Thaumic Writings (More Wizard Tomes)
More wizard tomes for Saltygoo's Wizard! These ones are inspired by the magic categories of the Thaumcraft mod, tough I also threw in one tome based on Vayra's Artist because I like it and it represents the "perfecting the self" kind of transmutation to go with the classic kind. Anything not on Salty's spell list has a description at the end. Spells that were mostly/completely stolen have links to their sources in their names.
Oh, if you're wondering where the Golemancy book is, Salty already has it, it's called the Sofer Manual.
Thaumonomicon
A leather-bound tome with gold designs along the edges. Contains detailed instructions on crafting wands, using wands to blast things, and violating spacetime with said wands. Appears to only be volume one of at least four.
- You learn how to craft wands and staves to better channel your magic. You may either craft a wand for free immediately or turn your starting wizard staff into this variety of staff if you haven't yet broken it. Wands have a single d4 MD that is always expended, while staves have a proper d6 MD that follows the normal rules. Both recharge their MD when kept on your person when you rest for the night. You may only have one wand/staff at a time, as the item is tied to your own magical essence, though you can make a new wand with the equivalent of a bag of gold and a new staff with the equivalent of a chest of gold, or only a bag if you have an existing "break to restore all MD" staff to work with.
- Each time you study this book, choose a spell that has variations fixed upon being learned (e.g. a spell with different elements, a conjure spell that only summons one type of entity, the ten wards). You learn a new variation of this spell. It takes up no additional mental slots. If your DM permits, you can also broaden other spells (e.g. allowing Portal to be cast on mirrors).
- Roll 1d4, you gain the following spell: 1. Alchemical Elementalism, 2. Passwall, 3. Portal, 4. Seal of Retribution.
Transmuter's Tome
A practical tome with various stains on it. Smells of acetone and the color purple.
- You can tell the chemical composition of a substance with a touch and close examination.
- Each time you study this book, pick a solid substance (e.g. glass, sedimentary/igneous/metamorphic rock, iron, etc). You can shape it like clay.
- Roll 1d4, you gain the following spell: 1. Entropic Transmutation, 2. Universal Solvent, 3. Phase Shift, 4. Extract Substance
Book of Artifice
A book of crafts magical and mundane, illustrated with various magic items.
- Choose any sort of crafting skill; you learn this skill and work at thrice the speed when doing tasks involving said skill.
- Each time you study this book, you may add a minor magical property to an item. You may save these and spend multiple at a time to add multiple properties at once, or apply a major property by spending three. Alternatively, when Crafting during carousing, you may count these free properties as a bag of gold's worth for the purpose of spending on your tools. You may not use this on existing magic items unless they were made magical by you, via this ability.
- Roll 1d4, you gain the following spell: 1. Fabricate, 2. Enchant Item, 3. Wondrous Machine, 4. The Ten Wards
Manual of Physical Perfection
Describes the means of perfecting one's physical form with a combination of self-transmutation and physical exercises. Refers to this practice as "alchemy of the body."
- You do not learn a spell the first time you study this book. However, you can use MD whenever you would perform a feat of strength, agility, or endurance to add [sum] to the result. When doing so, you can perform the feat with any part of your body, e.g. grappling with your feet alone or lifting a boulder with one finger.
- When carousing, you can fill a number of inventory slots equal to the number of times you've studied this book with muscle, sinew, or fat. Muscle grants a bonus to STR and damage rolls, sinew grants a bonus to DEX rolls (attack and dodge rolls included), fat grants bonus max HP and can be spent in place of eating a ration whenever relevant.
- Roll 1d4, you gain the following spell if this is not your first time studying this book: 1. Metallomorphosis, 2. Caloric Burn, 3. Restore, 4. Inflict Wound
Passwall
You tap on a wall and conjure a hole in the material. This can take you through walls up to [sum] feet thick, and stays open long enough for [dice] other creatures to follow you.
Entropic Transmutation
R: Touch T: Anything that isn't alive or animated
Ruin an object as if affected by great passage of time in seconds. Swords rust, wood rots, stone cracks and eventually crumbles into sand. Can affect targets based on the number of MD: 1 can only destroy handheld or particularly fragile objects, 2 can crumble a door or sarcophagus, 3 can collapse a tunnel or tear down a small wooden building, 4 can bring down a castle wall.
Extract Substance
R: Touch T: Non-biological material
With a touch, extract [dice] named substances from an object or amount of liquid no larger than a 5' cube. If you have empty containers, you can put the extracted substances into said containers. Unused [dice] can be spent on increasing the max area instead of the number of substances, doubling for each.
Fabricate
R: 30' T: No more than [sum] inventory slots of material
You create finished products from raw materials - you turn trees into furniture, hemp into coils of rope, stone into brick walls, ore into metal, and so on. Resulting creations are perfectly average in quality.
At 4 or more dice you can Fabricate natural processes, turning trees into coal, coal into diamonds, turn saplings into full-grown trees, and water into clouds.
Enchant Item
R: Touch T: A nonmagical tool or weapon D: [sum] rounds
Touch a tool or weapon and give it a +[dice] enchantment, up to a maximum of +3. If cast with 2+ dice, you can lower the bonus by 1 to make the item also counts as silver, platinum, cold iron, or any other singular material for the purpose of bypassing weaknesses. If cast with 4 dice, you can reduce the bonus by 1 and inscribe your sigil to make the effect permanent.
Wondrous Machine
R: Touch T: Up to [sum] slots of metal, wood or stone. D: Sigil.
You may invest your MD to create wondrous machines with [dice] negotiated capabilities, such as automata, flying machines, submarines, digging machines, fucked-up trains, etc. "Invest" means that the MD are permanently invested in the machine as long as it exists, and cannot be reclaimed, even if they would not have been spent.
These Wondrous Machines have [sum]*2 HP. Your MD are reclaimed if the Machine breaks. You can instantly destroy a wondrous machine that you have created with a touch.