Magical Theorems & Dark Pacts
Promote Your Magic User!
Magical Theorems & Dark Pacts contains everything you need to run a spellcaster in Labyrinth Lord and other basic fantasy OSR games. For completion¸ this tome includes the three core spellcasting classes¸ and adds ten more¸ along with full rules for all their assorted spells.
Chapter 1 ‐ Classes- Cleric (warrior-priests)
- Wizard (classic magic-users with 10 levels of spells)
- Elven Swordmage (elves from the core rules ‐ arcane warriors)
- Elven Warder (wilderness elves¸ guardians of their kin)
- Enchanter (artists¸ con-men¸ and masters of... duh... enchantments)
- Fleshcrafter (twisted magic-users that work with flesh)
- Healer (compassionate and tough hearth-healers)
- Inquisitor (ecclesiastic investigators and master intimidators)
- Merchant Prince (elite merchants with spellcasting support)
- Necromancer (you know exactly what these guys do)
- Pact-Bound (magic-users who sell their souls for power)
- Theurge (divine casters who learn from liturgical texts)
- Unseen (thieves with an innate knack for magic)
All the spells for all these classes are included (including the core spells from Labyrinth Lord).
Chapter 3 ‐ Magic Items28 pages of new magic items generally aimed towards spellcasters (with a few sneak ones thrown in for the Unseen). From new and unusual potions to exotic rings and a collection of new figurines of wondrous power¸ this chapter also focuses on making magic items unique in your game - avoiding the pitfalls of every campaign having the same gauntlets of ogre power and rings of protection.
Chapter 4 ‐ CreaturesJust a few monsters in this short chapter ‐ one referenced earlier in the book and rules for summoning & conjuring alternate types of elementals (wind¸ crystal¸ dungeon¸ wave¸ moss¸ thorn¸ smoke¸ zephyr and so on).
Finally there's a short section on using this book with the Advanced Edition Companion. 99% of this book was written using only the core Labyrinth Lord rules without referencing the AEC at all¸ and therefore there are some suggestions for mixing these rules with the AEC ones ‐ primarily adding AEC spells to the existing spell lists¸ and the revised hit dice for the various classes if using the optional AEC hit dice.