TEXT: The
  Complete
  Vivimancer
  by Gavin Norman
  
  Table of Contents
  The Vivimancer................................................................................................................1
  Spell Notes.......................................................................................................................3
  Spell List..........................................................................................................................5
  First Level Spells...............................................................................................................7
  Second Level Spells........................................................................................................16
  Third Level Spells...........................................................................................................28
  Fourth Level Spells.........................................................................................................39
  Fifth Level Spells............................................................................................................47
  Sixth Level Spells............................................................................................................51
  Seventh Level Spells.......................................................................................................57
  Eighth Level Spells..........................................................................................................63
  Ninth Level Spells...........................................................................................................67
  Magic Items....................................................................................................................72
  Appendix I. Psionic Powers.............................................................................................81
  Appendix II. Mutations....................................................................................................82
  Appendix III. Basic Spells................................................................................................85
  Open Game License.......................................................................................................86
  Credits and Legal
  Published by Necrotic Gnome Productions.
  Text: Copyright 2014 Gavin Norman.
  Illustrations: Copyright 2014 Cadanse D.
  Editing: Tim Snider.
  Proofreading: Sándor “Ynas” Gebei, Noah Stevens, Art Braune, Ben Laurence.
  Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced
  Labyrinth  Lord™ are trademarks  of Daniel  Proctor. These  trademarks  are  used  under the
  Labyrinth Lord™ Trademark License 1.2, available at www.goblinoidgames.com.
  This product is released under the terms of the Open Game License Version 1.0a, Copyright
  2000, Wizards of the Coast, Inc.
  
  The Vivimancer
  Requirements:
  None
  Prime Requisite:
  INT
  Hit Dice:
  1d4
  Vivimancers are specialized magic-users who study the arcane manipulation of life. They have a
  multitude of spells focussing on mutation, transformation and flesh warping. Vivimancers also
  have the ability to perform a number of laboratory procedures which effect the creation of new
  life-forms, either by cloning, vat growth or genetic manipulation. The building and maintenance of
  a laboratory to pursue their research is thus of great importance to many vivimancers.
  Similar to other magic-users, vivimancers are limited in the armaments they are able to use. They
  are only proficient in the use of small weapons such as daggers and may not use any form of
  armour, including shields.
  Also like other magic-users, vivimancers keep spell books that hold the formulae for spells written
  on their pages. A vivimancer can have any number of spells in a spell book, but can only memor-
  ize a limited number of spells each day. This number increases as a vivimancer increases in level.
  Vivimancers can use all magic items that are described as being usable by magic-users, including
  scrolls of vivimantic spells.
  Magical research: When a vivimancer reaches 9th level, he is able to create new spells and
  magic items as described in the Labyrinth Lord core rules (p. 126). Vivimancers are only able to
  research spells and magic items within their specialist area of biological manipulation. Many vivi-
  mantic magic items are described later in this book.
  Apprentices: A vivimancer of 11th level who has built a stronghold or tower will attract 1d6
  apprentice vivimancers of 1st to 3rd level who come to study under him.
  House Rule
  The Labyrinth Lord should consider whether vivimancer characters be allowed to use scrolls containing spells not on
  their spell list (e.g. standard magic-user spells). If this is allowed, it will clearly increase the power of the class to a sig-
  nificant degree.
  One possible “middle way” is to allow vivimancers to cast spell scrolls of non-vivimantic spells, but with a 10% chance of
  failure per level of the spell being cast.
  Whatever is decided, it is recommended that this be a two-way decision – that magic-users casting vivimancer spell
  scrolls be treated in the same manner.
  Vivimancers in Basic and Advanced Games
  The vivimancer class may be used as-is in basic games. In this case, all vivimancers will be
  humans. A basic spell list is given in Appendix III, as an alternative for groups who prefer spell-
  casters to have a more limited selection of spells.
  In advanced games, human, elf, or half-elf characters may be vivimancers. Elf vivimancers may
  advance to a maximum of 11th level and half-elves to 10th level. Human vivimancers have no
  level limit.
  The Vivimancer
  1
  
  Vivimancer Level Progression
  Spells Per Day by Level
  Experience
  Level
  Hit Dice (1d4) AC0* 1
  2
  3
  4
  5
  6
  7
  8
  9
  0
  1
  1
  19
  1
  -
  -
  -
  -
  -
  -
  -
  -
  2,501
  2
  2
  19
  2
  -
  -
  -
  -
  -
  -
  -
  -
  5,001
  3
  3
  19
  2
  1
  -
  -
  -
  -
  -
  -
  -
  10,001
  4
  4
  18
  2
  2
  -
  -
  -
  -
  -
  -
  -
  20,001
  5
  5
  18
  2
  2
  1
  -
  -
  -
  -
  -
  -
  40,001
  6
  6
  18
  2
  2
  2
  -
  -
  -
  -
  -
  -
  80,001
  7
  7
  18
  3
  2
  2
  1
  -
  -
  -
  -
  -
  160,001
  8
  8
  17
  3
  3
  2
  2
  -
  -
  -
  -
  -
  310,001
  9
  9
  17
  3
  3
  3
  2
  1
  -
  -
  -
  -
  460,001
  10
  +1 hp only **
  17
  3
  3
  3
  3
  2
  -
  -
  -
  -
  610,001
  11
  +2 hp only **
  16
  4
  3
  3
  3
  2
  1
  -
  -
  -
  760,001
  12
  +3 hp only **
  16
  4
  4
  3
  3
  3
  2
  -
  -
  -
  910,001
  13
  +4 hp only **
  15
  4
  4
  4
  3
  3
  2
  1
  -
  -
  1,060,001
  14
  +5 hp only **
  14
  4
  4
  4
  4
  3
  3
  2
  -
  -
  1,210,001
  15
  +6 hp only **
  14
  5
  4
  4
  4
  4
  3
  2
  1
  -
  1,360,001
  16
  +7 hp only **
  13
  5
  5
  4
  4
  4
  4
  3
  2
  -
  1,510,001
  17
  +8 hp only **
  13
  5
  5
  5
  4
  4
  4
  4
  3
  1
  1,660,001
  18
  +9 hp only **
  13
  5
  5
  5
  5
  4
  4
  4
  4
  2
  1,810,001
  19
  +10 hp only **
  12
  6
  5
  5
  5
  5
  4
  4
  4
  3
  1,960,001
  20
  +11 hp only **
  12
  6
  6
  5
  5
  5
  5
  4
  4
  4
  * Modified attack roll needed to hit Armour Class 0.
  ** Hit point modifiers from constitution are ignored.
  Vivimancer Saving Throw Progression
  Level
  Breath 
  Attacks
  Poison or 
  Death
  Petrify or 
  Paralyse
  Wands
  Spells or 
  Spell-like 
  Devices
  1-5
  16
  12
  12
  14
  15
  6-10
  14
  10
  10
  12
  13
  11-15
  12
  8
  8
  10
  9
  16-18
  8
  6
  5
  6
  7
  19+
  7
  5
  4
  5
  5
  The Vivimancer
  2
  
  Spell Notes
  Laboratory Procedures
  A number of vivimancer spells, for example the classic clone spell, take the form of long-duration
  laboratory procedures. Such spells require a specially equipped laboratory and a period of days or
  weeks to be spent at work.
  The spell must be memorized and cast at the beginning of a laboratory procedure on the day of
  commencement. Once a laboratory procedure is under way, the caster must spend at least 6
  hours per day in the lab, monitoring progress, making adjustments and performing magical work-
  ings. Only under unusual circumstances is it possible for a vivimancer to oversee more than two
  such procedures in parallel (requiring an exhausting 12 hours work per day). If the proper atten-
  tion is not given to a procedure, it will fail.
  Optionally, the caster may enlist the aid of other vivimancers (typically his apprentices) to help
  maintain a laboratory procedure. This allows the caster to attend to other business without abort-
  ing the procedure. A total of two experience levels of vivimancers is required per level of the
  laboratory spell to be maintained.
  For example, a vivimancer casts vats of regeneration, a 5th level spell requiring 2d4 days of labor-
  atory work. If the vivimancer cannot personally attend to the procedure during the whole of this
  period, it may be maintained by other vivimancers whose experience levels total 10 or more. Five
  2nd level apprentices could, for instance, be assigned to this task.
  Laboratory Construction and Maintenance
  A laboratory must be furnished and stocked with a bewildering array of experimental equipment,
  texts and chemical compounds. The quality and scope of the equipment required increases with
  the level of the spell to be cast; thus a laboratory is rated in terms of the maximum spell level it is
  capable of supporting. More extensive laboratories are more costly to set up and maintain, and
  require a larger physical area. As a guideline, the Labyrinth Lord should work from a base figure
  of 1,000gp plus a 15' square area of space per spell level. This is the cost to establish (or expand)
  a laboratory. The laboratory also entails ongoing maintenance costs of 10gp per month per spell
  level. This is in addition to the costs specified by individual spells.
  The exact nature of the laboratory and the equipment it contains required is left to the Labyrinth
  Lord to determine.
  Design Note
  When considering the vivimantic laboratory procedures, I saw two main possibilities. The first was to devote a separate
  section of the book completely to these procedures, describing them as a new type of magical working, separate to the
  standard spell progression. The second possibility (for which I eventually decided) was to formulate them as normal
  spells requiring a laboratory and the expenditure of time or monetary resources.
  The decision to integrate them into the standard spell list was largely out of a desire to keep things simple by not intro -
  ducing a new rules sub-system. 
  The traditional system of magic-user spells already contains magical workings with extended casting times (e.g. sum-
  mon familiar), requiring monetary expenditure (e.g. instant summons), or necessitating the use of a laboratory (e.g.
  clone). These new spells are no different.
  Spell Notes
  3
  
  Experimental Subjects
  Many vivimancers, at some point in their career, undertake experiments involving living organ-
  isms – humans, humanoids, animals, plants or fungi. If such subjects are to be of use for experi-
  mental procedures, they must be kept alive (vivimancers have no expertise with the various states
  of death or undeath). Thus a suitable environment and nourishment must be provided for the
  sustenance of any life-forms in the vivimancer's care.
  The table below provides a guideline for the cost of feeding and caring for creatures and the
  amount of space they require. Both factors are based on the Hit Die rating of the creatures being
  kept. Note that it is assumed that any plant or fungal life-forms a vivimancer keeps are of the
  “monstrous” variety with a Hit Die rating and various special abilities. Such beings will require
  specialised forms of nourishment in addition to normal soil and water.
  The vivimancer may choose (or be forced by circumstance) to keep his subjects in less than suit-
  able conditions. This reduces the upkeep cost and the space requirements, but poor conditions
  also increase the risk of subjects developing unwanted diseases. A diseased creature must make a
  saving throw versus death each day or expire. The vivimancer may employ magic or medicine to
  cure diseased creatures, but it is assumed that they will otherwise not recover naturally without
  external aid. Diseased subjects must also be moved into isolation, otherwise the risk of others of
  the same species contracting a disease increases tenfold.
  The Labyrinth Lord and player may, if desired, describe the exact nature of the conditions under
  which experimental subjects are kept, the type of nourishment they require, where these supplies
  are acquired from and so forth. Likewise, the nature and effects of any diseases contracted may be
  described in further detail.
  Note that these costs do not apply to creatures that are currently undergoing a laboratory proced-
  ure (such as the various clone or vat spells). During such procedures, the creature is assumed to be
  nourished by the magical energies and unusual fluids and plasms which surround it.
  Quality
  Daily Cost per HD
  Area per HD
  Daily Chance of Disease
  Wretched
  2cp
  3' sq.
  5%
  Poor
  5cp
  5' sq.
  2%
  Average
  1sp
  10' sq.
  1%
  Tissue Samples
  Some vivimancer spells require a small sample of tissue from the life-form to be affected. Only liv-
  ing tissue is suitable for these spells; samples of blood, flesh, skin, organs, etc. Tissue such as that
  from bones, shells, hair and so on is not suitable for this purpose.
  Unless preserved in some manner (for example, the 2nd level ward against decay spell), tissue
  samples typically lose their potency within 1d6 weeks.
  Saves Versus Polymorph
  Many vivimancer spells specify a saving throw versus polymorph. This is handled using the saving
  throw value for “petrify / paralyse”.
  Spell Notes
  4
  
  Spell List
  1st level
  1. Bind familiar
  2. Blood rupture
  3. Bonewarp
  4. Creeping homunculus
  5. Detect poison
  6. Echo location
  7. Edibility (reversible)
  8. Elasticity
  9. Entangle
  10. Flesh pocket
  11. Flesh shape
  12. Hormone control
  13. Hyperolfaction
  14. Jump
  15. Meld flesh
  16. Muscle control
  17. Mutate breed
  18. Natural weaponry
  19. Ooze
  20. Pheromone surge
  21. Read magic
  22. Reptilian metabolism
  23. Scentlessness
  24. Skein
  25. Skin transformation
  26. Sleep
  27. Speak with animals
  28. Spider climb
  29. Spore cloud
  30. Vitality surge
  2nd level
  1. Accelerated healing
  2. Accelerated immune
  system
  3. Accelerated metabolism
  4. Adapt appendage
  5. Arcane sight
  6. Clone plant or animal
  7. Decay (reversible)
  8. Drone
  9. Enlarge breed
  (reversible)
  10. Face absorption
  11. Fungal growth
  12. Infravision
  13. Insect messenger
  14. Instinct
  15. Leeching touch
  16. Life energy protection
  17. Nauseating stench
  18. Neural surge (reversible)
  19. Pair bonding
  20. Polyvorousness
  21. Psionic surge
  22. Spider skein
  23. Staunch blood flow
  24. Symbiotic familiar
  25. Transparency
  26. Venom
  27. Water breathing
  (reversible)
  28. Warp wood
  29. Web
  30. Web walk
  3rd level
  1. Absorb equipment
  2. Accelerated
  reproduction
  3. Anthropomorphism
  (reversible)
  4. Appendage growth
  5. Cannibalize
  6. Cannibal rage
  7. Carapace
  8. Chaos mind
  9. Decode genome
  10. Divide body
  11. Feign death
  12. Fluid absorption
  13. Gelatinous
  transformation
  14. Genetic location
  15. Hibernate
  16. Homing instinct
  17. Insect swarm
  18. Leech blast
  19. Mutagen
  20. Natural weaponry,
  improved
  21. Neural encoding
  22. Neutralize poison
  23. Overgrow (reversible)
  24. Paralysis
  25. Repel vermin
  26. Repulsive scent
  27. Revert biology
  28. Spying homunculus
  29. Synaptic trigger
  30. Vats of creation
  Spell List
  5
  
  4th level
  1. Animate vegetation or 
  fungus
  2. Chimera I
  3. Clone monster
  4. Detach (reversible)
  5. Fungal zombie
  6. Hive mind
  7. Hive sight
  8. Immunity to disease
  9. Insanity
  10. Mind slave
  11. Plant metabolism
  12. Plant symbiosis
  13. Polymorph others
  14. Polymorph self
  15. Slime blast
  16. Speak with plants and 
  fungus
  17. Spore blast
  18. Swarm transformation
  19. Wall of ooze
  20. Weltmark
  5th level
  1. Animal growth
  2. Anti-plant shell
  3. Devolution
  4. Divide mind
  5. Immunity to poison
  6. Nature's secrets
  7. Psionic awakening
  8. Regeneration
  9. Transfer pregnancy
  10. Vats of regeneration
  11. Venomous blood
  12. Wall of thorns
  6th level
  1. Anti-animal shell
  2. Charm plants and 
  fungus
  3. Chimera II
  4. Flesh blast
  5. Impregnate
  6. Life cycle
  7. Organ transference
  8. Repel wood
  9. Synaptic 
  reprogramming
  10.Transformative pupation
  11.Vats of reincarnation
  12.Virus
  7th level
  1. Genetic memory
  2. Genetic spell encoding
  3. Infestation
  4. Instant adaptation
  5. Mind mask
  6. Parasitic implantation
  7. Regeneration, greater
  8. Replicate life-form
  9. Spark of life
  10.Vats of creation, greater
  11.Wall of claws
  12.Xenogamy
  8th level
  1. Chimera III
  2. Clone
  3. Explosive growth
  4. Genetic conduit
  5. Genetic resequencing
  6. Mass devolution
  7. Neural absorption
  8. Organ transference, 
  greater
  9. Regenerative pupation
  10. Shape change
  11. Stabilize mutation
  12. Survival of the fittest
  9th level
  1. Artificial intelligence
  2. Cannibal holocaust
  3. Clone self
  4. Creeping doom
  5. Dispersed mind
  6. Extraordinary 
  regeneration
  7. Extinction
  8. Genesis
  9. Immortality
  10. Mutagenic zone
  11. Progeny
  12. Temporal stasis
  Spell List
  6
  
  First Level Spells
  Bind Familiar
  Duration: See below
  Range: Touch
  Casting Time: 1-24 hours
  Cost: 100gp
  House Rule
  One of the traditional effects
  of spells which grant a famil-
  iar is the gain of 2d4 hit points
  (2  Hit  Dice).  PCs  often  cast
  such spells purely out of a de-
  sire  for  greater  survivability
  due to the hit point increase,
  rather than out of any real de-
  sire for a familiar.
  Given the accessibility of such
  magic – 1st level and costing
  only 100gp – it is practically a
  must for any low-level magic-
  user to have a familiar as soon
  as possible. This can lead to a
  uniformity  among  PC  magic-
  users and an (arguably) inap-
  propriate  increase  in  their
  combat survivability.
  Labyrinth Lords who wish to
  avoid this situation may want
  to consider reducing or elimin-
  ating the hit point gain. The
  spell is quite powerful enough
  without this!
  Of  course,  if  the  benefits  of
  this spell are reduced, the risk
  (hit point loss if the familiar is
  killed)  should  likewise  be
  tempered.
  The  same  house  rule  should
  also  apply  to  the  2nd  level
  symbiotic familiar.
  By casting this spell, the vivimancer implants her own genetic
  code into a normal animal, binding it to be her familiar. Only small
  animals, no bigger than a cat, can be affected by this spell. The
  creature to be bound must be taken into the caster's laboratory for
  the procedure, which lasts from 1 to 24 hours (at the Labyrinth
  Lord's  discretion)  and uses  rare  solvents,  costing  100gp,  into
  which a small portion of the vivimancer's own genetic matter is
  dissolved. This mixture is then fed to the animal, which undergoes
  a process of genetic combination, causing its physical features to
  mutate to partly resemble the caster's in some way. The procedure
  is dangerous, entailing a save versus death. Failure indicates that
  the animal perishes during the procedure. There is also a 2 in 6
  chance of a mutation occurring (see Appendix II).
  Once bound by this procedure, the familiar gains a supernatural
  intelligence. It is able to grant the caster access to its own senses
  and is able to communicate with the caster via a special shared
  language. In addition, a familiar is loyal and will follow orders until
  its death.
  Familiars have AC 7 and 2d4 hit points. A familiar grants the
  caster additional hit points equal to its own maximum total when
  the two are within 120' of one another. However, if a familiar is
  slain, the vivimancer must subtract the familiar's maximum hit
  points from her own maximum, permanently. Following are some
  examples of the type of animals which may be typically bound by
  this spell, along with the enhanced senses which they possess.
  Familiar
  Senses Augmented
  Bat
  Hearing.
  Cat
  Hearing and night vision.
  Hawk
  Much improved distance vision.
  Lizard
  Improved smell.
  Owl
  Hearing, night vision.
  Raven
  Improved vision.
  Toad
  180-degree vision.
  Weasel
  Hearing, improved smell.
  Blood Rupture
  Duration: Instant
  Range: 30'
  This spell causes bleeding lacerations and sores to erupt in the
  flesh of up to one target per two levels of the caster (round up).
  Each target suffers 1d6 hit points' damage with a save versus
  spells indicating half damage.
  First Level Spells
  7
  
