The Red Lantern

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.

Transmuter's Tome

A practical tome with various stains on it. Smells of acetone and the color purple.

Book of Artifice

A book of crafts magical and mundane, illustrated with various magic items.

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."

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.