, in a campaign with magic-users, elementalists, and illusionists, the number of spells found in a hoard would be multiplied by three and each spell would have a 1 in 3 chance of being taken from the standard magic-user list, a 1 in 3 chance of coming from the illusionist list, and a 1 in 3 chance of being from the elementalist list. The Labyrinth Lord ensures, in this way, that the balance of spells available to characters of different spell-using classes remains fair and consistent.
Note that, as some spells are shared between the different classes, these guidelines will, in fact, slightly increase the number of spells available. It is also worth bearing in mind that, even if an adventuring party discover scrolls of spells that they cannot cast themselves, such scrolls still have value and may be sold to or bartered with NPCs who can put them to use.

Spell Acquisition

This section contains optional guidelines for Labyrinth Lords on the subject of how wizardly characters may gain access to and learn new spells.
For games in the vein of the traditional Basic rules, the following guidelines may be used:
  • Wizards begin the game knowing read magic, one randomly selected spell from the appropriate class spell list, and one spell of the player's choice.
  • The number of spells a wizard can know (i.e. record in his spell book) is limited to no more than double the number that he can memorize. For example, a 5th level magic-user can memorize two 1st level, two 2nd level, and one 3rd level spell. Such a character could have at most four 1st level, four 2nd level, and two 3rd level spells in his spell book.
  • Upon gaining an experience level, if the wizard does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing.
Design Note: In the original Basic rules, magic-users and elves were limited to knowing one single spell at 1st level – not even read magic was “free”! – and could never record more spells in their spell books than the number they could memorize each day. Personally, while I find this system charming in its simplicity, I feel it is too restrictive and use the system described above in my own games. Other groups may, however, prefer to stick with the original rules.
Advanced era games are more generous with the number of spells known and may use the following guidelines:
  • Wizards begin the game knowing read magic, two randomly selected spells from the appropriate class spell list, and two spells of the player's choice.
  • The number of spells a wizard can know (i.e. record in his spell book) is limited by the character's INT (see the AEC).
  • Upon gaining an experience level, if the wizard does not already have spells available to learn (e.g. from scrolls or captured spell books), he automatically acquires knowledge of one new spell, selected randomly from a level of the player's choosing. This spell must be learnt according to the normal rules for spell learning, again dependent on the character's INT.
     

Wednesday, 1 July 2015

Theorems & Thaumaturgy Revised Edition (Maybe)

I've recently been contemplating getting a slightly revised edition of my free book Theorems & Thaumaturgy together. The original impetus for this idea was that I realised that the book's still not available in print on RPGNow -- just at lulu.

I'm not, at this stage, sure how far I'd go towards making this a proper "second edition" versus a bit of a spruce up versus a simple republishing. Nonetheless, here are some potential ideas:
  • A5 format.
  • Integrate any errata. (Is there any?)
  • Include guide to integrating specialist wizards in campaigns (see here).
  • Also mention the idea of running a campaign purely based around one or two alternative types of wizard, completely replacing the standard magic-user.
  • Specify the schools of all spells. (Transmutation, Divination, etc.)
  • Update the vivimancer and elementalist spells to match the "complete" books. (Some spells have changed level, for example.)
  • Consider adding a few more fey elf spells.
  • Add some more descriptive information on the tomes.
  • Add a few more magic items?
  • Remove monsters not related to summoning spells.

If anyone has any thoughts on this, I'd be very interested to hear them!

Saturday, 11 May 2013

Vivimancer -- Scent Spells

In my Ix / Dying Sun campaign, there are two types of magic-user: defilers and preservers. Anyone who's familiar with Dark Sun knows the score, although I have altered the exact effects of defiling magic in my setting (as obliquely mentioned here).

Initially when conceiving the campaign, I had the idea that it'd be great to use completely non-standard spell lists, in order to further increase the originality (as compared to "standard D&D") of the setting. My mind immediately jumped to Theorems & Thaumaturgy, and the idea that defilers are necromancers and preservers are vivimancers. Further development led me gradually away from this idea -- now shamans (a class of cleric) possess some necromantic abilities, and magic-users of both types are vivimancers, unearthing the ancient genetic magic of the long-dead sorcerer kings.