  Bonewarp
  Duration: 1d6 rounds + 1 
  per level
  Range: 20'
  This cruel spell causes the bones of the targets to warp and bend
  into horrid and crippling shapes. It affects up to one target per
  two levels of the caster. Targets must save versus polymorph or
  suffer one of the following effects, at random. When the duration
  ends, the targets' bones return to their normal configuration.
  1d6
  Effect
  1
  Legs crippled. Target is unable to move normally, can
  only crawl (movement rate 10'/3'). No DEX bonus to
  AC, -2 to hit rolls.
  2
  Arms warp and become unusable.
  3
  Skull warps and contracts – save versus death or fall
  unconscious due to pressure on the brain.
  4
  Skull expands. Characters wearing a helmet suffer 1d6
  damage.
  5
  Spine extends. Target suffers -2 to attack and +2 to
  AC,  and  has  a  50%  chance  of  falling  over  when
  moving.
  6
  Ribcage contracts, wracking the target with pain. Each
  round the target must save versus death or be stunned,
  unable to act.
  Creeping 
  Homunculus
  Duration: 6 turns, +1 turn 
  per level
  Range: 60'
  Over the course of 1d6 rounds, a miniature (1' tall), naked replica
  of the caster emerges from her flesh. The tiny being can be tele-
  pathically controlled by the caster, but is unable to make any
  actions of its own accord. The homunculus has 1 hit point, AC 9,
  and a movement rate of 30' (10'). It cannot attack, but can be dir-
  ected to carry or move objects, explore, or perform mundane
  tasks. It can carry up to 20 pounds or drag up to 40.
  Controlling the homunculus requires only minimal concentration
  from the caster, who is able to act as normal. It is important to
  note that the caster receives no telepathic feedback from the hom-
  unculus and must thus be able to see it in order to control it.
  If the homunculus moves beyond the specified range, or in any
  case when the duration expires, it melts into a small pool of blood.
  Detect Poison
  Duration: 1 turn per level
  Range: 10'
  This spell enables the caster to detect whether objects or creatures
  are venomous. The presence of natural, artificial, and magical
  poisons can all be detected, and the caster has a 5% chance per
  level of detecting the exact type of poison present. Analysis of a
  target takes one turn.
  First Level Spells
  8
  
  Echo Location
  Duration: 1 hour per level
  Range: Touch
  This spell grants the target the ability to sense its surroundings by
  means of echo location in a similar manner to that used by bats.
  The target's vocal cords are modified to be able to emit high-
  pitched sonic bursts in the ultrasound spectrum, while its auditory
  organs are modified to be able to pick up and interpret the reflec-
  tions of the produced sound waves. Fine details and variations of
  colour – writing, for example – cannot be detected by this means.
  While the spell lasts, the target can act completely normally in
  absolute darkness, even magically created. A silence spell effect-
  ively creates a blind spot for the character relying on echo location.
  Note that this spell functions equally well underwater.
  Edibility (reversible)
  Duration: Permanent
  Range: Touch
  This spell transforms a quantity of inedible plant or animal matter
  into edible and nourishing food. Toxins and poisons in the affected
  material are rendered harmless, and non-nutritive or indigestible
  substances such as bark or grass become nourishing. A quantity of
  matter sufficient to feed one human for a day is transformed per
  level of the caster.
  The reversed version of the spell,  inedibility, renders normally
  edible food toxic. Anyone consuming food transformed by this
  spell must make a save versus poison or be afflicted by an illness
  of shaking and vomiting lasting for 1d6 days.
  Elasticity
  Duration: 1 turn per level
  Range: Touch
  The flesh, bones, and organs of the subject become flexible and
  elastic, gaining a rubbery consistency which allows them to stretch
  and bend at unusual angles. The subject can control her body's
  elasticity at will and is able to stretch her limbs up to three times
  their normal length. This flexibility of the flesh also reduces crush-
  ing or bludgeoning damage, including that due to falling, by half.
  The subject's movement rate is, however, reduced by one-third, as
  the alteration of the bone structure makes locomotion somewhat
  more difficult.
  Entangle
  Duration: 1 turn
  Range: 80'
  Grasses, weeds, bushes, and even trees wrap, twist, and entwine
  about creatures in a 40' diameter area or those that enter the des-
  ignated  area, holding them fast and causing them  to become
  entangled. A creature may move half its normal movement if it
  succeeds in a saving throw versus spells.
  The Labyrinth Lord may also allow this spell to animate other suit-
  able organic materials such as cloth, rope, or even hair.
  First Level Spells
  9
  
  Flesh Pocket
  Duration: 1 hour per level
  Range: Touch
  Upon casting this spell, the caster must touch a small object
  against the skin of the target. The spell causes the target's flesh to
  open and the object to be absorbed inside. An object no larger
  than 1 cubic foot can be absorbed. Once inside the target's body,
  the object is visible as a swelling of appropriate size, but cannot be
  directly identified. The absorbed object is surrounded by a protect-
  ive layer which stops sharp objects from damaging the target.
  At the end of the spell's duration, or at any time the caster or
  (willing) target wishes it, the object emerges from the target's flesh.
  An unwilling target is allowed a saving throw versus polymorph to
  resist the absorption but, if the save fails, is unable to will the
  implanted object to emerge before the spell's duration ends.
  Flesh Shape
  Duration: 1 turn per level
  Range: Touch
  The subject's body morphs over the course of 1d6 rounds into a
  new form chosen by the caster. Mimicry of a specific individual is
  possible, but with at most 75% accuracy. The following features
  may be changed:
  •
  Bodily dimensions (height, weight, girth, etc.) may be
  modified by up to 25% – either larger or smaller.
  •
  The sex and apparent age of the target may be altered.
  •
  Colouration of skin, hair, eyes, and so on may be freely
  changed.
  •
  Length, thickness, and other qualities of hair (on the
  head, face, or body) may be altered.
  •
  Facial features may be modified in any way.
  A higher level vivimancer may, if she wishes, change the subject's
  form up to one additional time per 3 levels during the spell's dura-
  tion. The caster must be able to touch the subject again in order to
  do this. An unwilling target may make a saving throw versus poly-
  morph to resist this spell.
  Hormone Control
  Duration: 1 turn per level
  Range: Touch
  The subject gains the ability to increase or suppress the production
  of various hormones in its body. One of the following effects may
  be activated at any one time.
  •
  Adrenaline surge, granting a bonus of +1 to attack rolls
  and saving throws.
  •
  Adrenaline  suppression,  granting  immunity  to  fear
  effects.
  •
  Pain suppression, granting an additional 1d4 temporary
  hit points. These are lost when the spell expires or
  when a different hormonal effect is activated.
  The subject may change freely between effects during the spell's
  duration, each change requiring one round.
  First Level Spells
  10
  
  Hyperolfaction
  Duration: 1 turn per level
  Range: Touch
  The target's senses of smell and taste are enhanced by an order of
  magnitude, enabling the detection of subtle scents beyond the nor-
  mal human range of perception. While under the spell's effects,
  the target is able to perform various feats of perception similar to
  those of which highly trained dogs are capable. The target can
  unfailingly follow fresh scent tracks or identify the presence of a
  familiar scent on objects or in a location. Scents which are older
  than an hour require a successful WIS roll on 1d20, with a -1 pen-
  alty per hour which has passed.
  If the target has knowledge of poisons, botanical extracts, or the
  like, her chance to identify the presence of unusual compounds is
  doubled.
  The spell has a single downside: the target's sense of smell is so
  enhanced that she automatically fails any saving throws against
  scent-based  attacks  (such  as  a  troglodyte's  stench  or  the
  nauseating stench spell).
  Jump
  Duration: 1 turn
  Range: Touch
  The subject's legs develop a springing capability similar to that of a
  cricket, allowing leaps straight up 10', backwards 10', or forwards
  30'. The apex of the leap is 2' for every 10' sprung forwards.
  When the spell is cast, the subject may leap once at any point dur-
  ing the duration and an additional time per three levels of the
  caster (twice at 4th level, three times at 7th level, four times at
  10th level, etc.). Note that the duration of the spell is the same no
  matter how many leaps are possible.
  Meld Flesh
  Duration: 1 hour per level
  Range: 60'
  Two victims within 5' of each other are affected by a horrible
  magic of flesh melding – an exposed body part of each melds into
  the other, making the two targets inseparable while the spell lasts.
  Characters with no exposed body parts, such as those encased in
  full plate armour or wrapped completely in cloth, cannot be tar-
  geted by this spell. Otherwise, the areas of exposed flesh which
  are most accessible are attracted together and meld. The targets
  are allowed a saving throw versus spells to avoid this effect.
  Once melded, the two victims' mobility is greatly reduced. The
  melded flesh can be cut apart, typically causing 1d4 points of
  damage to both subjects, or can be undone with  dispel magic.
  Otherwise, at the end of the spell's duration the melded body
  parts separate naturally.
  Higher level vivimancers can meld more targets with a single use
  of this spell. One additional victim can be included for every three
  levels of the caster beyond 1st (three victims at 4th level, four at
  7th level, and so on). The additional victims must all be within 5'
  of one other.
  First Level Spells
  11
  
  Muscle Control
  Duration: 1d4 rounds, +1 
  round per level
  Range: 60'
  This spell allows the caster to attempt to control the muscles of
  creatures within range, causing them to perform whatever actions
  she desires. Each round of the spell's duration, the caster can
  attempt to control a single limb of any target within range. The
  target  gains  a saving  throw  versus  spells  to resist  the  forced
  movement, but if the save fails the vivimancer gains complete con-
  trol of the chosen limb for the round. Thus weapons or shields
  may be dropped, arms made to attack, legs made to trip, and so
  on. Any attacks or other actions made with a controlled limb suffer
  a -2 penalty due to the lack of perfect precision with which they
  can be guided. Note that if a controlled limb is used to attack its
  owner, normal to-hit and damage rolls are still required.
  Mutate Breed
  Duration: Permanent
  Range: Touch
  Casting Time: 4 hours
  Often  used  in  combination  with  the  3rd  level  accelerated
  reproduction, this spell allows the vivimancer to increase the rate
  of mutation in a breeding pool of creatures. Up to 2d4 creatures
  of the same species are affected. The creatures may be plants,
  fungi,  or  animals,  but  must  be  of  non-human  intelligence.
  Creatures of a magical nature cannot be affected.
  The spell takes 4 hours to cast. Once completed, any of the
  affected creatures which breed will produce mutant offspring. A
  roll on the appropriate table in  Appendix II should be made to
  determine the nature of the mutation possessed by each offspring.
  Such mutations are inherited by any further generations.
  Natural Weaponry
  Duration: 6 turns
  Range: 0
  The vivimancer's body develops bestial weaponry, such as spines,
  claws, talons, horns, fangs, or mandibles, usable in hand-to-hand
  combat. The caster is able to make three unarmed attacks per
  round with the newly developed weaponry, each attack inflicting
  1d4 damage.
  Ooze
  Duration: 3 rounds, +1 
  round per level
  Range: 60'
  The ooze spell produces a thin layer of oily slime which covers
  either an area or an object. If used to affect an area, up to 20'
  square may be affected. Otherwise, the spell affects a single object
  of up to roughly the size of a human.
  Creatures moving into or through an area covered with ooze must
  save versus spells or slip over. Creatures who make the saving
  throw may choose to either remain immobile or to safely exit the
  area.
  Creatures attempting to use an ooze-covered item must likewise
  make a saving throw versus spells with failure indicating that the
  item is dropped. If the spell is cast upon an item which is already
  held by a creature, the target is allowed a saving throw versus
  spells to completely nullify the effect.
  First Level Spells
  12
  
  Pheromone Surge
  Duration: 1d6 hours + 1 
  per level
  Range: 30'
  This spell causes a wave of magically produced pheromones to
  assail the chosen target, provoking an overwhelming sexual attrac-
  tion. The target may make a saving throw versus poison to avoid
  the effects. If the save fails, the attraction lasts for the duration of
  the spell. Essentially, for this period, the caster becomes irresist-
  ibly attractive in the eyes of the target, who will do anything they
  can to get up close and intimate with the caster.
  The spell is effective against any creature, even targets who would
  not normally regard the caster as a potential mate.
  Read Magic
  Duration: 1 turn
  Range: 0
  By means of  read magic, the vivimancer can decipher magical
  inscriptions on objects, books, scrolls, weapons, and the like that
  would otherwise be unintelligible. This does not normally invoke
  the magic contained in the writing, although it may do so in the
  case of a cursed scroll. Furthermore, once the spell is cast and the
  caster has read the magical inscription, she thereafter is able to
  read that particular writing without recourse to the use of  read
  magic. All spell books are written such that only the character who
  owns the book can decipher it without the use of this spell.
  Reptilian Metabolism
  Duration: 3 days, +1 day 
  per level
  Range: Touch
  This spell modifies the metabolism of a single mammalian creature
  (including humans and demi-humans) causing them to metabolise
  like a reptile for the duration. A creature affected by this spell can
  survive with one-tenth of its normal food requirements and, unless
  in a state of starvation before the spell was cast, suffers no ill
  effects from not eating at all. However, the target becomes far
  more susceptible to temperature, suffering a -1 penalty to attacks
  when in a cool environment and a -4 penalty to saves versus cold.
  Scentlessness
  Duration: 1 turn per level
  Range: Touch
  The target's body and all items on its person are shielded by a
  magical anti-scent mask, making the target completely undetect-
  able to the olfactory senses of others. As the target is rendered
  completely  scentless,  even  creatures  with  incredibly  powerful
  olfactory  capability  (including  those  under  the  effects  of
  hyperolfaction) cannot detect or track the target.
  Skein
  Duration: 1 hour per level
  Range: 0
  A glossy, almost transparent thread of spider-like silk emerges
  from the flesh in the palm of the caster's hand. The thread is typic-
  ally used to mark a traversed route, and can be unravelled for up to
  200' per level of the caster, or until she wishes the spell to end.
  The skein created is as strong as thin copper wire – it can be delib-
  erately cut or broken without much difficulty, but is unlikely to
  break without interference. If the skein is used to support weight, it
  can carry only 5lbs before breaking. At the end of the spell's dura-
  tion, or at any time the caster wishes, the skein vanishes.
  First Level Spells
  13
  
  Skin Transformation
  Duration: 6 turns
  Range: Touch
  The target's skin undergoes a rapid mutation and gains one of the
  following features, chosen as the spell is cast:
  Camouflage: The target's skin gains the ability to change colour to
  match its surroundings. The camouflage takes several rounds to
  adapt to a new situation and is only effective for areas of the tar-
  get's skin which are exposed (i.e. not covered with armour or
  clothing). If sufficient skin is exposed, a silent and immobile cam-
  ouflaged creature has a 5 in 6 chance of remaining unnoticed.
  Protection: The target's skin becomes hard and scaly, granting a
  natural Armour Class of 5 (modified by DEX). Characters already
  wearing chain mail or better armour gain a +1 AC bonus from the
  extra protection granted by their scaly skin.
  Spines: A mass of sharp spines or thorns emerge from the target's
  skin. The spines will rip through the target's clothing (armour pre-
  vents them from emerging). Any creature using natural weapons or
  a very short weapon such as a dagger suffers the risk of being
  stabbed  by  the  spines  when  attacking  the  target.  The  spine-
  covered target may, in this situation, make an attack roll in return.
  If successful, the attacker suffers 1d6 damage from the spines.
  Sleep
  Duration: 4d4 turns
  Range: 240'
  House Rule
  Although  sleep does  not,  by
  default, specify that a saving
  throw is allowed to resist, this
  is a very common house rule.
  One  of  the  most  compelling
  reasons for this change is to
  reduce  the  possibility  of  a
  whole  party  of low-level  PCs
  being put out of action by a
  single casting of this spell by a
  rival magic-user.
  A  sleep  spell causes a magical slumber to come upon creatures
  with 4+1 Hit Dice or fewer. The caster may only affect one
  creature if it has 4+1 HD, but the spell will otherwise affect up to
  2d8 HD of creatures.
  Calculate monsters with less than 1 HD as having 1 HD and mon-
  sters with a bonus to HD as having the flat amount. For example,
  a 3+2 HD monster would be calculated as having 3 HD. Hit Dice
  that are not sufficient to affect a creature are wasted. Creatures
  with the fewest Hit Dice are affected first.
  Sleeping creatures are helpless and can be killed instantly with a
  blade  weapon.  Slapping  or  wounding  awakens  an  affected
  creature, but normal noise does not. Sleep does not affect undead
  creatures.
  Speak with Animals
  Duration: 6 turns
  Range: 30'
  The caster can comprehend and communicate with ordinary anim-
  als or giant versions of ordinary animals. The caster can ask ques-
  tions of, and receive answers from, one particular kind of animal,
  although the spell doesn't make it any more friendly or cooperative
  than normal. The type of animal is decided when the spell is cast.
  If an animal is friendly toward the caster, it may do some favour or
  service.
  First Level Spells
  14
  
