Deal of the Day - Magical Theorems & Dark Pacts (OSR by Dyson)
Now here's a Deal of the Day to take a chunk of:
Magical Theorems & Dark Pacts (just 3 bucks for the next 23 hrs or so) 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
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)
Chapter 2 – Spells
All the spells for all these classes are included (including the core spells from Labyrinth Lord).
Chapter 3 – Magic Items
28 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 – Creatures
Just 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.
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