Inevitably, I decided that there also needs to be some setting-specific spells added to the standard vivimancer list. I'm doing these in the "tomes" tradition of Theorems & Thaumaturgy, on the basis of sets of spells created by high-level sorcerers over the course of their careers.

The PC magic-users' master is a character called Ohl Deezu, whom I have determined is a specialist in magic involving scent. Here are a few low level spells in his repertoire, which are open to PCs.

Hyperolfaction
Level: 1
Range: Touch
Duration: 1 turn per level

The target's senses of smell and taste are enhanced by an order of magnitude, enabling the detection of subtle scents beyond the normal human range of perception. While under the spell's effects, the target is able to perform various feats of perception similar to those which highly trained dogs are capable of in the real world:
  • The target can follow fresh scent tracks unfailingly. Tracks which are older than an hour require a successful WIS roll on 1d20, with a -1 penalty per hour since the tracks were made.
  • If the target is familiar with the scent of an individual, its presence in rooms or on objects can be identified unmistakably. Scents older than one hour require a WIS roll, as above.
  • If the target has knowledge of poisons, botanical extracts or the like, his chance to identify the presence of unusual compounds is doubled.
The spell has a single downside: the target's sense of smell is so enhanced that he automatically fails any saving throws against scent-based attacks (such as a troglodyte's stench).

Pheromone Surge
Level: 1
Range: 30'
Duration: 1d6 hours + 1 per level

Targeted against a single creature within range, this spell causes a wave of magically produced pheromones to assail the target, provoking an overwhelming sexual attraction. The target may make a saving throw versus poison to avoid the effects. If the save fails, the attraction lasts for the duration of the spell. Essentially, for this period, the caster becomes irresistibly attractive in the eyes of the target, who will do anything they can to get up close and intimate with the caster.

The spell is ineffective against targets who would not normally regard the caster as a potential mate. It thus has no effect on creatures of inappropriate species or sexual orientation.

Scentlessness
Level: 1
Range: Touch
Duration: 1 turn per level

The target's body and all items on its person are shielded by a magical anti-scent mask, making the target completely undetectable to the olfactory senses of others. As the target is rendered completely scentless, even creatures with incredibly powerful olfactory capability (such as those under the effects of hyperolfaction) cannot detect the target.

Sunday, 31 March 2013

Theorems & Thaumaturgy: Free PDF Now on Lulu

I'm sure everyone who's interested has already got a copy, but just for the record I've moved the PDF hosting of Theorems & Thaumaturgy onto lulu as well (it was hosted separately before, as I couldn't work out how to make a free PDF product on lulu... I just worked it out).

You can get hardcover, softcover and free PDF editions of the book here.

Saturday, 26 January 2013

Vivimancer Disucssion

I just thought I'd share a link to a post on Derek Holland's Skirmisher Publishing blog, where he discusses some additional spells for the vivimancer class in Theorems & Thaumaturgy.

He lists a lot of spells from the AD&D 2nd edition Wizard's Spell Compendium (also a favourite of mine) which fit in with the vivimancer's themes, including a few spells from the Dark Sun setting -- I find the idea of vivimancers in Dark Sun very interesting! (I've actually been contemplating running a Dark Sun inspired campaign in the future, so will definitely be thinking about including vivimancers in there.)

Derek has also created a set of his own spells, taking the vivimancer in some interesting new directions. I'm especially fond of the 9th level spell living architecture.

Thanks Derek!

EDIT: As Dave pointed out, Derek also has a follow-up post with some more ideas & spells for the vivimancer.

Sunday, 9 December 2012

Theorems & Thaumaturgy Paperback

Especially of interest to people in the UK or EU, check out these prices! (I just noticed how unbelievably cheap it is in the UK, for instance.)

Theorems & Thaumaturgy Paperback

In the UK: £2.80 (less than a magazine!)

In the EU: 5,40 € (well, that's in Germany anyway, I guess it's the same in other countries)

In the US: $8.05 (unfortunately not such a bargain... I wonder why)

(These prices are all set automatically by lulu, by the way, and I have no idea how they're calculated.)

Tuesday, 30 October 2012

Theorems & Thaumaturgy: Here It Is!