  Spider Climb
  Duration: 1 round, +1 per 
  level
  Range: Touch
  The subject can climb and travel on vertical surfaces or even tra-
  verse ceilings as well as a spider does. The affected creature must
  have its hands and feet free and bare to climb in this manner. Any
  objects weighing fewer than 5 pounds cling to the spell recipient's
  hands. This spell may be used on another being (touch required)
  with no saving throw.
  Spore Cloud
  Duration: 2d6 rounds
  Range: 60'
  A cloud of sickly yellow mould spores erupts from a point within
  range, filling a 10' radius volume. All creatures in the affected area
  must make a saving throw versus poison or be overcome with
  coughing and choking, unable to attack, speak, or perform any
  action more complex than staggering or crawling at half move-
  ment. Upon emerging from the cloud, or once the spell's duration
  ends and the spore cloud dissipates, affected creatures regain the
  ability to act after 1d4 rounds.
  Vitality Surge
  Duration: 6 turns
  Range: Touch
  The subject gains an extra Hit Die, rolling to determine how many
  additional hit points are gained. If the subject is harmed, the dam-
  age is first subtracted from these additional hit points. The addi-
  tional hit points remain until they have all been lost due to damage
  or until 6 turns have passed.
  First Level Spells
  15
  
  Second Level Spells
  Accelerated Healing
  Duration: 2 turns per level
  Range: Touch
  This spell enhances the natural healing process of the recipient's
  body, granting the ability to heal physical damage at a rate of 1 hit
  point per turn. If the subject's CON score is above 12, it also
  instantly regains a number of hit points equal to its CON bonus, as
  the spell is cast.
  Creatures without a natural capacity for self-healing (undead or
  constructs, for example) gain no benefit from this spell.
  Accelerated Immune 
  System
  Duration: 1 turn per level
  Range: Touch
  This spell enhances the functioning of the recipient's immune
  response, granting +4 to saving throws versus diseases. If the
  recipient is already suffering from a disease, he gains a new saving
  throw immediately, including the +4 bonus.
  Creatures without an immune system (undead or constructs, for
  example) gain no benefit from this spell.
  Accelerated 
  Metabolism
  Duration: 1 turn per level
  Range: Touch
  This spell enhances the metabolic rate of the recipient. The tar-
  get's increased metabolism enables the quick flushing of toxins
  from the system, granting a +4 bonus against poison saves and a
  new saving throw against any existing poisons (including the +4
  bonus).
  The target burns energy at such a heightened rate that it is raven-
  ously hungry when the spell's duration ends.
  Creatures  without  a  metabolism  (undead  or  constructs,  for
  example) gain no benefit from this spell.
  Adapt Appendage
  Duration: 1 turn per level
  Range: Touch
  Upon casting this spell, one of the target's appendages mutates
  into a tool of the caster's design. Fingers, toes, hands, feet, ears,
  nose, whole arms or legs, and so on may be affected. The chosen
  appendage can be morphed into a biological version of any nor-
  mal tool, for example, lock picks, hammers, crowbars, shovels, etc.
  Even weapons may be produced – inflicting up to 1d8 damage.
  The mutated appendage functions as well as a typical example of
  the mimicked tool, gaining bony hardness, gristly flexibility, or
  whatever other qualities are required.
  As the tool is an intrinsic part of the target's body, it can be used
  with unusual precision, granting a +1 or +5% bonus to any rolls
  involved.
  Second Level Spells
  16
  
  Arcane Sight
  Duration: 1 turn per level
  Range: 60'
  The caster's optic system is enhanced to be able to detect the
  subtle radiations of magic. All enchanted items, creatures, places,
  or other things within range become visible to the caster, high-
  lighted with a coloured haze.
  The Labyrinth Lord may optionally allow this spell to also reveal
  additional details about magic forces detected – their age, type of
  enchantment, intensity, etc.
  Clone Plant or 
  Animal
  Duration: Permanent
  Range: Touch
  Casting Time: 2d6 weeks
  A vivimancer with knowledge of this spell is able to magically
  clone any normal plant, animal, or fungus of less than one Hit
  Die. Creatures of one Hit Die or greater require the use of the 4th
  level clone monster. Beings of human-level intelligence cannot be
  cloned – this requires the use of the 8th level clone spell.
  A small sample of tissue from the original life-form is required. To
  create the duplicate, the tissue sample must be grown in a laborat-
  ory for 2d6 weeks. Over this time, an exact replica of the original
  specimen grows to full maturity. Once the process is complete, the
  clone exists as a fully independent individual.
  There is a 10% chance of something going awry with the proced-
  ure. In this case, there is an equal probability of the clone dying,
  being mutated (roll on the tables in Appendix II), or exhibiting an
  extreme behavioural aberration, typically resulting in a violent and
  dangerous creature.
  Life-forms with magical properties may be cloned at the Labyrinth
  Lord's discretion. This may entail an increased chance of failure or
  additional requirements for the process  (time, money, unusual
  ingredients).
  Decay (reversible)
  Duration: Permanent
  Range: 60'
  Affecting a single dead body within range, this spell provokes the
  growth of insect larvae and mould spores to infest and devour the
  target. The targeted corpse is eaten away to bones within one
  round, leaving a writhing mass of maggots and fungus. A body so
  affected cannot be restored to life by the clerical raise dead. The
  corpse of a creature of up to one Hit Die per level of the caster
  may be affected.
  The spell can also be used against corporeal undead such as zom-
  bies or ghouls. In this case, the target suffers 1d6 damage per level
  of the vivimancer unless a saving throw versus spells succeeds.
  The reverse of this spell, ward against decay, indefinitely protects a
  single tissue sample or corpse from the natural processes of decay
  and deterioration.
  Second Level Spells
  17
  
  Drone
  Duration: Special
  Range: 120'
  Design Note
  The  drone spell  is  a slightly
  weaker version  of the stand-
  ard  charm person, being 2nd
  level (as opposed to 1st) and
  causing a noticeable alteration
  in the target's behaviour.
  This  weakening  of  the  spell
  was  intentional,  emphasising
  the fact  that  enchantment  is
  not an area of expertise of the
  the vivimancer class.
  Mimicking the organisational structure of hive insects, this spell
  causes a single humanoid creature to become a bound drone of
  the caster. The spell does not enable the caster to control the
  drone as if it was an automaton, but it perceives the caster's words
  and actions in the most favourable way. The subject can be given
  orders, but actions it wouldn't ordinarily do based on its nature or
  alignment  may be  abstained  from.  An  affected  creature  never
  obeys suicidal or obviously harmful orders, but it might be con-
  vinced that something very dangerous is worth doing. Any act by
  the caster or his apparent allies that threatens the drone breaks the
  spell. When not in the caster's presence or carrying out his direct
  instructions, the drone takes on an odd, mindless manner.
  The caster must have some means of communicating with the
  drone – telepathy or magical comprehension are not granted.
  The target gains a saving throw against the effects of the spell
  when it is cast and then at intervals depending on its intelligence.
  An INT score of 3-8 grants a new save once every month. An INT
  of 9-12 grants a new save each week, and 13-18 grants a new
  save once every day. Otherwise, drone can be negated by the spell
  dispel magic. This spell has no effect on non-living or magical
  beings, or humanoids with greater than 4 Hit Dice.
  Enlarge Breed 
  (reversible)
  Duration: Permanent
  Range: Touch
  Casting Time: 4 hours
  Cost: 100gp
  Often  used  in  combination  with  the  3rd  level  accelerated
  reproduction, this spell increases the size of the eventual offspring
  of up to 2d4 target plants, fungi, or animals of non-human intelli-
  gence. Creatures of a magical nature cannot be affected.
  The spell takes 4 hours to cast and requires the use of various
  solvents and reagents costing a total of 100gp. At the end of the
  procedure, the player should roll 2d6, modified by his WIS (as per
  the magical saving throw modifier, LL p.7). The following table
  indicates  how  much  the  affected  creatures'  offspring  will  be
  enlarged. In general, every time a species increases in size by 50%,
  its Hit Dice increase by one and the damage inflicted by its attacks
  increases by one die type (1d4 to 1d6, 1d6 to 1d8, and so on).
  The reverse of this spell, miniaturize breed, causes the offspring of
  the target creatures to be smaller by the same percentage.
  2d6
  Result
  2 or less
  Creatures become sterile, unable to breed.
  3 - 4
  Next generation 10% larger.
  5 - 9
  Next generation 25% larger.
  10 - 11
  Next generation 50% larger.
  12 or more
  Next generation 100% larger (double size).
  Second Level Spells
  18
  
  Face Absorption
  Duration: 3d6 hours + 1 
  per level
  Range: Touch
  Touching the face of humanoid target, the caster's own face warps
  and melds into an exact replica of the target's visage. The spell
  may be used on a recently deceased corpse (up to 1 day old) or a
  living creature. Living victims are allowed a saving throw versus
  spells to resist. The effect on the target of the spell is somewhat
  unpredictable, requiring a roll on the following table.
  1d6 Effect on Target
  1
  The face of the victim is “erased”, becoming a warped
  and unrecognisable lump of flesh. Note that a living
  target is still able to breathe, see, speak, and so on.
  2
  A face swap takes place – the target's face becomes a
  perfect replica of the vivimancer's.
  3
  The target's face is unaltered, but becomes locked into
  a state of mimicry of the motions of the vivimancer's
  face.  Thus,  whatever  expression  the  vivimancer
  displays is mirrored on the face of the target. Even
  speech is duplicated.
  4
  The  target's  face  is  unaltered,  but  is  wracked  with
  hideous contortions, spasms, and shuddering, making
  communication difficult.
  5
  The  process  of  absorption  lacerates  and  tears  the
  victim's face, resulting in a gruesome, bloody mess.
  This is extremely painful for a living target and causes
  1d3 hit points' damage. This damage is healed at the
  end of the spell's duration.
  6
  The target's face is warped by the process with the
  various facial features being rearranged in a grotesque
  manner.
  At the end of the duration, the faces of both caster and the victim
  morph back into their normal form over a period of 1d6 rounds.
  Fungal Growth
  Duration: Permanent
  Range: 60'
  A patch of vivid mutant fungus erupts in a 10' diameter area as
  indicated by the caster. The conjured fungal growth is formed of a
  wide variety of species of mushrooms and moulds, of diverse form
  and colour. Contained within the patch is a single monstrous
  fungus, of a type randomly determined on the following chart. All
  fungi listed have 3 Hit Dice, Armour Class 7, and are immobile.
  1d4 Fungus Type
  1
  Giant death cap.
  2
  Monstrous fly agaric.
  3
  Shrieker.
  4
  Violet fungus.
  Second Level Spells
  19
  
  Giant death cap: Pale greenish mushrooms which grow up to 6' in height. They are immobile
  and have no form of attack, but emanate a sinister charm which entices creatures coming within
  30' to approach the fungus and eat of their flesh. A saving throw versus spells is allowed to resist
  the charm. The mushrooms' flesh contains a potent poison, causing death within 1d6 rounds
  unless a successful saving throw is made.
  Monstrous fly agaric: The “toadstools” of folklore, these giant red and white spotted fungi
  stand up to 6' tall. While they have no form of direct attack, they present two dangers to adven-
  turers. Firstly, they are typically host to a seething swarm of flies and maggots (see the Insect
  Swarm monster in Labyrinth Lord, p.83). Secondly, anyone coming within 5' of a monstrous fly
  agaric is subject to the hallucinogenic influence of the mushroom's spores. This causes targets to
  be overcome by a subconscious urge, as per the 2nd level instinct spell. A saving throw against
  this effect is allowed, as per the spell. Targets failing their save are subject to a randomly determ-
  ined instinct.
  Shrieker: A shrieker is a stationary fungus, resembling a large mushroom, that emits a loud
  noise to attract prey or when disturbed. Shriekers live in dark, subterranean places and come in of
  shades of purple. The shrieker will emit its scream if it senses movement within 30' or light
  comes within 60'. The scream persists for 1d3 rounds. For every round a shrieker is screaming,
  there is a 50% probability that it has caught the attention of a wandering monster. Wandering
  monsters will arrive on the scene within 2d6 rounds.
  Violet fungus: Violet fungi are 4' to 7' tall, resemble shriekers, and are often found growing
  among them. A violet fungus' colouration ranges from purple overall to dull grey or violet covered
  with purple spots. A violet fungus flails about with its 1d4 tentacles at living creatures that come
  within its reach of 1' to 4' per tentacle. The tentacles ooze a rot-inducing slime, causing a victim
  to save versus poison or, after one round, rot into a corpse. If the spell cure disease is cast on the
  round immediately after the attack, the effect is avoided.
  Second Level Spells
  20
  
  Infravision
  Duration: 1 day
  Range: Touch
  The optic systems of the subject are enhanced so as to be able to
  detect subtle variations in temperature in addition to their usual
  light-sensing capability. The subject is thus able to see up to 60' in
  the dark with infravision.
  Insect Messenger
  Duration: 1 day per level
  Range: 20'
  The vivimancer charges a normal insect, arachnid, or swarm of
  such creatures with the task of delivering a message. The natural
  behaviour of the creatures is overridden, their neural structure
  being reprogrammed to perform the vivimancer's wishes. A short
  phrase (up to 100 words) spoken by the caster is encoded into the
  insects' primitive minds, to be reproduced upon reaching a spe-
  cified person or location. The vivimancer must be familiar with the
  destination and must know how to reach it, at least in broad
  terms. The enchanted insects begin their mission immediately,
  moving at their normal movement rate, and instinctively knowing
  the way to their destination. When the goal is reached, the insects
  reproduce the vivimancer's message, either through sound (as a
  rasping imitation of the message, by means of fluttering wings and
  chattering  mandibles)  or  motion  (mimicking  the  forms  of  the
  words and letters which make up the message).
  Once the message has been delivered or when the spell's duration
  comes to an end, the insects die.
  Instinct
  Duration: 1 round per level
  Range: 60'
  This spell unleashes a surge of frenzied instinct from the deep sub-
  conscious mind of targets within range. Up to one Hit Die of
  creatures may be affected per level of the caster. As the spell is
  cast, the vivimancer may choose to awaken one of the following
  instincts:
  Feeding frenzy: The targets are overcome with a ravenous hunger
  and will consume any suitable food available.
  Fight: Blood lust causes the targets to attack the closest creature
  with deadly force.
  Flight: The targets flee, if possible, or become completely paranoid
  and defensive.
  Mating instinct: The targets' senses are overwhelmed by sexual
  lust, which they will consummate in any conceivable manner.
  While under the effects of this spell, affected creatures will defend
  themselves normally if attacked, but are otherwise completely over-
  come by the triggered instinct. A save versus spells is allowed to
  resist the instinct.
  Second Level Spells
  21
  
  Leeching Touch
  Duration: 1 round per level
  Range: 0
  Rows of tiny, suckered mouths emerge along the caster's palms
  and fingers, lending to his touch the ability to drain blood from
  those he touches. The magical leech suckers cause 1d6 hit points'
  damage per successful melee attack. After a successful attack, the
  caster has the option to attach his hand to the target, automatic-
  ally draining a further 1d6 hit points per round until he chooses to
  let go or the target or caster is killed.
  Every round of blood draining, including the initially successful
  attack, the caster gains one hit point. In this way, the caster is able
  to heal previous damage, but can also gain up to 6 hit points
  above his normal maximum. Hit points gained above the caster's
  normal maximum cause his body to bloat in a hideous manner due
  to engorgement with blood.
  Any blood-borne poisons or diseases in a drained target will be
  transferred to the caster, who is allowed a saving throw as normal
  to resist the effect.
  Life Energy 
  Protection
  Duration: 6 turns
  Range: Touch
  The target's life energy is augmented for the duration, granting a
  resistance to energy draining attacks. All forms of energy drain are
  counteracted, including the attacks of undead creatures and the
  drain energy spell. During the spell's duration, up to one level of
  energy drain per three levels of the caster can be resisted, having
  no effect whatsoever.
  Nauseating Stench
  Duration: 6 turns
  Range: 30'
  The pores of the vivimancer's skin are modified such that they
  exude an appalling stench for the duration. All creatures within
  range must save versus poison or suffer a -2 penalty to attack rolls
  due to the oppressive smell. The vivimancer himself is immune to
  the effects of the stench, as are those with no sense of smell or
  those who take preventative measures.
  Neural Surge 
  (reversible)
  Duration: 6 turns
  Range: Touch
  The subject's synaptic impulses fire at an increased rate while
  under the effect of this spell, granting enhanced intelligence and
  reflexes. This has the effect of a temporary increase of 1d4 points
  to INT and DEX, to a maximum of 18. The subject also always
  wins initiative in combat, acting before others get a chance to. If
  group initiative is used, this means that the character affected by
  neural surge acts separately from the rest of the party.
  Following the intense stimulation of a neural surge, the subject's
  mind is exhausted, causing a -1 penalty to attacks and saving
  throws until the subject sleeps for at least one hour.
  The reverse of this spell, neural dampening, causes the target to
  lose 1d4 points of INT and DEX, and to always lose initiative. A
  save versus spells is allowed to resist this effect.
  Second Level Spells
  22
  
  Pair Bonding
  Duration: 1 day per level
  Range: 30'
  Activating the hormonal system of an intelligent being, this spell
  causes the target to fall madly in love with a second target of the
  vivimancer's choosing. Both targets must be within the range of
  the spell. The target is allowed to make a saving throw versus
  spells to resist. Note that the magic of this spell does not inspire a
  mutual infatuation, although it may be cast twice – once upon
  each target – in order to produce this effect.
  At the Labyrinth Lord's discretion, species which have no instinct
  or tradition of pair bonding may be immune. Asexual creatures are
  not affected.
  Polyvorousness
  Duration: Permanent
  Range: 30'
  With this spell, the caster can alter the nature and dietary prefer-
  ences of a single living creature. The targeted creature is allowed a
  saving throw versus polymorph to resist the effect.
  A carnivorous creature targeted by this spell will lose any natural
  weapons such as teeth and claws, and become docile in nature,
  only using violence to defend itself. Males may grow horns which
  can be used to inflict 1d6 damage.
  A herbivore, on the other hand, will develop the ripping teeth and
  claws of a meat eater, capable of inflicting 1d6 damage, taking on
  an aggressive predatory nature.
  Creatures such as humans that are naturally omnivorous can be
  pushed to one extreme or the other, developing natural weaponry
  appropriate to a herbivore or carnivore.
  Despite the radical transformation, the affected creature is com-
  pletely able to subsist on its new dietary preferences, though it
  may not be able to continue to function normally in the social
  structure of its species (a herbivorous lion, for example, would have
  no place in its pride).
  Polyvourousness may also be cast on a plant, causing it to lose its
  natural ability to photosynthesise and instead rely on consuming
  other plants or animals for sustenance. The affected plant will
  develop some means of trapping prey, perhaps similar to the jaws
  of a Venus flytrap. Likewise, a carnivorous plant may be turned
  docile by means of this spell.
  Psionic Surge
  Duration: 1 turn per level
  Range: Touch
  The target's mind is charged with a jolt of psychic energy, awaken-
  ing latent psionic potential. The target gains the ability to use a
  randomly chosen psionic wild talent (see Appendix I) once during
  the spell's duration.
  This spell has no effect on creatures of less than human intelli-
  gence or on targets which already possess psionic powers.
  Second Level Spells
  23
  
