This is one of those things I had sitting around as a mostly complete draft for a long time. Finally finished it while at O’Hare yesterday waiting for my connecting flight.
These tomes were designed with 1st edition AD&D in mind.
Experiments of the Phantasmaster
Ordothig the Phantasmaster was an illusionist of great power in the days when that subclass first broke its ties with the magic-user establishment. The Phantasmaster is said to be the original author of the strange illusionist spell that today is called First Level Magic-User Spells.
This tome represents Ordothig's early efforts towards the development of that spell. It contains six sections, all written in an archaic form of the Common Tongue, with many sections struck through and later corrections added. The first five sections detail the following first level magic-user spells: Hold Portal, Read Magic, Protection from Evil, Charm Person, and Sleep. A magic-user reading this work may transcribe these spells into their spellbook following the normal rules, except that Read Magic is not required to decipher them.
The last section describes a mnemonic technique that allows an arcane caster to use a single second level spell slot to hold any two of the previous five spells. No other spells may be prepared in this manner, two of the same spell may not be memorized, and only one second level slot may be so employed. This ability strains the caster physically, who must save versus poison each time it is used. Failure to do so results in d6 points of damage , which can be healed normally, and the caster being exhausted (-2 on to-hits and saves) until both spells are cast.
Secret History of the Nameless Brotherhood
Sages today consider Yertog the Whisperer to have been one of history’s greatest conspiracy theorists. To most readers of this, his most famous work, the story of an ancient all-powerful secret society that determines the fate of the civilized world can be easily dismissed as the paranoid ravings of a madman. However, any druid, assassin, or monk who reads this Secret History and makes an Intelligence roll will realize that what Yertog is describing is the now-forgotten predecessor order to all three classes, before they became separated by centuries of schism.
A druid, assassin, or monk who achieves this insight may make partial use of the abilities of the other two classes. Each time they gain a level thereafter they may select one of the charts below and roll to gain a bonus ability. Abilities marked with an asterisk can only be gained once; subsequent rerolls indicate that no new ability is gained.
Bonus Druid Abilities for Assassins or Monks
01-15 No additional ability gained
16-20 Gain +2 saves versus fire and electrical/lightning attacks*
21-25 Gain the ability to understand the secret language of the Druids. Subsequent rolls allow for a selection of the language of a forest creature, as per the druid ability.
26-30 Gain the ability to use druidic magic items, including scrolls.*
31-35 If 4th level or higher, gain the druidic ability to identify plant type, animal type, and pure water. If 3rd level or lower, treat this result as no additional ability gained.*
36-40 If 4th level or higher, gain the druidic ability to pass without trace through overgrown areas, moving at up to full speed. If 3rd level or lower, treat this result as no additional ability gained.*
41-45 If 8th level or higher, gain the druidic immunity to charm effects of fairy/sylvan creatures such as dryads, nicies, and sylphs. If 7th level or lower, treat this result as no additional ability gained.*
46-50 If 8th level or higher, gain the druidic ability to change form into a normal reptile, bird, or mammal up to three times per day. If 7th level or lower, treat this result as no additional ability gained.*
51-00 Gain the ability to cast spells as a 1st level Druid. Subsequent rolls of this item advance caster ability by one level.
Bonus Assassin Abilities for Druids or Monks
01-15 No additional ability gained
16-20 Gain proficiency with any one weapon of your choice.
21-30 Gain the assassin ability to safely use and research poisons.*
31-35 Gain the ability to use Thieves Cant.* [If you actually use alignment languages in your campaign, ignore the asterisk and treat this entry as “Gain the ability to use an Thieves Cant or an alignment language of your choice.]
36-40 Gain the assassin ability of disguise.*
41-45 Gain the assassin ability to spy.*
46-90 Gain the ability to use the Assassination chart at one level lower than the character’s current level. This ability does not advance unless rolled again on this chart.
91-00 Gain the ability to backstab as a thief of one level lower than the character’s level. Unlike the assassination chart ability above, this ability improves as you level up normally.*
Bonus Monk Abilities for Druids or Assassins
01-15 No additional ability gained
16-25 Gain a damage bonus equal to one half your current level (round down) when using any weapon that is on the monk list, providing you are proficient with it. This ability does not advance unless rolled again on this chart.
26-45 Gain the open hand damage of a monk of one level lower than your current level. This ability does not advance unless rolled again on this chart.
46-50 Gain the movement rate of a 1st level monk. Subsequent rolls advance this ability by one effective level.
51-70 Gain the lettered special ability (special ability A, B, C, etc.) of a monk one level lower than the character’s current level. If there is no listed ability for that level, treat this result as no additional ability gained.
71-75 Gain the unarmored AC of a monk one level below your current level. This ability will automatically improve as the character advances levels.*
76-80 Gain the monk ability to dodge/knock aside normal missiles (arrows, bolts, slingstones, thrown weapons, etc.) with a successful save versus petrification.*
81-85 Gain the ability to take no damage from any effect that normally does partial damage on a successful save when the saving roll is made.*
86-95 Gain the ability to be surprised as a monk of one level lower than the current character level. This ability does not advance unless rolled again on this chart.
96-00 If 5th level or higher, gain the ability to fall up to 20’ and take no damage, provided the character is within 1’ of a wall or other structure for the duration of the fall.*
The Golden Theurgy of Myrdoff the Thrice Blessed
Myrdoff was one of many magic-users who sought a return to the possibly apocryphal era of the original Archmages, before magic was split into divine and arcane realms. His results were better than most in this regard. Using the secrets contained in this book, any arcane caster who possesses an intelligence score of 15 or higher and a wisdom of 17 or more may learn the ability to treat the spell list of one divine class of their choice as spells allowed by their own class.
For example, an illusionist who meets the qualifications and studies this book successfully could opt to treat druid spells as legal illusionist spells for purposes of research, use of scrolls, and may opt to add a random druid spell to their spellbook when advancing a level, in lieu of the new illusionist to which they would normally be entitled. These spells remain unintelligible to others of their class who do not practice the same variety of theurgy.
Less gifted spellcasters (those with less than the required scores) may still make partial use of Myrdoff’s writings. They may use (but not transcribe into their spellbooks) scrolls created for members of one divine class of their choice, but there will always be a 1 in 6 chance of mishap when they do so.