Just arrived this morning -- my test printing of Theorems & Thaumaturgy!

To my relief, everything looks perfect.

Thus: GET IT HERE...

(Hardcover, softcover and free PDF options. Note: the books are being sold at-cost.)

Saturday, 20 October 2012

249 new spells

249 new spells!

(Shame there wasn't one more, making it a nice round number! ;)

Accelerated Healing, Accelerated Immune System, Accelerated Metabolism, Alter Reality, Amalgam of Earth and Air, Amalgam of Fire and Water, Animate Puppet, Animate Puppet, Mass, Animate Statue, Arcane Mark, Artificial Intelligence, Ascend, Attach Rope, Banish Elemental, Banish Elementine, Bind Spirit, Bond Bane, Brimstone Monolith, Cannibalize, Channel, Charm Spell, Charm Undead, Chimera I, Chimera II, Chimera III, Choke, Command Construct, Command Dead, Command Elemental I, Command Elemental II, Command Elemental III, Command Rope, Command Spell, Command Undead, Conducting Skein, Conducting Web, Conjure Rope, Contact Elemental Spirit, Contact Other Plane, Contact Spirit, Control Ooze, Corpse Visage, Curse of Undeath, Death Geas, Death Recall, Demand, Detach / Graft, Detect Disease, Detect Poison, Detect Undead, Devolution, Dimension Door, Greater, Dimension Leap, Dimensional Simplicity, Dimensional Ward, Disappear, Divide Body, Divide Mind, Dream Travel, Dreaming, Drone, Dweomerlight, Dying Words, Edibility, Egg of Life, Elemental Cancellation, Elemental Gate, Elemental Plane Protection, Elemental Plane Protection, 10' Radius, Elemental Portal, Elemental Portal, Greater, Elemental Wrath, Explosive Growth, Exterminate, Extinction, Extraordinary Regeneration, Fastness, Figment, Firelight, Flesh Blast, Full Codex, Fungal Growth, Gaseous Form, Gelatinous Transformation, Genesis, Ghoul Touch, Glamour, Grapple, Grease, Guardian Spirit, Hapless Fool, Haunting, Hibernate, Hide, Hive Mind, Hive Sight, Illusory Abode, Immunity to Disease, Immunity to Poison, Impregnate, Incinerate / Uncinerate, Inhabit Figurine, Instant Memorization I, Instant Memorization II, Inter, Invisibility, Lesser, Invisibility, Limited, Knowledge of Life, Lasting Breath, Lend Strength or Fortitude, Lich Touch, Life Cycle, Life Energy Protection, Light Codex, Locate Remains, Lost & Found, Marionette, Mass Devolution, Mass Mutation, Meld Elemental, Memorium, Mists of Madness, Mnemonic Obfuscation, Mummy Touch, Mutate, Natural Weaponry, Natural Weaponry, Improved, Organ Transference, Organ Transference, Greater, Pact of Brass, Parasitic Implantation, Pass Undead, Pathless Land, Phantasm of Forgetting, Phantasm of the Laughing Gnome, Plant Metabolism, Plant Symbiosis, Polyvorousness, Portent of Doom, Pre-emptive Strike, Preserve Dead, Prismatic Beam, Raise Dead, Lesser, Ray of Fire / Cold, Ray of Pain, Read Magic, Read Magic, Read Magic, Read Magic, Reassemble, Regeneration, Regeneration, Greater, Regenerative Pupation, Reinstate Spirit, Relentless Binding, Replicate Lifeform, Reptilian Metabolism, Resist Turning, Revert Shapechange, Rope Like Steel, Rope Walk, Rope Ward, Rotational Acceleration, Sacrificial Resurrection, Script Codex, Seal Tomb, Seasong / Windsong / Firesong, Shadow Touch, Shapes, Skein, Skeletal Army, Skeletal Servitor, Skin Transformation, Skull Sight, Skull Speech, Slapstick Fun!, Slime Blast, Solid Fog, Sound Codex, Spectral Hand, Spell Door, Spell Reading, Sphere of Annihilation, Spider Skein, Spook, Spore Blast, Spore Cloud, Spying Sigil, Staunch Blood Flow, Steal Life Force, Steal Spell, Strengthen Rope, Summon Demon, Summon Dimensional Horror, Summon Elemental Horror, Summon Elemental I, Summon Elemental II, Summon Elemental III, Summon Elementine, Summon Familiar, Summon Fey Kin, Summon Greater Elemental Kin, Summon Greater Elementine, Summon Swarm, Summon Undead I, Summon Undead II, Summon Undead III, Summon Undead IV, Summon Undead V, Summon Undead VI, Summon Undead VII, Survival of the Fittest, Swarm Transformation, Symbiotic Familiar, Symbol, Teleport, Tessellate, Tidal Force, Time Flow, Transfer Pregnancy, Transformative Pupation, Trigger, Uncontrollable Hideous Laughter, Undead Regeneration, Undo, Unhallow, Upper Hand, Vacuum, Valiance in Death, Vampiric Enslavement, Vats of Creation, Venom, Venomous Blood, Viral Phantasm, Virus, Vitality Surge, Voodoo Doll, Wall of Gloom, Web of Arachne, Web Walk, Weird, Xenogamy, Yeast Growth, Zoetrope, Zombie Servitor, Zone of Creeping Terror, Zone of Death, Zone of Sinister Stillness, Zone of Weakness