  Spider Skein
  Duration: 1 turn per level
  Range: 0
  When the vivimancer touches a surface, a sticky thread forms,
  connecting his hand to the surface touched. The vivimancer can
  cause the thread to extend to a maximum length of 100' per level
  and at a maximum rate of 60' per round. The skein is attached
  with incredible strength to the vivimancer's hand and to the sur-
  face touched. This spell is thus typically used to allow the viviman-
  cer to descend safely from great heights. The spell does not confer
  the ability either to retract the skein or to climb up it again quickly.
  The caster may climb up the skein, but only at the normal rate of
  climbing.
  The thread itself breaks if more than 300 pounds of weight are
  suspended from it, or it can be deliberately snapped by a creature
  with 18 or higher STR. The vivimancer can disconnect either end
  of the thread at will. When the spell's duration expires, the thread
  vanishes.
  Staunch Blood Flow 
  (reversible)
  Duration: 1 round per level
  Range: Touch
  This spell causes the recipient's blood to flow less rapidly, making
  the effects of wounds less severe. The spell can instantly cure 1d4
  hit points of damage from existing wounds and, while the duration
  lasts, any further wounds inflicted on the target by piercing or cut-
  ting attacks are reduced in severity by one hit point.
  The reverse of this spell, bleeding wounds, causes the recipient's
  blood to flow more freely. This results in an instant loss of 1d4 hit
  points from any existing wounds and increases the damage of fur-
  ther wounds by one point while the duration lasts.
  Second Level Spells
  24
  
  Symbiotic Familiar
  Duration: Permanent
  Range: 0
  Casting Time: 1-24 hours
  Cost: 100gp
  This spell has two distinct uses.
  Firstly, it can behave as a variation of the 1st level bind familiar,
  which, instead of binding a familiar to the caster, causes one to
  grow within his own body. In this way, the caster can acquire a
  plant- or fungal-based familiar which exists within and on the sur-
  face  of  his  body.  Some  possible  symbiotic  familiars,  and  the
  advantages they grant the caster, are given in the following table.
  Familiar
  Advantage
  Mimosa
  Sensitivity to vibrations in the air up to
  60' distant.
  Deadly nightshade
  +2 to saves versus plant-based poisons.
  Blue mould
  Immunity to the negative effects of
  fungal or mould spores.
  Yellow mould
  Cast spore cloud once per day, centred
  on self (caster is immune).
  Toadstools
  -1 reaction adjustment to fey creatures.
  Creepers or ivy
  Close  range  entangle effect  once  per
  day, up to 10'.
  Nettles
  Anyone touching the caster suffers 1 hp
  damage.
  Fly agaric
  Can  cast a lesser version of insect
  swarm once per day – the swarm inflicts
  only 1 hp damage per round.
  The caster also gains an additional 2d4 hit points due to the pres-
  ence of the familiar, as described in bind familiar.
  The second use of this spell is to allow an existing animal familiar
  to meld with the caster's body, giving it the ability to conceal itself
  within the caster's own flesh. The symbiotic familiar is able to
  freely enter and leave the caster's body.
  When the caster takes damage while in symbiosis with a familiar
  of either type, there is a 1 in 4 chance that one point of the dam-
  age will be subtracted from the familiar's total. A symbiotic familiar
  is also treated separately for the purposes of area attacks and
  should make its own saving throw. The death of the familiar is
  handled in the manner described in the standard  bind familiar
  spell.
  The degree to which the presence of the symbiotic familiar alters
  the caster's appearance is left to the imagination of the player and
  Labyrinth Lord.
  Second Level Spells
  25
  
  Transparency
  Duration: 1 hour per level
  Range: Touch
  Over the course of 1d6 rounds, the flesh, bones, hair, and internal
  organs of the target become completely see-through, enabling a
  near-invisibility. Clothing, armour, and carried equipment are not
  affected by this spell and must be removed in order to achieve the
  full effect. A target thus prepared is completely invisible when sta-
  tionary and has a 90% chance of remaining undetected when mov-
  ing. It is also able to surprise on a roll of 1-5.
  Unlike the invisibility spell, the effects of this spell are not contin-
  gent on the target's actions – it is fully possible to make attacks
  while in a transparent state. Victims of attack by a transparent
  creature may retaliate, but suffer a -2 penalty to hit. As the effects
  of this spell take the form of a polymorph rather than an illusion,
  spells and abilities which can detect invisibility are not effective in
  revealing a transparent creature.
  An unwilling target is allowed a saving throw versus polymorph to
  resist this spell.
  Venom
  Duration: Instant
  Range: See below
  The caster can use this spell to create a variety of poisonous sub-
  stances  similar  to  those  employed  by  venomous  snakes  and
  spiders. The spell has two different uses, chosen as it is cast.
  Firstly, the spell can be used to envenom a single cutting or pier-
  cing weapon. Any creature damaged by the poisoned weapon
  must save versus poison or suffer 1d6 damage for the next three
  rounds. The poison is enough for one successful attack per three
  levels of the caster and evaporates after 3 turns if not used.
  Alternatively, the caster can use this spell to emit a poisonous
  spray targeting up to one creature per three levels within a 45-
  degree arc, to a maximum range of 30'. The targeted creatures
  must save versus poison or suffer 2d6 damage.
  Warp Wood
  Duration: Permanent
  Range: 10' per level
  The caster causes wood to bend and warp, permanently destroy-
  ing its straightness, form, and strength. A warped door springs
  open (or becomes stuck). A boat or ship springs a leak. Warped
  ranged weapons are useless. The caster may warp a volume of
  approximately 15 square inches per caster level. For example, a
  1st level caster could warp four arrows or a short wooden handle.
  Water Breathing 
  (reversible)
  Duration: 1 day
  Range: 30'
  Temporary gills develop on the neck of the caster or another
  creature, allowing the subject to breathe water freely while the
  spell lasts. The spell does not make creatures unable to breathe
  air, and creatures under the influence of the spell are not granted
  any additional proficiency at swimming.
  The reversed version of this spell, air breathing, causes an aquatic
  creature to develop external lungs, allowing it to breathe air.
  Second Level Spells
  26
  
  Web
  Duration: 48 turns
  Range: 10'
  Web  creates  a  many-layered  mass  of  strong,  sticky  strands.
  Creatures caught within a web become entangled among the gluey
  fibres.  Entangled  creatures  can't  move,  but  can  break  loose
  depending on their strength. Any being with strength in a human
  range can break free of the webs in 2d4 turns. Creatures of higher
  strength or magically augmented strength above 18 can break free
  in  4  rounds.  The  strands  of  a  web  spell  are  flammable.  All
  creatures within flaming webs take 1d6 points of fire damage from
  the flames for 2 rounds. After this time, surviving creatures are
  free of the webs.
  Web Walk
  Duration: 2 rounds, +1 
  round per level
  Range: Touch
  The subject gains the ability to climb or walk along ropes, skeins,
  and webbing as quickly and easily as he can move on the ground.
  The affected creature can traverse threads of any thickness, even
  those which could not normally support its weight – however, the
  spell's magic only allows thin threads to support the subject's
  weight plus up to 150 pounds. This spell has the additional effect
  of preventing the subject from becoming stuck in webs created by
  giant spiders  or  magical  web spells,  though it  does  not  help
  creatures who are already bound up in webbing.
  Second Level Spells
  27
  
  Third Level Spells
  Absorb Equipment
  Duration: 1 hour per level
  Range: Touch
  Items carried or worn by the subject are absorbed into its flesh,
  integrating into the biology of the subject. Each item may be either
  completely or partially absorbed as the caster wishes. Completely
  absorbed items cannot be used or accessed without ending the
  spell (see below), but are visible only as a swelling in the appropri-
  ate body location. Partially absorbed items are plainly visible but
  may still be used while the spell is in effect – for example, a fleshy
  weapon may used to attack or an absorbed backpack may be
  accessed via a flap of skin in the subject's torso. For the purposes
  of other spells (for example  transparency), absorbed items are
  treated as an integral part of the subject's body, in the same way
  as an internal organ.
  The subject may choose to retrieve an item at any time during the
  spell's duration, in which case it emerges from her flesh. Once an
  item has been retrieved, it cannot be re-absorbed except by casting
  this spell again.
  Accelerated 
  Reproduction
  Duration: Permanent
  Range: Touch
  Casting Time: 1d6 days
  A staple of those vivimancers who undertake the breeding of new
  species, this spell increases the rate at which it is possible for life-
  forms to reproduce. The spell affects 1d4 target creatures of the
  same species, which may be plants, fungi, or animals. Creatures of
  greater than animal intelligence or of a magical nature cannot be
  affected.
  The growth of the affected creatures is rapidly accelerated, such
  that they are sexually mature within 1d6 days. The caster must
  oversee the procedure during this whole period. The creatures also
  consume double the normal amount of sustenance (of whatever
  form is normal) during this time.
  This spell has the side-effect of reducing the targets' natural life
  spans to one-quarter of what it would normally be.
  Third Level Spells
  28
  
  Anthropomorphism 
  (reversible)
  Duration: Permanent / 
  special
  Range: Touch
  Human qualities, both physical and mental, can be bestowed upon
  a normal, non-magical animal using this spell. A single animal of
  up to one Hit Die per level of the caster may be affected. Note that
  familiars cannot be affected, as they are of a magical nature. Fol-
  lowing are some qualities typically endowed by this spell; many
  others are possible:
  •
  The transformation of the subject's paws or feet into
  human-like hands, with an opposable thumb, allowing
  the manipulation of fine objects.
  •
  The  modification  of  the  subject's  posture,  allowing
  bipedal locomotion.
  •
  The gift of speech. Animals of normal intelligence are
  usually only able to master a few simple words.
  •
  A complex behavioural pattern not typically exhibited by
  the subject. In this manner, tedious months of training
  may be bypassed. Some vivimancers use the spell in this
  manner to create animal servants or guards.
  •
  Complex human emotions such as compassion, avarice,
  patriotism, or a sense of aesthetics.
  Note that full human intelligence cannot be endowed with anthro-
  pomorphism – this requires the 5th level  evolutionary leap (the
  reversed version of devolution).
  The reverse of this spell, animalism, causes a humanoid to suffer
  the loss of one of the human qualities mentioned above. Thus,
  hands may be transformed into paws, quadrupedal locomotion
  may be forced, speech may be reduced to yowls, and complex
  emotions or behaviours may be forgotten. A saving throw versus
  spells is allowed to resist. The duration of animalism depends on
  the intelligence of the victim. Subjects with INT of 6 or less are
  affected for 1d6 days, those with INT of 7 to 12 for 1d6 hours,
  those with INT of 13 to 15 for 1d6 turns, and those of INT
  greater than 15 for 1d6 rounds.
  Third Level Spells
  29
  
  Appendage Growth
  Duration: 1 turn, +1 per 
  three levels
  Range: Touch
  New appendages emerge from the flesh of one or more subjects at
  the body locations touched by the vivimancer. As the newly grown
  appendages are unfamiliar, they do not function with the full
  effectiveness of the subjects' natural limbs, however they grant cer-
  tain additional abilities, as described in the following table.
  d10 Appendage
  Notes*
  1-2
  Arm
  May hold a weapon and make an extra
  attack at -4 to hit.
  3-4
  Leg
  Increases movement rate by 25%.
  5-6
  Tail
  Aids with balance. May also be used to
  make  tripping  attacks  in  melee,  if
  other attacks are forgone. A successful
  tail attack inflicts no damage, but stuns
  the target for one round.
  7-8
  Tentacle
  May make an extra attack at -4 to hit.
  Successful attacks grapple the target,
  inflicting a -2 penalty to Armour Class
  and attack rolls. A grappled target may
  break  free  by  cutting  the  tentacle,
  which has 1d6 hp.
  9-10
  Wing
  One wing allows the subject to make
  leaps of up to 20'. Two wings allow
  the subject to hover in mid-air, or to fly
  or glide up to 120' in a round.
  *The beneficial effects of appendages may not apply if they
  are placed in unusual locations.
  Up to one new appendage may be grown per two experience
  levels of the vivimancer. For each appendage produced, there is a
  1 in 6 chance of the type being randomly determined. Otherwise,
  the caster is free to choose the type of appendage.
  Cannibalize
  Duration: Instant
  Range: Touch
  This gruesome spell enables a vivimancer to magically absorb the
  living tissue of other creatures and transmute its energy to regener-
  ate damage to her own body. Unless the target is willing or help-
  less, a successful attack roll is required in order to touch the target.
  If the attack roll succeeds, the caster's touch inflicts 2d6 points of
  damage, ripping flesh from the victim's body. This damage can
  only be healed by magical means. There is a 2 in 6 chance that
  the damage causes a randomly determined limb to be torn off and
  cannibalized. The caster instantly regenerates an equal number of
  hit points to the damage taken by the target.
  Third Level Spells
  30
  
  Cannibal Rage
  Duration: 1 turn
  Range: 30'
  Up to one Hit Die of creatures per level of the vivimancer must
  save versus spells or be overcome with the irresistible hunger to
  consume the flesh of their own kind. Fresh corpses of the same
  species will be favoured, if present, but afflicted targets are also
  quite willing to kill to satisfy their hunger. While under the influ-
  ence of this spell, targets will abandon all other courses of action,
  being wholly consumed by their lust for flesh.
  Carapace
  Duration: 1 round per level
  Range: 0
  A shiny black chitinous shell grows around the vivimancer's body,
  providing her with a +4 bonus to Armour Class.
  Chaos Mind
  Duration: 1 turn per level
  Range: 0
  During the first 1d6 minutes after casting this spell, the viviman-
  cer's brain undergoes a process of radical internal restructuring,
  causing temporary unconsciousness. Upon awakening, the caster
  can continue to function as normal, although her synaptic struc-
  ture is wholly alien. This modification to the functioning of the
  brain provides immunity to all forms of mind reading and mental
  attack, both magical and psionic. The vivimancer's mind is indeed
  so incomprehensible that anyone attempting to make mental con-
  tact of any kind, including attacks, must save versus spells or be
  knocked unconscious for 1d6 turns due to the overwhelming effect
  of the chaotic neural patterns. This spell thus provides both a
  great defence and an effective offence against hostile psychics.
  There is, however, a downside to the neural alteration – memor-
  ized spells are not always safely restructured. When the vivimancer
  casts a spell while under the effects of chaos mind, the player must
  roll 1d12. A result of 1 indicates that the spell being cast has been
  misconfigured, resulting in a synaptic shock which ends the effect
  of chaos mind.
  At the end of the spell's duration, whether due to synaptic shock,
  as described above, or due to normal expiration, the vivimancer
  once more falls unconscious for 1d6 minutes while her brain is
  reconfigured to its normal state.
  Decode Genome
  Duration: Instant
  Range: Touch
  Casting time: 2d6 hours
  Cost: 100gp
  This laboratory procedure enables the caster to unravel the genetic
  code of a subject, gaining information about any dweomers that lie
  upon it. The subject of the spell must be either a tissue sample
  from a living being or a small portion of an object of biological ori-
  gin. The sample is destroyed during the procedure, being dissolved
  in a series of expensive solvents costing 100gp.
  Different kinds of information may be divined, depending on the
  type of subject:
  continued...
  Third Level Spells
  31
  
  Decode genome
  (continued)
  Non-vivimantic enchantment: Normal creatures or items which are
  under the effects of a non-vivimantic spell will be identified as
  such. If the vivimancer makes a successful save versus spells, the
  name of the enchantment (or enchantments) is divined.
  Vivimantic enchantment: If the subject is under the effects of a
  vivimantic spell, more information can be gained. The name of
  the enchantment is automatically divined, and a successful saving
  throw versus spells grants the vivimancer an insight into the work-
  ings of the spell or spells. This insight is enough to form a founda-
  tion for a process of research to duplicate the analysed spell effect,
  reducing the cost of spell research by 10–60% (1d6 ´ 10).
  Artificial life-form: Living creatures which are the product of a vivi-
  mantic procedure, such as vats of creation or clone, are identified
  as such. If the vivimancer makes a successful saving throw versus
  spells, she is able to extract the name of the creature's creator from
  its genetic code.
  Vivimantic magic item: A magic item of biological origin may be
  analysed,  revealing the  nature  of its  enchantment.  The  broad
  effects of the item are revealed, and command words are divined
  with a probability of 5% per level of the vivimancer. A successful
  saving throw versus spells also reveals enough information about
  the object to facilitate a process of research to create a similar
  item, reducing the research costs by 10–40% (1d4 ´ 10).
  If a temporary enchantment is being analysed, it is sufficient for it
  to be in effect at the beginning of the procedure.
  Divide Body
  Duration: 1 turn per level
  Range: 0
  This spell causes the caster to physically split into two identical
  copies, which can be controlled individually. During the first turn
  of the spell's effect, the caster undergoes a horrific process of
  transformation, during which her body swells and mutates. At the
  end of this period, a second body splits away, leaving the caster
  with two separate and identical forms.
  Each body can be controlled completely independently, and both
  may engage in speech and spell-casting, sharing all knowledge and
  experience. As the two bodies share one mind, they effectively
  have a continuous telepathic link, experiencing everything that the
  other does. The two bodies must, however, share the caster's hit
  points, having half of her current total each. If either body is killed
  while the spell is in effect, the remaining body must make a saving
  throw versus death or fall unconscious for 2d6 turns.
  When the spell comes to an end, one of the two bodies (chosen at
  random) weakens and dies. The hit points possessed by the dead
  body are not regained and must be regenerated by natural or
  magical means.
  Third Level Spells
  32
  
  Feign Death
  Duration: 6 rounds, +1 
  round per level
  Range: Touch
  The caster of this spell causes a state of death-like paralytic arrest
  in herself or another willing creature. This physical state com-
  pletely mimics death to any observer, even if the creature is physic-
  ally examined. If affecting another creature, the target's level or Hit
  Dice must be equal to or less than the caster's level. No saving
  throw is permitted. Any being under the effect of this spell is con-
  scious and can hear and smell, but cannot move and is completely
  numb. Thus, if the body is damaged or otherwise molested, there
  will be no discomfort to the spell recipient and no physical reac-
  tion. Damage inflicted to a creature in this state is reduced by 50%,
  and  poison,  paralysis,  or  energy  drain  attacks  are  ineffective.
  However, any poison that retains its effective duration after the
  spell ends will affect the creature once the spell ends or is negated.
  The caster may negate the spell before the duration ends, but 1
  round must pass for the body to resume normal life functions.
  Fluid Absorption
  Duration: Special
  Range: Touch
  During the first few rounds after casting this spell, the subject
  absorbs one gallon of liquid per level of the vivimancer. The liquid
  is absorbed into the tissue of the subject's body, causing a grot-
  esque bloating. Subsisting on the absorbed liquid, the subject may
  go for days without consuming water. Typically half a gallon of
  water is consumed per day in a temperate climate, or a gallon in
  very hot climes. It is also possible to share the absorbed fluid with
  others, by means of special glands in the subject's abdomen.
  Gelatinous 
  Transformation
  Duration: 2 rounds per 
  level
  Range: 60'
  This spell causes a single object or creature to undergo a complete
  transformation into a gelatinous state, similar to an ooze or pud-
  ding. Creatures in this state cannot attack or cast spells, though
  they may be able to use psionic or mental abilities. They are able
  to move 20' per round and can easily travel up walls, along ceil-
  ings, and through small holes and gaps. Gelatinous creatures are
  invulnerable to normal attacks and can only be harmed by magic
  or fire. An unwillingly targeted creature is allowed a saving throw
  versus polymorph to resist the spell's effects.
  An object affected by this spell is transformed into an animate
  ooze controlled by the caster. If the object is in the possession of
  another, the wielder may make a saving throw versus spells to res-
  ist  the  transformation.  While  transformed,  the  object  can  no
  longer be used for its normal purpose.
  Third Level Spells
  33
  
  Genetic Location
  Duration: Instant / 1 turn 
  per level
  Range: Unlimited / 120'
  The vivimancer is able to determine the current location of a sub-
  ject life-form by use of a tissue sample. This spell also has some
  effectiveness with a tissue sample taken from an individual which
  is genetically identical to the intended subject (such as a twin or
  clone) or from a closely related individual such as a parent or sib-
  ling. If the caster possesses a sample from an identical being, the
  chance of the spell succeeding is reduced by 10%. Using tissue
  from a parent or sibling of the subject reduces the chance of suc-
  cess by 50%. The spell may be cast in two forms, as follows.
  Firstly, the spell may be used to attain a visual impression of the
  subject's location. There is a base 50% chance of success, modi-
  fied by 5% per difference in level (or Hit Die) of the subject versus
  the vivimancer – if the subject is of higher level, the chance of suc-
  cess is reduced. If the spell succeeds, the vivimancer gains a fleet-
  ing  image  of  the  subject's  surroundings,  covering  an  area  of
  roughly 60' radius.
  Secondly, the spell may be used as a direction finder. In this case,
  the duration is one turn per level of the caster, and the range is
  limited to 120'. If the subject is within range, the caster gains an
  awareness of its direction, relative to her own location. This usage
  of the spell has a base 100% chance of success.
  Hibernate
  Duration: Up to 6 months
  Range: Touch
  This spell puts a single mammalian or reptilian creature into a
  deep sleep wherein its metabolism is reduced to the barest min-
  imum. The target can survive in this way without food or water for
  up to 6 months. An unwilling target may make a saving throw
  versus spells to resist. The caster may cast this spell on herself.
  During its hibernation, the creature can be awakened by force and
  will awaken automatically if it is harmed in any way.
  Homing Instinct
  Duration: 1 day per level
  Range: Touch
  A natural direction-finding instinct is awakened in the subject,
  allowing them to sense the compass direction to either their place
  of domicile or birth.
  Insect Swarm
  Duration: 1 round per level
  Range: 30'
  As soon as this spell is cast, a swarm of biting, pinching, and
  stinging insects engulfs a victim. There is a 50% chance either way
  that the swarm is a mass of flying or crawling insects. They inflict
  2 hp damage per round, and a victim may commit no other action
  than try to get rid of the insect swarm. The caster may direct the
  swarm to attack different opponents, but it takes one round for the
  insects to disengage one opponent and move to another. Flying
  insects move at 180' (60') and crawling insects move at 120' (40').
  Third Level Spells
  34
  
  Leech Blast
  Duration: Instant
  Range: 30'
  A huge volume of leeches erupts in a spray from the caster's out-
  stretched hands, engulfing all within a cone 30' long and 30' wide
  at its end. All characters caught in the cone must save versus spells
  or be covered in the mass of bloodsucking worms.
  Leech-covered targets suffer one point of damage per round due to
  blood loss. The leeches continue draining the target's blood until it
  is dead or until they are removed. Each round, the target may
  choose to forgo other actions in order to remove leeches. It takes
  a number of rounds equal to the half the caster's level (rounded
  down) to remove the attached leeches.
  More extreme methods of removing attached leeches (such as set-
  ting fire to oneself or rolling in large quantities of salt) may allow
  the leeches to be removed more quickly at the Labyrinth Lord's
  discretion.
  Mutagen
  Duration: Permanent
  Range: 90'
  One or more targets within range must save versus polymorph or
  suffer a permanent mutation, rolling on the tables in Appendix II.
  One target may be affected per five levels of the vivimancer.
  Magical or non-living targets are not affected by this spell.
  Natural Weaponry, 
  Improved
  Duration: 6 turns
  Range: 0
  This spell causes the vivimancer to develop natural weapons in the
  same way as the 1st level spell natural weaponry. The improved
  version of the spell increases the damage inflicted by the unarmed
  attacks to 1d6. It also grants the additional ability for the caster to
  exude poison from the newly gained claws or fangs. One poison-
  ous attack per three levels of the caster can be made within the
  spell's duration. The poison causes death in 1d10 rounds if a sav-
  ing throw is failed.
  Neural Encoding
  Duration: Special
  Range: 30'
  This spell causes a message to be encoded via subtle variations in
  the neural structure of an intelligent target. The message may be
  anything chosen by the caster, up to 100 words per level. It must
  be spoken by the caster as the spell is cast.
  The vivimancer must also choose a special command word which
  can  be  used  to  release  the  encoded  message.  The  message
  remains dormant in the target's brain until the command word is
  heard,  at  which  point  the  target  is  compelled  to  speak  the
  implanted message in its entirety. The  neural encoding is then
  erased, ending the spell.
  The target is allowed a saving throw versus spells to resist the pro-
  cess of encoding. A neural encoding may be detected as a faint
  enchantment or charm upon the target.
  Third Level Spells
  35
  
  Overgrow 
  (reversible)
  Duration: Permanent
  Range: 160'
  Overgrow  causes  normal  vegetation  (grasses,  briars,  bushes,
  creepers, thistles, trees, vines) or fungus within range and a 20'
  square area per level to become thick and overgrown. The vegeta-
  tion entwines to form a thicket or jungle that creatures must hack
  or force a way through. Movement drops to 10', or 20' for large
  creatures. The area must already contain suitable plants or fungi
  for this spell to take effect. This spell has no effect on plant- or
  fungal-based monsters.
  The reverse of this spell, wither, causes normal plants or fungus in
  a like area to become feeble and thinned out. Normal passage
  through otherwise overgrown areas becomes possible. If wither is
  cast on an area which has been enchanted with overgrow, there is
  only a 50% chance of the spell being effective. This percentage is
  modified by 5% for every level difference between the caster of
  wither and the caster of overgrow (+5% per level if the caster of
  wither is higher level, -5% per level otherwise).
  Paralysis
  Duration: 2 rounds per 
  level
  Range: 90'
  The muscles of creatures within range will seize up, paralysing
  those affected. Up to two Hit Dice of living creatures may be
  affected per level of the vivimancer. Each target is allowed a saving
  throw versus paralysis to resist the effect. Note that the muscles
  which control breathing and circulation are not affected by this
  spell – victims are unable to move, but will not die from asphyxi-
  ation. Non-living targets as well as creatures without any form of
  musculature (plants, for example) cannot be affected.
  Repulsive Scent
  Duration: See below
  Range: Touch
  The vivimancer touches an object or creature of up to 10' dia-
  meter in size, infusing it with a hideously repugnant odour. If the
  target is an unwilling creature, it is allowed a saving throw versus
  spells to nullify the effect. The vivimancer may choose to create
  either a universal scent, which is repulsive to all creatures able to
  perceive it, or a selective scent, which only affects a single named
  species – other species can smell the odour, but it has no effect on
  them.
  Universal scents last for one turn per level of the caster, and select-
  ive scents for one hour per level of the caster.
  Creatures of relatively weak olfactory capability (such as humans)
  are affected by the scent at a range of 60', while those with more
  powerful senses are affected at 120'. Affected creatures must save
  versus paralysis or be unable to approach the source of the scent.
  Those who make the saving throw are able to approach but suffer
  a -1 penalty to attack rolls and saving throws due to nausea.
  The scent can only have an effect if there is an air flow to carry it –
  for example, an object in a sealed room cannot be detected until
  the doors are opened.
  Third Level Spells
  36
  
  Revert Biology
  Duration: Instant
  Range: 60'
  Design Note
  Revert  biology is  essentially
  the vivimancer version of the
  magic-user's  dispel  magic.  A
  very large number of viviman-
  cer spells manipulate organic
  tissue or genetic structures –
  all of these spells may be nulli-
  fied  by  revert  biology.  This
  highlights  the primary  weak-
  point of vivimantic magic: its
  almost total inability to influ-
  ence inorganic matter or ener-
  gies.
  Cast upon a living target which has undergone a magically created
  mutation,  shape-changing,  or  flesh-warping  effect,  this  spell
  causes the transformation to end and the target to return to its nat-
  ural form. The spell can also cause the dissolution of unnatural life-
  forms which were created by magic.
  Effects or creatures created by spells of 3rd level or lower are auto-
  matically cancelled. Higher level spells have a base 50% chance of
  being dispelled, adjusted by 5% for each level difference between
  the caster and the character who created the effect to be reverted.
  Note that while this spell is able to cure diseases of magical origin,
  it has no effect on naturally occurring diseases. The bacteria or vir-
  uses which cause disease are as natural as the biology of the host
  that suffers from their presence.
  Spying Homunculus
  Duration: 1 turn per level
  Range: Unlimited
  Over the course of 1d6 rounds, a 1' tall, winged replica of the
  caster emerges from his flesh. The homunculus has a telepathic
  bond with the caster who can communicate with it silently, give it
  commands, see through its eyes, and hear through its ears. Con-
  trolling the homunculus requires only minimal concentration from
  the caster who is able to act as normal.
  The homunculus has 1 hit point, AC 9, and a movement rate of
  30' (10') while creeping or 60' (20') while flying. It cannot attack,
  but can be directed to carry or move objects, explore, or perform
  mundane tasks. It can carry up to 20 pounds or drag up to 40.
  When the duration expires, the homunculus melts into a small
  pool of blood.
  Synaptic Trigger
  Duration: Permanent
  Range: Touch
  A new synaptic pathway is established in the mind of a willing
  subject, enabling the triggering of a specific effect (chosen as the
  spell is cast). The subject is aware of the implanted trigger and can
  activate it at will with a moment's thought. The synaptic trigger
  cannot be activated by any external factor. The following types of
  synaptic trigger may be implanted:
  Amnesia: The subject's memory is completely erased. This effect
  lasts for either 1d6 hours, 1d6 days, or 1d6 weeks, as chosen by
  the subject when activating the trigger.
  Death: The subject dies immediately, due to brain haemorrhage.
  Unconsciousness: The subject falls into a deep coma, barely distin-
  guishable from death. This state lasts for 1d6 days.
  Third Level Spells
  37
  
  Vats of Creation
  Duration: 1 week per level
  Range: Touch
  Casting Time: 1d4 weeks, 
  +1 per Hit Die
  Design Note
  Vats of creation, in many ways
  the iconic vivimancer spell, is
  inspired by the writing of Jack
  Vance, in particular the char-
  acter  Turjan  of  Miir,  who
  strives to create artificial life
  in his nutrient vats.
  With the use of this spell and a special laboratory, the caster is
  able to create any life-form which she can dream up. Creatures of
  animal or plant intelligence of up to one Hit Die per caster level
  can be grown with ease. The process takes 1d4 weeks plus one
  week per Hit Die, during which the new life-form grows in a vat of
  liquid. The creation of creatures of greater intelligence may also be
  attempted, but the procedure is somewhat elusive, having only a
  3% chance of success per level of the caster above 4th. If the
  caster succeeds in an attempt at creating an intelligent life-form,
  she is also able to pre-determine its personality and disposition,
  although there is a 10% chance of this going awry. The results of
  failed  attempts  to  create  intelligent  life-forms  are  left  to  the
  Labyrinth Lord's imagination.
  In general, the caster can choose the exact appearance of the cre-
  ated life-form, though attempts to exactly replicate an existing indi-
  vidual are 90% likely to fail. There is also a 10% chance that the
  creature emerges from the vat with an unexpected mutation as per
  the tables in Appendix II.
  Creatures with magical properties may be created by this spell, but
  this typically either reduces the maximum Hit Dice of the creature
  or  requires  the  use  of  additional  special  ingredients,  perhaps
  including body parts of creatures with like properties, which must
  be  acquired  by  adventuring.  The  exact  details  are  left  to  the
  Labyrinth Lord's judgement.
  Creatures created by this process are genetically flawed, and, after
  emerging from the vat, only live for one week per level of the
  caster.
  Third Level Spells
  38
  
  Fourth Level Spells
  Animate Vegetation 
  or Fungus 
  (reversible)
  Duration: 2 rounds per 
  level
  Range: 80'
  This spell may be used to animate all forms of non-intelligent plant
  and fungus life. Animated plant or fungus material within range
  clumps together to form a mobile entity under the caster's control.
  The animated vegetation or fungal matter can be moulded into any
  form the caster wishes. The size and strength of the animated
  being depend on the available quantity of vegetable matter. The
  caster can animate a single vegetable construct with a maximum
  HD equal to his level, if sufficient matter is available – a 3' cubic
  area of matter is required per Hit Die. If the animated matter is
  commanded to attack, it deals 1d4 damage per three Hit Dice.
  The reversed version of this spell, hold vegetation or fungus, may
  be used to magically immobilize plant and fungal matter within
  range. Affected life-forms are unmovable by magical animation or
  any other movement except by natural outside means, such as
  wind. Intelligent plants or fungus, or plant/fungus monsters, are
  entitled to a saving throw versus spells to negate the effect. The
  caster may affect up to 70 square feet of plant-covered terrain, or
  up to four mobile plant- or fungus-based beings. If fewer than four
  creatures are affected, each creature receives a -1 to the save
  versus spells for each creature fewer than four. Thus, if only one is
  affected, it saves at -3, -2 for two creatures, and -1 for three
  creatures.
  Chimera I
  Duration: 2 rounds, +1 
  round per level
  Range: 30'
  In the round this spell is cast, a formless, throbbing blob of flesh
  appears at the chosen location within range. Over the course of
  the next two rounds, the blob grows and mutates, rapidly forming
  into a bizarre hybrid creature that will do the caster's bidding,
  understanding simple verbal commands. The creature is genetically
  unstable and will dissolve into a pool of protoplasm when the
  spell's duration expires.
  The mutant creature is adapted to survive in whatever environment
  it is created in. For example, if this spell is cast in an aquatic
  environment, the chimera will have gills to breathe and fins to
  swim. It has 2d4 HD and a movement rate of 90' (30'). Its form,
  Armour Class, and abilities are determined by rolling a d12, d10,
  d8, and d6, and consulting the tables on the adjacent page. (For
  convenience, the dice may be rolled simultaneously.)
  Chimera are generally around 2' long, tall or wide (depending on
  their exact form) per Hit Die. The Labyrinth Lord and players
  should feel free to add any further descriptive details desired.
  Fourth Level Spells
  39
  
  1d12
  Body Type (AC)
  1d10
  Head Type (Damage)
  1
  Blubbery (AC 6)
  1
  Bear (bite, 1d8)
  2
  Fungoid (AC 7)
  2
  Bull (gore, 1d6)
  3
  Furry (AC 6)
  3
  Frog (bite, 1d4)
  4
  Insectoid (AC 5)
  4
  Insect (bite, 1d6)
  5
  Mossy (AC 8)
  5
  Lion (bite, 1d6)
  6
  Ooze-like (AC 5)
  6
  Lizard (bite, 1d6)
  7
  Ribbed (AC 3)
  7
  Rat (bite, 1d4)
  8
  Scaly (AC 2)
  8
  Snake (bite, 1d6)
  9
  Segmented (AC 6)
  9
  Spider (bite, 1d6)
  10
  Serpentine (AC 4)
  10
  Wolf (bite, 1d6)
  11
  Transparent (AC 7)
  12
  Worm-like (AC 7)
  1d8
  Head Special Attacks
  1
  None.
  2
  Blood-sucking – attaches after a successful attack and causes 1d4 hp damage
  automatically in following rounds, until killed.
  3
  Gaping maw – swallow attack on a natural 20.
  4
  Giant  tongue  –  may  attack  up  to  10'  with  tongue,  doing  1d4  damage.  A
  successful attack indicates the target is dragged to the mouth on the next round
  and suffers a bite attack for automatic damage, unless it can successfully attack
  the tongue before then.
  5
  Breath attack (fire, cold, gas) causing 2d6 damage. Can be used once.
  6
  Poisonous bite – save versus poison or suffer 2d6 additional damage.
  7
  Two heads, each able to attack once per round.
  8
  Three heads, each able to attack once per round.
  1d6
  Appendages
  1
  Two claws which can attack for 1d6 damage.
  2
  Many legs – 120' (40') movement rate.
  3
  Wings – can fly.
  4
  Tentacles – 1d6 tentacles which can each attack for 1d3 damage.
  5
  Suckers or grippers – can climb walls.
  6
  Springing – can make a jumping attack up to 30' distant, gaining +2 to hit.
  Fourth Level Spells
  40
  