These are the spells contained in Theorems & Thaumaturgy.

I've got my test copy on order with lulu now, so it's only a matter of a few weeks until it'll be publicly available.

(ps. if anyone wonders, the 4 times read magic is because the spell appears in the list of 4 classes in the book...)

Sunday, 14 October 2012

Theorems & Thaumaturgy -- The Final Touches

It's very oh so nearly finished! I've been storming through the layout over the past couple of weeks, and have now finished all but one section of the book. That means I only have 5 pages of layout left to do -- a matter of a few hours' work at the rate I've been going.

So from there all I need to do is the back cover blurb, which I'm struggling with a bit, to be honest! I'm sure I'll work something out though.

Those last little bits completed, I'll be uploading it to lulu, and ordering a test printing for myself. Wow, I cannot wait to see it in the flesh at last! I plan to use it in my upcoming dreamlands campaign...

All going well, I anticipate that the book should be available for public consumption, as a free PDF or a not-for-profit book, within the next month. (I'm hoping for the end of October, but that somewhat depends on how quick the shipping of my test printing is...)

As a last minute bonus, I've added an extra appendix with example lists of memorized spells for each type of magic-user, for characters ranging from 1st to 10th level. Need a fully "stocked" 8th level illusionist in a pinch? Well, look no further.

Saturday, 29 September 2012

Theorems & Thaumaturgy -- Preview Chapter!

Yes, it's still happening!

My intention now is to finish the book in the next month -- all that remains at this stage is layout, which I have begun this evening.

For your delectation, here's the first chapter which I've fully laid out: The Elementalist. Enjoy :)

Thanks to Cadanse D and Kelvin Green for the awesome illustrations!

Thursday, 21 June 2012

Theorems & Thaumaturgy: Nearly There!

I've just received a batch more illustrations from Cadanse D, and added them into the document for the book. Above is her gorgeous illustration for the spell spying sigil.

Having included all this new artwork, I exported a PDF of the book and scanned through it to get an overview of how many illustrations there are now, and how well distributed they are through the text. I was delighted to find that no more than two pages pass now without an illustration! And I'm still expecting ten or so more illustrations from another artist. It's going to be a very good looking book!

Saturday, 19 May 2012

Theorems & Thaumaturgy -- status update

This morning, after some weeks of procrastination, I finally sat down and went through the last sections of the book making all the modifications suggested by the proofreaders (thanks Alex & Jim!).

So, the book's now in Bob's capable hands for some editing.

Nothing great to report apart from that, but just wanted to keep people informed on the book's progress, and that it is still bubbling away in the background.

Once the editing is complete, the next step will be to finalise the book's layout. Beyond the home-spun documents I've produced in LibreOffice, layout isn't something I have much experience with, so if anyone reading this would be interested in helping out at that stage, any advice or aid would be greatly appreciated!

Also if anyone out there would be interested in submitting a few illustrations for the book, please get in touch -- the more the merrier!

I'll leave you with a piece of artwork from Kelvin Green :)