  Clone Monster
  Duration: Permanent
  Range: Touch
  Casting Time: 2d6 weeks
  Functioning in a similar manner to the 2nd level  clone plant or
  animal,  this  spell allows a vivimancer  to  magically clone  any
  creature. A creature of Hit Dice no greater than the vivimancer's
  level may be cloned. Beings of human-level intelligence cannot be
  cloned with this spell – this requires the use of the 8th level clone
  spell.
  To create the duplicate, a tissue sample from the creature to be
  cloned must be grown in a laboratory for 2d6 weeks. There is a
  10% chance of something going awry with the procedure. In this
  case,  there  is  an  equal  probability  of  the  clone  dying,  being
  mutated  (roll  on  the  tables  in  Appendix  II),  or  exhibiting  an
  extreme behavioural aberration, typically resulting in a violent and
  dangerous creature.
  Life-forms with magical properties may be cloned at the Labyrinth
  Lord's discretion. This may entail an increased chance of failure or
  additional requirements for the process  (time, money, unusual
  ingredients).
  Detach (reversible)
  Duration: See below
  Range: Touch
  Casting this spell and touching a body part causes it to detach
  from its owner, who can then control the part as an independent
  entity. Thus, hands may crawl around, legs may hop, and even
  heads can be detached and rolled. If the target is unwilling, a save
  versus spells is allowed to resist the detachment.
  The detached body part can be controlled for up to 1 turn per
  level of the caster, after which it must be retrieved and reattached
  to the body (which happens automatically). If the body part is not
  reattached during the spell's duration, it dies.
  Using the reversed version of the spell, graft, body parts lost in
  any way may be replaced either by reattaching the missing part or
  by  grafting  on  replacement  parts  cut  from  another  living  or
  recently dead creature. It is entirely possible to graft body parts
  from incongruous species together. The graft is permanent, but
  the recipient (which may be the caster himself) must make a trans-
  formative shock roll. If the roll fails, the graft does not take and
  will wither and fall off in 1d6 weeks.
  Fungal Zombie
  Duration: Permanent
  Range: Touch
  Casting Time: 1d4 days
  The caster implants a magically created fungal spore into the body
  of a host target, preparing it for transformation into a zombie-like
  state. The host may be a living creature or the corpse of a creature
  which has died within the last day. A living being is allowed a sav-
  ing throw versus death to resist the spore's effects. This spell
  affects a single host creature of up to one Hit Die per level of the
  caster.
  continued...
  Fourth Level Spells
  41
  
  Fungal zombie
  (continued)
  Once implanted, the fungal spore grows rapidly, riddling the host
  with fibrous mycelium. The full process takes 1d4 days, during
  which time the vivimancer must tend to the developing fungus. A
  living target suffers terrible pain during the process and dies at its
  conclusion. The process may be interrupted by magical means
  such as cure disease, but normal medicines are ineffective against
  the fungal infestation.
  When the fungus has fully grown, it takes control of the host's
  nervous system and musculature, animating the dead body. The
  fungal zombie possesses one Hit Die more than the host had in
  life and moves at a rate of 60' (20'). Any special abilities of the
  host creature (such as poisons, flight, breath attacks, etc.) are no
  longer usable once it is controlled by the fungus. The fungus has a
  rudimentary intelligence and obeys commands from the caster.
  When not in the caster's presence, the fungal zombie can continue
  to obey very simple instructions (no longer than 10 words).
  Note that as the creature created by this spell is not undead (it is
  actually alive – controlled by the fungal parasite), it is not affected
  by a cleric's turning ability.
  Hive Mind
  Duration: 1 turn per level
  Range: Unlimited
  This spell can be cast in two forms. The first enables the caster to
  communicate telepathically with any creatures who are currently
  bound to him under the effects of the drone or mind slave spells.
  In this way, the vivimancer is able to instruct his minions.
  Hive mind may alternatively be used to grant telepathic communic-
  ation to a group of clones. The spell is cast on a single individual,
  which must be in the vivimancer's presence.
  Hive Sight
  Duration: 1 turn per level
  Range: Unlimited
  This spell can be cast in two forms. The first enables the caster to
  see through the eyes of any creatures who are currently bound to
  him under the effects of the drone or mind slave spells.
  Hive sight may alternatively be used to allow a group of clones to
  see through each others' eyes. The spell is cast on a single indi-
  vidual, which must be in the vivimancer's presence.
  Immunity to Disease
  Duration: 1 turn per level
  Range: Touch
  The spell's recipient gains complete immunity to all forms of dis-
  ease for the duration.
  Fourth Level Spells
  42
  
  Insanity
  Duration: Permanent
  Range: 30'
  The neural pathways of a single intelligent target within range are
  disturbed, causing it to be afflicted with a debilitating mental dis-
  order. A saving throw versus spells is allowed to resist. The follow-
  ing table can be used to determine the resulting affliction, or the
  caster may choose something specific. The insanity inflicted is per-
  manent unless dispelled by dispel magic or remove curse.
  d10 Insanity
  1
  Serious phobia or obsessive behaviour
  2
  Raving madness
  3
  Delusional belief
  4
  Radical personality change
  5
  Complete amnesia
  6
  Recurring hallucinations
  7
  Crippling paranoia
  8
  Hopelessness or catatonia
  9
  Multiple personalities or extreme mood swings
  10
  Sexual aberration
  Mind Slave
  Duration: Permanent
  Range: 30'
  A resonance is implanted in the synapses of a target, binding it to
  the caster's will in a manner similar to the 2nd level drone. Any
  creature of any Hit Dice may be affected by this spell – it is not
  limited to humanoids. The target also gains a rudimentary ability to
  understand simple commands from the caster, which it will carry
  out, within the normal behavioural restrictions of the drone spell.
  An initial saving throw is allowed to resist the enslavement and
  then periodic saves at the frequency interval indicated by drone.
  Neutralize Poison
  Duration: Instant
  Range: Touch
  The caster detoxifies any sort of venom or poison in the creature
  or object touched. A poisoned creature suffers no additional effects
  from the poison, and any temporary effects are ended, but the
  spell does not reverse instantaneous effects, such as hit point
  damage, or other effects that do not go away on their own. If a
  character dies of poison, neutralize poison will bring a character
  back to life if the spell is used no more than 10 rounds after death.
  Plant Metabolism
  Duration: 1 day per level
  Range: Touch
  The targeted creature's metabolism is modified so that it can sur-
  vive  by  photosynthesis  – the  production  of  energy  purely  by
  absorbing  sunlight.  This  means  that  the  subject  can  survive
  without food while the spell's duration lasts, as long as sunlight
  and water are available. On the other hand, a creature under this
  spell's effects that is kept underground, away from sunlight, will
  slowly starve to death. A saving throw versus polymorph is allowed
  to resist this spell's effects.
  Fourth Level Spells
  43
  
  Plant Symbiosis
  Duration: 1 day per level
  Range: Touch
  The caster is able to meld his physical body with nearby plants.
  While in this symbiotic state, the caster can survive without food
  or water, being nourished purely by the root systems of the host
  plants. At the caster's option, he may meld his body completely so
  that it disappears inside the plants, may leave sensory organs
  exposed so that he can still see or hear while in symbiosis, or may
  choose to leave larger portions of his body outside of the host.
  This spell may be used to target a single intelligent plant-based
  creature, providing it is of at least twice the caster's volume. The
  creature is allowed a saving throw versus polymorph to resist the
  symbiosis, but if it fails, it is affected by a charm (in the same way
  as drone) while the caster remains in symbiosis.
  The caster can choose to end the symbiosis at any time during the
  spell's duration.
  Polymorph Others
  Duration: Permanent
  Range: 60'
  By means of this spell, one living being may be transformed into
  another kind of being. The creature may make a saving throw
  versus polymorph, but if the creature is willing, this roll can be for-
  gone and the effects are automatic. If the new creature's HD total
  more than twice the HD of the original creature, the spell does
  not work. Although the final form will retain the same number of
  hit points as the original, all other abilities of the new form will be
  acquired, including intelligence level. The target becomes the new
  creature in every way, including instincts, alignment, preferences,
  etc. This spell may not be used to reproduce the appearance of a
  specific identity.
  The  polymorph  is  permanent  unless  dispelled.  When  a poly-
  morphed creature dies, it will revert to its natural form.
  Polymorph Self
  Duration: 6 turns, +1 per 
  level
  Range: 0
  The caster transforms himself into another being. A particular indi-
  vidual may not be mimicked with this spell, only a typical indi-
  vidual of a creature type. The new body must be of a creature with
  a number of HD equal to the caster or fewer. The caster retains his
  intelligence, hit points, saving throws, and ability to attack, but
  does gain physical abilities of the new form, including strength or
  strength-based attack forms and damage. Magical abilities or other
  special abilities are not gained. For example, if the caster trans-
  forms into a manticore, he will be able to fly. If the caster takes the
  form of a medusa, his gaze will not petrify. The caster is unable to
  cast spells when transformed.
  The spells  dispel magic and  revert biology negate the effects of
  this spell, and if the caster dies while in a different form, he will
  revert to his natural form.
  Fourth Level Spells
  44
  
  Repel Vermin
  Duration: 1 turn per level
  Range: 0
  The caster of this spell is able to prevent all ordinary insects, rats,
  spiders, etc. from coming within a 10' radius. Giant vermin or ver-
  min of 2 HD or more may enter the area if they succeed in a sav-
  ing throw versus spells. However, entering the area causes 1d6 hp
  damage to them. This spell does not affect wererats or intelligent
  vermin-like creatures.
  Slime Blast
  Duration: Instant
  Range: 120'
  House Rule
  The  standard  rule  for  green
  slime's  ability  to  dissolve
  clothing  and  armour  states
  that  it  takes  6  rounds.  The
  Labyrinth  Lord  may  alternat-
  ively wish to specify that the
  rate of dissolving depends on
  the protective capacity of the
  armour – a number of rounds
  equal  to  10  minus  the  ar-
  mour's AC rating.
  This spell unleashes a 20' radius explosion of green slime as per
  the monster (LL p.80), at the targeted location. Creatures in the
  affected area may make a saving throw versus spells to avoid being
  hit. Those who fail their save are covered in 1d4 hit points worth
  of flying green slime.
  Once covering a victim, green slime will digest all clothing and
  armour in 6 rounds. The slime feeds so quickly that after this
  period, in only 1d4 rounds after contacting a creature's bare skin,
  the slime will completely digest it, creating more slime in its place.
  No magical revival is possible for a victim as nothing material of
  the victim remains.
  Green slime is impervious to most attacks, but is susceptible to
  fire. The slime clings in such a way to make scraping it off ineffect-
  ive. Note that if green slime is burned while it is on a character, the
  damage from the fire is divided evenly between the slime and the
  character. Green slime is killed instantly by a cure disease spell.
  Speak with Plants 
  and Fungus
  Duration: 3 turns
  Range: 60'
  The caster can communicate with plants and fungus, including
  both normal varieties and plant or fungal creatures. The caster is
  able  to  ask  questions  of  and  receive  answers  from  plants  or
  fungus, and can ask them to move in such a way to clear a path
  that is impassable or covered in difficult growth. Normal plants and
  fungi have a very limited sense of their surroundings, so normally
  cannot give detailed descriptions of events outside of their immedi-
  ate vicinity.
  The spell does not make plant or fungal creatures any more
  friendly or cooperative than normal. If a creature is friendly toward
  the caster, it may do some favour or service.
  Spore Blast
  Duration: 1 round per level
  Range: 240'
  This spell conjures a cluster of fungal spores anywhere in range.
  The spores can be triggered to explode at any time in the spell's
  duration from the second round onwards (and will explode auto-
  matically once the duration ends), causing 1d6 damage to any
  creatures within 20'. Creatures in the blast radius must also make
  a saving throw versus poison or die from choking in 6 rounds.
  Fourth Level Spells
  45
  
  Swarm 
  Transformation
  Duration: Special
  Range: 0
  Upon casting this spell, the caster instantaneously transforms into
  a swarm of spiders or insects. While in swarm form, the caster can
  move at 20' per round and can choose to attack by engulfing vic-
  tims in a 10' area who suffer 2 hp damage per round. The caster
  is immune to normal damage, but can be harmed by fire, spells, or
  area attacks. Victims can choose to forgo all other actions, includ-
  ing movement, to reduce the swarm's damage to 1.
  The caster remains in swarm form as long as he wishes or until
  death. Any damage inflicted on the swarm is reflected on the
  caster's body when he returns to normal. Once the caster has
  returned to his normal form, the spell ends.
  Wall of Ooze
  Duration: 1 turn per level
  Range: 60'
  A barrier formed of up to one 10' cubic area per caster level
  springs into existence. The sections of the wall are of a semi-trans-
  parent gelatinous ooze, pulsating and slightly warm to the touch.
  The wall is coated in a toxic slime, causing paralysis. Anyone
  touching the wall must make a saving throw or become paralysed
  for 1d4 turns.
  Careful cutting of a path through the wall is possible, taking 1 turn
  per 10'.
  At the end of the spell's duration, the wall disintegrates into a
  flood of liquefied jelly. Any creatures within 20' must save versus
  paralysis or be affected by the same paralysing effect.
  Weltmark
  Duration: Permanent
  Range: Touch
  Applied to the flesh of a living creature, this spell causes an ugly
  cluster of bruises, welts, and scars to form in the shape of the
  caster's personal sigil. If a saving throw versus spells is successful,
  the weltmark has no effect and fades after 1d4 days. A failed save
  means that the mark is permanent and magical, bringing the target
  under a charm-like compunction. Targets bearing the caster's mark
  in this manner are unable to attack or in any way bring about
  harm to the caster.
  By speaking a special word, the caster is also able to inflict pain on
  all beings within 30' feet who bear his mark. Targets must save
  versus death or be stunned for 1d4 rounds, unable to act.
  Fourth Level Spells
  46
  
  Fifth Level Spells
  Animal Growth 
  (reversible)
  Duration: 2 rounds per 
  level
  Range: 80'
  The caster may use this spell to double the size of up to 8 animals
  within a 20' square area. This doubling effect applies to damage
  inflicted by the animals and to their HD numbers, which affects
  their attack values. The opposite, reduce animal, has exactly the
  opposite effect, reducing animals and their abilities by half.
  Anti-Plant Shell
  Duration: 1 turn per level
  Range: 0
  The spell anti-plant shell creates an invisible barrier that keeps all
  creatures within the shell protected, as if behind a wall, from
  attacks by plant creatures, animated plants, or missiles of plant
  material. The shell is centred on the caster and is 20' in diameter.
  Devolution 
  (reversible)
  Duration: Permanent
  Range: 60'
  This spell causes a single intelligent target to undergo an evolu-
  tionary regression, reverting to a primitive ancestral form and
  behaviour. A human, for example, would regress to an ape-like
  state, incapable of understanding speech or performing complex
  tasks of planning or visualisation. The target's INT is reduced to 3,
  while its STR and CON are both increased by one point (to a max-
  imum of 18).
  A save versus spells is allowed to resist the effect. If the save fails,
  the spell can be reversed with  dispel magic or  remove curse.
  Magical creatures, which have no evolutionary ancestors, cannot
  be affected.
  The  reversed  version  of  the  spell,  evolutionary  leap,  grants
  human-level intelligence to a target life-form of animal or lower
  intelligence. The affected being does not gain the ability to com-
  municate, though it may be able to learn in time. The newly
  formed sentience does not in any way alter the creature's attitude
  towards the caster.
  Divide Mind
  Duration: 1 turn per level
  Range: Touch
  This spell allows the caster to imbue a fragment of her living con-
  sciousness into another being. The target must be touched and is
  allowed a saving throw versus spells to resist.
  Once  the  mind  fragment  is  imbued,  the  caster  experiences
  everything the target does, in addition to the perceptions of her
  own body, and is able to communicate telepathically with the tar-
  get. The caster can also attempt to control the target's body, over-
  riding the mastery of its own mind. Each round, the caster has a
  base 50% chance of being able to control the target's body, modi-
  fied by 5% per point of difference in INT scores.
  continued...
  Fifth Level Spells
  47
  
  Divide mind
  (continued)
  It is only possible to control the target's body – the caster has no
  access to its mind, and it is thus not possible, for example, to force
  the target to reveal information or to cast spells.
  If the target dies during the spell's duration, the caster must make
  a save versus death or fall unconscious for 1d6 turns. If the caster's
  own body is killed while her mind is divided, she must make a sav-
  ing throw versus spells. Failure indicates that the mind fragment
  imbued in the target also dies. If the save succeeds, the caster's
  mind takes refuge in the target and continues to exist beyond the
  normal duration of this spell. In this case, the caster's mind may
  be retrieved from the target's body by spells such as magic jar or
  limited wish, and will automatically return to the caster's real body
  if she is raised from the dead.
  Immunity to Poison
  Duration: 1 round per level
  Range: Touch
  The spell's  recipient gains complete  immunity to all forms  of
  poison for the duration.
  Nature's Secrets
  Duration: See below
  Range: ½ mile radius per 
  level
  Casting Time: 1 turn / 1 or
  more hours
  This spell grants the vivimancer the ability to interpret information
  from  the  subtle  whisperings  of  plants,  fungi,  and  creeping
  creatures of the undergrowth. The spell may be used in two ways,
  as follows.
  Firstly, the caster may gain mundane knowledge of the area within
  range. One fact per caster level above 7th may be gained, from
  among the following subjects: the ground or terrain, plants, min-
  erals, bodies of water, people, general animal population, presence
  of powerful unnatural creatures, or even the general state of the
  natural setting. It takes 1 turn to cast this version of the spell. 
  Alternatively, the caster may delve deeply into the inhuman intelli-
  gence of the natural world in order to receive advice and informa-
  tion on any subject. The vivimancer may ask as many questions as
  she wishes and will receive answers in the form of riddles or
  cryptic statements with a 75% chance of containing hints at the
  truth – the vast and subtle intelligence of the natural world is so
  radically  different  to  human  intelligence  that  straightforward
  answers can never be obtained. Each question asked in this way
  carries with it a risk of insanity as the caster opens herself to the
  alien mind of nature. A saving throw versus spells is required with
  failure causing the caster to be afflicted with a form of insanity (as
  per the 4th level spell, lasting for 1d4 weeks). The saving throw is
  penalized by -1 per question asked beyond the first. This process
  takes one hour per question asked.
  It is known that some vivimancers have driven themselves into a
  state of permanent insanity through seeking deep knowledge of
  the universe in this manner.
  Fifth Level Spells
  48
  
  Psionic Awakening
  Duration: Permanent
  Range: Touch
  Untapped psionic potential can be awakened by this spell; how-
  ever, the  process  is somewhat  risky. A maelstrom  of psychic
  energy overcomes the subject's mind, causing it to become uncon-
  scious for 1 turn. During this time, the subject's synapses undergo
  a process of restructuring. The target must roll 2d6, applying its
  WIS modifier to saving throws versus magic, and consult the fol-
  lowing table to determine the results of the process.
  2d6
  Result
  2 or less
  Synaptic obliteration. Subject dies.
  3-4
  Permanent violent insanity. INT reduced to 3.
  5-6
  One psionic power gained, usable once per day.
  Also affected by insanity.
  7-9
  One psionic power gained, usable once per day.
  WIS permanently reduced by 1d6.
  10-11
  One psionic power gained. May be used twice
  per day.
  12 or more
  Two psionic powers gained, each usable once
  per day.
  Psionic powers are described in Appendix I.
  A saving throw versus spells is allowed if this spell is cast upon an
  unwilling subject. This spell has no effect on creatures of less than
  human intelligence or those that already possess psionic powers.
  Regeneration
  Duration: 1 round per level
  Range: 0
  While under the effects of this spell, the caster regenerates 1 hit
  point of damage per round. Even if reduced to 0 hit points or less,
  while the spell's duration lasts, the caster will continue to regener-
  ate damage, and may return to life.
  Additionally, the caster can reattach severed body parts by simply
  holding them together.
  Transfer Pregnancy
  Duration: Instant
  Range: Touch
  Casting Time: 1 hour
  Cost: 100gp
  This sinister spell effects the transference of an unborn child from
  its mother to the womb of another female. Females of any species
  can be affected, and both the original and the receiving mother
  must be present as the vivimancer casts the spell.
  The casting requires an hour-long ritual and the use of a glowing
  blue balm which must be applied to the body of the original
  mother. This balm must be produced in advance, costing 100gp.
  It is possible to use this spell to transfer a baby to the womb of a
  creature  of another  species.  In  this  situation, it  is  up  to the
  Labyrinth Lord whether the child survives. If it does, it may exhibit
  unusual qualities related to its second mother.
  Fifth Level Spells
  49
  
  Vats of Regeneration
  Duration: Permanent
  Range: Touch
  Casting Time: 2d4 days
  Severed body appendages (fingers, toes, hands, feet, arms, legs,
  tails, or even heads of multi-headed creatures), broken bones, and
  ruined organs can be regrown by means of this spell.
  The subject must be immersed in a vat of liquid in a special labor-
  atory for 2d4 days.
  Venomous Blood
  Duration: 1 turn per level
  Range: 0
  The caster's blood mutates and becomes venomous. Any creature
  attacking the caster with a bite attack must save versus poison or
  die.
  The caster's blood can also be used to envenom weapons – one
  weapon per 1d3 hit points' worth of blood extracted may be
  affected. The venomous effects of the blood wear off after a suc-
  cessful hit or at the end of the spell's duration.
  Fifth Level Spells
  50
  
  Sixth Level Spells
  Anti-Animal Shell
  Duration: 1 turn per level
  Range: 0
  The spell anti-animal shell creates an invisible barrier that keeps all
  creatures within the shell protected, as if behind a wall, from
  attacks by ordinary creatures. Ordinary creatures include giant
  animals and sentient races, but not any form of undead, demons,
  or most creatures from other planes of existence. The shell is
  centred on the caster and is 20' in diameter.
  Charm Plants and 
  Fungus
  Duration: Permanent
  Range: 300'
  This spell enables a vivimancer to command plants and fungus in
  a 300' squared area. The plants or fungus may be directed to do
  anything within their ability, but intelligent life-forms are allowed a
  saving throw versus spells at -4 to resist the enchantment. Once
  an area is enchanted in this way, the vivimancer is able to com-
  mand the plants and fungus within it indefinitely.
  By whispering to the affected plants or fungus, the caster can
  encourage them, over long periods, to grow into any shape he
  desires. Vivimancers sometimes construct fabulous dwellings made
  of living matter in this way. By casting the 3rd level overgrow
  upon charmed plants or fungus, the formation of such architec-
  tural constructions can be accelerated.
  Chimera II
  Duration: 2 rounds, +1 
  round per level
  Range: 30'
  This spell works in a similar manner to the 4th level chimera I,
  creating a blob of tissue from which mutant life emerges. This
  enhanced version may either be used to create a single monster
  with 2d4 + 4 HD or two identical 2d4 HD creatures.
  Flesh Blast
  Duration: Up to 6 rounds
  Range: 60'
  The living tissue of a single target within range is caused to swell,
  bulge, and pulsate. This process causes the target 2d4 hit points'
  damage per round and is accompanied by agonising pain, prevent-
  ing the target from performing any actions, including movement.
  The vivimancer can choose to maintain the process of flesh distor-
  tion for up to 6 rounds. After this period elapses or immediately if
  the target dies, the target's swollen flesh explodes outwards in a
  radius of 20'. This explosion is fatal to the target (if it is not already
  dead) and causes 2d6 damage to other creatures in range. A save
  versus spells reduces damage by half.
  The target may make a saving throw versus polymorph to resist
  the spell's effects. If the save succeeds, the target avoids the even-
  tual explosion of its body, is able to resist the pain of the swelling
  process, and is able to act during the initial period. However, even
  on a successful save, the target still suffers damage. Creatures of
  greater than 8HD cannot be targeted by this spell.
  Sixth Level Spells
  51
  
  Impregnate
  Duration: Permanent
  Range: Touch
  Casting Time: 1 hour
  This spell provides an arcane means of bypassing the norms of
  sexual reproduction. The caster must first select the female who is
  to be impregnated and the male who is to be the sire. Neither of
  the pair need be willing participants in this spell, and no saving
  throw is allowed. The pair may be of any species, and in this man-
  ner it is possible to create unusual hybrids. In the case of highly
  disparate species, the Labyrinth Lord may wish to impose a per-
  centage chance of the foetus or the impregnated female dying.
  The spell must be cast twice – firstly on the male (or a sample of
  tissue from the male), and again, within one week, on the female.
  In both cases, the spell takes the form of an hour-long ritual, dur-
  ing which the target must be within touch range of the caster.
  Life Cycle
  Duration: Permanent
  Range: Touch
  This spell allows the vivimancer to advance a single target to the
  next stage in its life cycle. For example, an advancement of life
  cycle may cause an egg to hatch, a caterpillar to pupate, a plant to
  bear fruit, a foetus to be born, or a child to become an adult.
  In the case of humans and other animals with a natural ageing
  process, the following stages of life are treated as separate life
  cycles, for the purpose of this spell: foetus, childhood, adulthood,
  decrepitude, death. It is thus possible to cause the death of a target
  of advanced years. An adult who is advanced to old age typically
  suffers a 50% reduction of maximum hit points and all physical
  attributes (STR, CON, DEX).
  A save versus polymorph is allowed to resist the effect.
  Organ Transference
  Duration: Permanent
  Range: Touch
  Casting time: 1 turn
  This spell enables the transplantation of various bodily organs
  from one being to another. The affected creatures must both be
  alive, but may be of different species. The organs to be transferred
  must be physically cut from the bodies of the subjects and trans-
  planted – this spell only causes the fusing of the new organs into
  place and the healing of any wounding inflicted by the process.
  Commonly transferred organs include the eyes and the heart, but
  any organ except the brain may be transferred. Transplanting a
  healthy heart can restore CON lost due to ageing, disease, or
  magic.
  Unless some kind of anaesthesia is used, the procedure causes
  extreme pain to both subjects who usually pass out. It is thus not
  normally possible for a vivimancer to cast this spell upon himself.
  The caster has the option of actually exchanging the organs of
  both creatures or of simply removing an organ from one and
  transferring it to the other.
  Sixth Level Spells
  52
  
  Repel Wood
  Duration: 4 rounds per 
  level
  Range: 0
  Waves of energy roll forth from the caster on a 120' wide path,
  20' long per caster level, moving in the direction he faces. Once
  the spell is cast, the area of effect is stationary. It causes all
  wooden objects in the path of the spell to be pushed away to the
  limit of the range. Wooden objects larger than 30' in diameter that
  are fixed firmly are not affected, but loose objects are. Objects 30'
  in diameter or smaller that are fixed in place splinter and break,
  and the pieces move with the wave of energy. Objects affected by
  the spell are repelled at the rate of 40' per round.
  Objects such as wooden shields, spears, wooden weapon shafts
  and hafts, and arrows and bolts are pushed back, dragging those
  carrying them along. If a spear is planted (set) to prevent this
  forced movement, it splinters. The waves of energy continue to
  sweep down the set path for the spell's duration. After being cast,
  the path is set, and the caster can then do other things or go else-
  where without affecting the spell's power.
  Synaptic 
  Reprogramming
  Duration: Permanent
  Range: 20'
  A subject's neural structure may be modified with this spell, having
  a number of possible permanent effects on the subject's psyche.
  The effect generally takes one of the following forms. In all cases a
  saving throw versus spells is allowed to resist the reprogramming.
  Alter beliefs: A belief held by the subject can be modified or
  erased. New beliefs may also be implanted.
  Alter behaviours: A single specific behavioural pattern or personal-
  ity trait can be removed, implanted, modified, or inverted.
  Alter knowledge: A single area of knowledge possessed by the sub-
  ject may be erased or knowledge possessed by the vivimancer may
  be imprinted into the subject's brain. Implanting knowledge is a
  more dangerous procedure, requiring a saving throw versus poly-
  morph to be made by both subject and caster. The saving throw is
  modified based on the extent of the knowledge being imparted,
  from a +4 bonus for very trivial knowledge (a specific poem, for
  example), to a -4 penalty for very extensive knowledge (a lan-
  guage, for example). Failure of the saving throw (by either party)
  results in a subtly incorrect transfer of the desired knowledge and a
  permanent insanity as per the 4th level spell.
  Alter memories: Memories of a specific period (up to one hour
  duration per level of the vivimancer) can be either implanted,
  altered, or erased.
  Sixth Level Spells
  53
  
  Transformative 
  Pupation
  Duration: Permanent
  Range: 0
  Casting Time: 1d6 weeks
  By means of this spell, the caster can permanently alter his phys-
  ical form to that of any humanoid race of approximately equal size.
  Casting this spell requires the possession of a large quantity of
  magical silk, such as that produced by certain species of mon-
  strous giant spiders. Over a period of several hours, the caster
  becomes entwined within the silken threads, finally entering a
  pupa-like state, wherein he will remain for 1d6 weeks. While in the
  pupa, the caster is unconscious and vulnerable to attack – anyone
  wishing to do so can easily cut the pupa open, killing the semi-
  transformed wizard.
  When the pupation period is over, the caster emerges in the new
  form. The exact appearance can be chosen, including sex, height,
  weight; eye, skin, and hair colour; and facial appearance. It is even
  possible for the caster to accurately mimic the appearance of
  another, although very close scrutiny has a 10% chance of reveal-
  ing some slight difference.
  It is also possible for the caster to modify his ability scores during a
  pupation. He may choose to redistribute the sum of his physical
  attributes (STR, DEX, CON) amongst themselves in any way he
  desires. He may also choose to subtract points from his mental
  attributes  (INT,  WIS,  CHA)  in  order  to  increase  his  physical
  attributes, but not the other way around. In any event, it is not
  possible to increase an attribute to greater than 16 using this spell.
  Sixth Level Spells
  54
  
  Vats of 
  Reincarnation
  Duration: Permanent
  Range: 0
  Casting time: 1d4 weeks
  House Rule
  This spell is a variant of the
  standard  magic-user's
   rein-
  carnate, requiring the use of a
  laboratory and a period of sev-
  eral  weeks,  over  which  the
  new body grows.
  As  it  cannot  summon  an  in-
  stantaneous “replacement” for
  a deceased character, it is, ef-
  fectively, weaker than the ma-
  gic-user spell.
  Thus,  some  Labyrinth  Lords
  may   prefer  to  either  allow
  vivimancers to use the stand-
  ard  spell  or  to  specify  that
  both  vivimancers  and  magic-
  users may only cast this ver-
  sion.
  With this spell, the vivimancer has the power to return life to a
  character by means of growing another body. A tissue sample
  from the original body must be used as a seed for the new body to
  form around. The magic of the spell is such that the newly grown
  body is not guaranteed to be of the same species as the original.
  The spell creates an entirely new young adult body. Since the
  character is returning in a new body, all physical ills and afflictions
  are also repaired.
  If the result on the following table indicates reincarnation into a
  PC race, determine which class randomly and roll 1d6 to determ-
  ine the character's level. The level may not exceed the original
  character's class level. If the result on the table indicates that the
  reincarnated character returns as a creature, roll on the second
  table, using the column matching the character's alignment. Addi-
  tional creatures may be used to extend the tables, but no creature
  having more than 6 HD should be included, and each creature
  should be at least semi-intelligent. A character brought back as a
  creature must either adventure as the creature or the player must
  retire the character. Monsters generally do not gain experience or
  advance in levels, unless the Labyrinth Lord allows this.
  1d10
  Incarnation
  1
  Dwarf
  2
  Elf
  3
  Gnome
  4
  Halfling
  5
  Half-Elf
  6
  Half-Orc
  7
  Human
  8
  Creature (roll on following table, based on alignment)
  9-10
  Same race
  1d8 Chaotic
  1d6 Neutral
  Lawful
  1
  Bugbear
  1
  Ape
  Blink Dog
  2
  Gnoll
  2
  Baboon
  Gnome
  3
  Goblin
  3
  Centaur
  Neanderthal
  4
  Hobgoblin
  4
  Lizardfolk
  Pegasus
  5
  Kobold
  5
  Pixie
  Roc (small)
  6
  Minotaur
  6
  Werebear
  Unicorn
  7
  Ogre
  8
  Orc
  Sixth Level Spells
  55
  
  Virus
  Duration: 1 day per level
  Range: Touch
  A single target that the caster touches is infected with a magical
  virus having one of several possible effects, chosen by the caster
  (see below). The target is allowed a saving throw versus poison to
  resist. If the save fails, the virus is successfully implanted. An infec-
  ted victim suffers no effects for the first day, but 24 hours after the
  spell was  cast, the  virus  causes  one of the following effects,
  chosen by the caster.
  Mutation: The subject undergoes a mutation, rolling on the tables
  in Appendix II.
  Instinct: The subject is affected as per the 2nd level spell instinct.
  The caster must choose which instinct the virus causes (feeding
  frenzy, fight, flight, mating instinct).
  Transformation: The subject is affected by a polymorph, trans-
  forming into a creature of up to 4 HD chosen by the caster.
  Once  the  virus  is  active (after  the  first  day), the subject also
  becomes a carrier of the magical virus and can spread it to any
  other beings that it comes into physical contact with (including
  engaging in combat), who must then in turn also make a saving
  throw or become a carrier. The virus can spread in this manner to
  up to 2HD of victims per level of the caster.
  When the spell's duration comes to an end, the virus dissipates,
  returning victims to their normal state.
  Wall of Thorns
  Duration: 1 turn per level
  Range: 80'
  A  wall of thorns  spell creates a barrier of very tough, pliable,
  tangled brush bearing needle-sharp thorns as long as a human's
  finger. Any creature forced into or attempting to move through a
  wall of thorns  takes damage equal to 8 + AC rating per 10' (a
  creature with AC -8 or better would take no damage). Any creature
  within the area of the spell when it is cast takes damage as if it had
  moved into the wall and is caught inside. The caster may create a
  10' cubed area of wall per level. The wall must be 10' thick (or fills
  a smaller space completely), which allows it to be shaped as a
  number of 10´10´10 blocks. A wall of thorns can be breached by
  slow work with edged weapons at rate of four turns per 10'. Nor-
  mal fire cannot harm the barrier, but magical fire burns away the
  wall in two turns.
  Sixth Level Spells
  56
  
  Seventh Level Spells
  Genetic Memory
  Duration: Instant
  Range: Touch
  Casting Time: 1 turn
  Cast upon either a living creature or a tissue sample, this spell
  unlocks the secrets of the subject's ancestors. Both knowledge of
  specific individuals who are known to be ancestors of the subject
  or general information about ancient cultures may be obtained.
  The caster enters a trance for one turn, her mind travelling back
  through the genetic pathways of the subject, decoding the desired
  information. The answer to one question may be obtained, plus an
  additional question per two levels of the caster above 13th (two
  questions at 15th level, three at 17th, and so on). Each question
  has a percentage chance of success based on its antiquity, as fol-
  lows. The caster gains a 2% bonus to the check per experience
  level above 13th. The chance is halved if the information sought
  was kept secret by the genetic ancestors of the subject.
  Time Span
  Chance of Success
  50 years
  95%
  100 years
  75%
  250 years
  50%
  500 years
  35%
  1,000 years
  20%
  10,000 years
  10%
  50,000 years+
  5%
  Genetic Spell 
  Encoding
  Duration: Permanent
  Range: Touch
  The genetic code of the subject is modified to contain the pattern
  of a vivimantic spell of 3rd level or lower, which must be currently
  memorized by the vivimancer as she casts this spell. The spell to
  be encoded is erased from the caster's mind and implanted into
  the subject's genetic structure. Once implanted, the subject may
  cast the encoded spell at will. Casting a genetically encoded spell
  requires a round of concentration, but does not necessitate ges-
  tures or incantations.
  Such deep alterations to a creature's genetic structure are not
  without risk. Firstly, if this spell is cast upon a creature that already
  carries a genetically encoded spell, the subject must save versus
  death or die immediately, due to genetic disintegration. Secondly,
  when casting an implanted spell, the subject undergoes a process
  of genetic shock as the encoded patterns of magical energy are
  ripped from its chromosomes. The subject must save versus poly-
  morph or develop a permanent mutation (see Appendix II).
  A genetically encoded spell does not register as magic for the pur-
  poses of spells such as arcane sight or detect magic.
  Seventh Level Spells
  57
  
  Infestation
  Duration: Permanent
  Range: 300'
  This spell creates a spore, seed, or nest that is planted at the
  centre of the area to be affected. Once planted, the seed takes root
  in the affected area, producing a voracious infestation of impenet-
  rable creeping plants, choking fungal mycelium, swarming insects,
  writhing worms, etc. The infestation grows at a rate of 10' per day
  until eventually a 300' radius area is covered. All vegetation in the
  area is smothered and destroyed.
  Progress through the infested area is greatly hampered. Movement
  rates are quartered. The infestation allows the caster, and any oth-
  ers to whom she grants access, unhindered transit.
  While the caster is within the infested area, she can hear the
  psychic whispering of the infestation. In this way she may gain
  forewarning of intruders. She may also, up to three times per day,
  cause the infestation to manifest the following spell effects as
  appropriate: entangle, spore cloud, insect swarm.
  The infestation can be damaged by normal means such as fire or
  cutting back, though it will regenerate at a rate of 10' per day, so
  it is very difficult to fully root out.
  Instant Adaptation
  Duration: One hour per 
  level
  Range: Touch
  The subject of this spell gains the extraordinary ability to adapt to
  any environment in which she finds herself. Upon entering a new
  environment,  the  subject's  body  mutates,  instantly  developing
  enhancements  to  senses,  breathing,  skin,  etc.  which  may  be
  required to survive. For example, a human subject diving into
  water would develop gills to breathe and a membrane over the
  eyes, allowing vision to a normal range. All naturally occurring
  environments – including extremes such as lava pools or deep
  space – can be adapted to. The spell may also provide protection
  against the strange energies of some extra-planar environments,
  such as the elemental planes, at the Labyrinth Lord's discretion.
  This spell also provides partial protection (a +4 bonus to saving
  throws) against natural or magical energy attacks which mimic
  extreme environments, for example a dragon's breath weapon,
  fireball, ice storm, etc.
  Seventh Level Spells
  58
  
  Mind Mask
  Duration: Special
  Range: Touch
  The target's true personality is masked by a new identity that this
  spell implants via a process of synaptic restructuring. The new
  personality  may  have  whatever  characteristics  the  vivimancer
  chooses. This spell may even impart knowledge (including lan-
  guages) previously unknown to the target, but which the caster
  possesses. An unwilling target may make a saving throw versus
  spells to resist.
  If the mind mask is successful, the target's knowledge and memory
  of its former self are completely concealed – the target takes on its
  new  personality  perfectly  convincingly.  Even  spells  or  psionic
  powers of mind-reading cannot detect the deception. Only a spell-
  caster of higher level than the vivimancer, using the appropriate
  spells, will be able to detect the presence of this enchantment.
  The target's true personality remains masked until a certain named
  contingency occurs. This may be something as simple as a trigger
  word, or as complex as meeting a specific person in a location of
  a certain type under certain temporal conditions – whatever the
  caster wishes. When the moment the contingency comes to pass,
  the mind mask falls away, revealing the target's true personality.
  Note that it is perfectly possible for a vivimancer to cast this spell
  upon herself.
  Parasitic 
  Implantation
  Duration: Permanent
  Range: Touch
  With a subtle touch, the vivimancer infects the subject with a
  magical parasite that will grow inside its host, causing one of a
  variety of effects. The subject is allowed to make a save versus
  poison to resist the implantation of the parasite; however, if the
  save fails, the parasite will take hold and begin to grow. For the
  first 1d6 days after the subject is infected, no noticeable effects
  occur. However, once this initial period has passed, the parasite
  begins to cause one of the following effects, chosen by the caster
  at the time of casting.
  Spying: The parasite sends its subject's sensory experiences to the
  caster telepathically, enabling the caster to spy on every moment
  of the subject's life.
  Geas: The subject is compelled to complete a certain task, in the
  same manner as the quest spell, with the one difference that the
  target is not consciously aware of the quest with which it is tasked.
  Instead, it receives a series of sub-conscious urges pushing it in the
  desired direction. If the target resists these urges, the parasite will
  inflict internal pains, causing the target to lose 1d4 points of CON
  or DEX per day of resistance. If the task is completed, the parasite
  will die.
  continued...
  Seventh Level Spells
  59
  
  Parasitic implantation
  (continued)
  Death: The subject must make a saving throw versus death once
  every 24 hours or meet its doom.
  Suggestion: The presence of the parasite gives the caster great
  influence over the subject, allowing her to make a suggestion to
  the subject once per day. If the suggestion is worded in such a way
  so as to sound like a reasonable course of action, the subject will
  obey without question.
  All types of parasite can be detected by spells which detect disease
  or magic, but can only be removed by dispel magic, revert biology,
  or limited wish; or the clerical heal.
  Regeneration, 
  Greater
  Duration: 1 round per level
  Range: 0
  This spell functions in the same way as the 5th level regeneration,
  except that the caster regenerates at the faster rate of 3 hit points
  of damage per round.
  Replicate Life-Form
  Duration: Permanent
  Range: Touch
  With the use of a tissue sample taken from a living creature, this
  spell causes a new creature of the same species to spring into
  existence by a process of instantaneous genetic replication. The
  newly formed creature is a typical example of the species from
  which the tissue sample was taken – it is not an exact recreation of
  the original, making this spell ineffective as a means of resurrec-
  tion. The caster is able to replicate a creature with HD no greater
  than her level. The replicated creature behaves as a typical adult of
  its species, but has no knowledge of complex behaviours which
  are typically learned over many years, such as language, limiting
  the spell's usefulness in replicating creatures of greater than animal
  intelligence.
  Seventh Level Spells
  60
  
  Spark of Life
  Duration: Permanent
  Range: Touch
  Casting Time: 2d4 days
  Some vivimancers pursue magically enhanced breeding programs
  or processes of vat growth in their quest to mould life to their own
  designs. Others prefer to craft new beings out of their raw com-
  ponents, breathing life into the non-living. This spell enables the
  vivimancer to perform such feats.
  The vivimancer must first construct the creature to be vivified. Any
  organic materials may be used, for example flesh, blood, wood,
  hair, bone, leaves, and so on. The spell must then be cast upon
  the lifeless form in the vivimancer's laboratory. If the constructed
  creature has a reasonable biology, with tissue and organs in a feas-
  ible structure, then the spell has a 90% chance of success. More
  outlandish creations reduce the chance of the spark of life taking
  hold. The Labyrinth Lord should determine the exact percentage
  chance of success. For example, a being made entirely from bone
  may only have a 25% chance of coming to life. The constructed
  creature may have up to one Hit Die per level of the caster.
  Creatures with magical properties may be created by this spell, but
  this typically either reduces the maximum Hit Dice of the creature
  or  requires  the  use  of  additional  special  ingredients,  perhaps
  including body parts of creatures with similar properties, which
  must be acquired by adventuring. The exact details are left to the
  Labyrinth Lord's judgement.
  If the vivification is successful, the creature rises under the vivi-
  mancer's control. Such creations are usually only of bestial intelli-
  gence, able to obey simple commands. Creatures brought to life
  with this spell exhibit unusual behavioural characteristics, accord-
  ing to a roll on the following table (made in secret by the Labyrinth
  Lord). There is additionally a (non-cumulative) 3% chance per day
  of the creature breaking free of its creator's command, becoming a
  completely free-willed entity.
  1d6
  Creature's Behaviour
  1
  Lackadaisical – 1 in 6 chance of ignoring commands.
  2
  Violent – the creature interprets all commands in the
  most destructive manner possible.
  3
  Wilful – has a mind of its own and pursues its own
  ends when not under the vivimancer's supervision.
  4
  Hateful – the creature harbours a brooding hatred for
  its creator. If it ever breaks free, it will do anything in
  its power to destroy the vivimancer.
  5
  Obsessive – once given a command, the creature will
  not stop until instructed otherwise.
  6
  Intelligent – the creature is of human-level intelligence
  and may in time be taught  to speak. It has an INT
  score of 2d4 + 2.
  Seventh Level Spells
  61
  
  Vats of Creation, 
  Greater
  Duration: Permanent
  Range: Touch
  Casting Time: 1d4 weeks, 
  +1 per Hit Die
  This spell works in the same manner as the 3rd level spell vats of
  creation, but produces stable life-forms which will live to a normal
  natural lifespan.
  Wall of Claws
  Duration: 1 turn per level
  Range: 60'
  This spell brings forth a barrier formed of blubbery flesh, riddled
  with vicious claws and talons. The wall has a small degree of sen-
  tience and will lash out to attack anyone approaching within 5',
  attacking as a 10 HD monster and inflicting 2d4 damage.
  This spell creates up to one 10' cubic section of wall per level of
  the caster. Each 10' section of the wall has 10 Hit Dice. The wall
  is Armour Class 8 and can only be harmed by magical weapons or
  spells. It takes half damage from fire and cold attacks.
  The caster may optionally specify a means of bypassing the wall,
  by way of a password, special token, or scent. In this case, the wall
  will also exhibit small sensory organs (eyes, ears, or nostrils, as
  appropriate). When the correct key is presented, a section of the
  wall opens up to allow egress.
  When the spell's duration expires, the wall dissolves into a goo of
  plasma that fizzes and evaporates over the course of an hour.
  Xenogamy
  Duration: Permanent
  Range: Touch
  Casting Time: 2d4 weeks
  This spell enables the caster to create an infinite variety of hybrid
  creatures by a process of genetic melding. Two living creatures of
  any species must be selected and contained within a laboratory for
  a period of 2d4 weeks. During this period, the two creatures
  gradually begin to meld into a single being. Each week, there is a
  10% chance that the hybrid creature will die. If the process is suc-
  cessful, the resulting creature will have qualities and appearance
  reflecting  both  of  its  “parents”.  The  Labyrinth  Lord  should
  determine which qualities are retained from which parent.
  If creatures of greater than animal intelligence are melded, the res-
  ulting monstrosity has a 90% chance of being utterly insane.
  Seventh Level Spells
  62
  
  Eighth Level Spells
  Chimera III
  Duration: 2 rounds, +1 
  round per level
  Range: 30'
  This spell works in a similar manner to the 4th level chimera I,
  creating a blob of tissue from which mutant life will emerge. This
  enhanced version may either be used to create a single monster
  with 2d4 + 8 HD or three identical 2d4 HD creatures.
  Clone
  Duration: Permanent
  Range: Touch
  Casting Time: 2d4 months
  This spell makes a duplicate of a creature of human intelligence,
  including its memories and personality. To create the duplicate,
  the caster must have a tissue sample taken from the original
  creature's living body. The sample need not be fresh, but it must
  be kept from rotting. Once the spell is cast, the duplicate must be
  grown in a laboratory for 2d4 months. Once the duplicate reaches
  maturity, if the original being is alive, the two beings will share a
  psychic link for 1 week. During this time, each will seek to destroy
  the other. If this proves to be impossible, there is a 95% probability
  that either the clone or the original will lose his sanity. If this
  occurs, 25% of the time it will be the original, otherwise it is the
  clone that becomes insane. There is a 5% probability that both
  beings lose their sanity. After one week, if neither being destroys
  the other, the psychic link dissolves and there is no longer a com-
  pulsion to destroy each other.
  If the original being is no longer alive, this procedure can be used
  as a means of resurrection. The spell duplicates only the original's
  body and mind, not its equipment.
  Note that this spell cannot be used to create a replica of the
  caster's own body; this requires the 9th level clone self.
  Explosive Growth
  Duration: See below
  Range: 120'
  A single target in range begins to grow at a rapid and alarming
  rate – potentially reaching gigantic proportions within a matter of
  rounds. During the spell's duration, a target of normal human
  stature will grow in size and unarmed damage potential as follows:
  Round
  Height
  Unarmed Damage
  1st
  10'
  1d8
  2nd
  12'
  2d6
  3rd
  14'
  3d6
  4th
  16'
  4d6
  5th
  18'
  5d6
  6th
  20'
  6d6
  7th
  22'
  7d6
  continued...
  Eighth Level Spells
  63
  
  Explosive growth
  (continued)
  The maximum size is maintained after the 7th round for one addi-
  tional round per level of the caster above 15. Subsequently, the
  target will return to its normal size, shrinking one step on the size
  scale per round.
  Clothes or armour worn by the affected creature are destroyed in
  the first round, and, if it is in a confined space, the creature's body
  will either break out of the confinement or be crushed to a pulp.
  The target is allowed a saving throw versus polymorph to avoid
  the effect.
  Genetic Conduit
  Duration: 1 round
  Range: Unlimited
  The possession of a tissue sample can grant a high-level viviman-
  cer great power over the creature from which it was taken. When
  cast upon a genetic sample from a creature, this spell allows the
  vivimancer to magically influence the subject from afar. The spell is
  effective on both living organisms and the corpses of recently
  deceased creatures, as long as their flesh is intact.
  In the single round of the spell's duration, a second spell (of up to
  4th level) or magical effect (such as from a wand) may be cast upon
  the tissue sample. This second effect is instantly relayed to the
  body from which the tissue sample was taken.
  Genetic 
  Resequencing
  Duration: Permanent
  Range: 0
  This advanced spell allows the caster to permanently modify his
  own genetic structure, stabilising the normally temporary effects of
  a transformative spell. The following spells can be made perman-
  ent:  adapt  appendage,  appendage  growth,  arcane  sight,  echo
  location,  flesh pocket,  hyperolfaction,  infravision,  jump,  natural
  weaponry, nauseating stench, reptilian metabolism, scentlessness,
  skin  transformation,  water  breathing.  Once  the  transformative
  spell has been fixed into the caster's genetic code, it cannot be dis-
  pelled by any means short of a wish.
  Casting this spell permanently reduces the caster's CON by one
  point.
  Mass Devolution 
  (reversible)
  Duration: Permanent
  Range: 60'
  This spell causes all creatures of a single named species in range
  to be affected by the 5th level spell devolution or its reversed form
  evolutionary leap.
  Eighth Level Spells
  64
  
  Neural Absorption
  Duration: 1 day per 3 levels
  Range: 0
  Cast upon one or more freshly extracted brains, this spell effects
  the absorption and temporary integration of the neural tissue into
  the vivimancer's own cerebrum. The addition of cerebral matter
  causes the vivimancer's head to swell noticeably while the spell is
  in effect.
  The absorbed neural matter can be used by the vivimancer for the
  memorization  of  additional  spells  per  day.  For  each  brain
  absorbed, the player should roll 1d20. If the result is less than or
  equal to the INT of the creature whose brain has been absorbed,
  the vivimancer gains the ability to memorize an additional spell
  level per day for this spell's duration.
  The additional spell levels gained may be used to memorize extra
  spells of any combination of levels. For example, if a vivimancer
  successfully absorbs neural matter sufficient to grant three addi-
  tional spell slots, he may memorize three 1st level spells, a 2nd
  level spell and a 1st level spell, or a single 3rd level spell.
  This  process  is,  however,  not  without  risk.  For  each  brain
  absorbed during a single casting of this spell, there is a cumulative
  2% chance of the vivimancer's mind being dominated by the for-
  eign neural tissue. When this occurs, the caster's behaviour and
  thought processes are replaced by those of the brain absorbed.
  This state endures until the end of the spell's duration.
  If more than one brain is available, the vivimancer may choose,
  after absorbing each one, whether to continue with the process or
  to stop. In this way, the vivimancer may tread the delicate balance
  between risk and reward.
  Organ Transference,
  Greater
  Duration: Permanent
  Range: Touch
  Casting time: 1 turn
  This spell functions in the same way as the 6th level  organ
  transference, but additionally enables the transplantation of the
  brain from one being to another, essentially causing a permanent
  body swap.
  Eighth Level Spells
  65
  
  Regenerative 
  Pupation
  Duration: Permanent
  Range: 0
  Casting Time: 1d6 weeks
  Similar to the 6th level transformative pupation, this spell causes
  the caster to enter a state of pupation lasting 1d6 weeks.
  While in the pupa, the caster undergoes a process of regeneration,
  having one of several effects. Firstly, up to three levels lost due to
  energy drain may be regained. Secondly, any physical damage,
  including lost limbs or disease, may be healed. Alternatively, the
  caster may rejuvenate himself – becoming 1d8 years younger.
  Each time this spell is used for rejuvenation, there is a 1 in 6
  chance that the caster will permanently lose one point of CON.
  When the number of CON points lost equals the caster's original
  CON ability score, the caster dies permanently.
  Shape Change
  Duration: 1 turn per level
  Range: 0
  This spell enables the vivimancer to assume the form of any single
  non-unique creature of any type except for particularly powerful
  creatures like demons, devils or demi-gods. The caster's hit points
  remain the same. The caster gains all extraordinary and supernat-
  ural abilities (both attacks and qualities) of the assumed form,
  except for any abilities relying on knowledge or intelligence of the
  monster, because the caster's mind remains his own.
  If the assumed form is capable of human-like speech and gestures,
  the vivimancer is still able to cast any spells he has memorized. 
  The caster can change form once each round for the duration of
  the spell.
  Stabilize Mutation
  Duration: Permanent
  Range: Touch
  This spell modifies the unstable genetic structure of normally tem-
  porary life-forms such as those created by the  vats of creation,
  chimera,  homunculus,  or  wall spells.  A  single  target  can  be
  affected.
  The affected creature's life span is extended to 1d6 months, after
  which it will die unless this spell is cast again.
  The first time this spell is used on a creature with a degree of sen-
  tience (chimeras or walls of claws, for example), the creature must
  make a saving throw versus spells. Success indicates that it has
  broken free of the caster's command, becoming free-willed. Such
  monstrosities are typically highly aggressive.
  Survival of the 
  Fittest
  Duration: Instant
  Range: 60'
  This reckless spell forces all living creatures within range, includ-
  ing the caster and allies, to make a saving throw versus death or
  die immediately.
  Eighth Level Spells
  66
  
  Ninth Level Spells
  Artificial Intelligence
  Duration: Permanent
  Range: Touch
  Casting Time: 1d4 days
  One of the most elusive properties in the vivimancer's quest to
  create life is human-level intelligence. This strange and powerful
  spell  brings  about  the  creation  of  a disembodied  intelligence,
  which the caster can choose to imbue into an object or a location.
  It is sometimes used by vivimancers during the creation of power-
  ful magic items or to create spies, assistants, companions, or sen-
  tient libraries. The spell requires the caster to concentrate continu-
  ously for 1d4 days, as tiny extracts of his  consciousness  are
  gathered and imbued into the target. After the casting the viviman-
  cer must rest for 1d4 days, and cannot cast spells.
  The Labyrinth Lord should roll 3d6 to determine the INT, WIS,
  and CHA scores of the magically created mind, and then also roll
  1d20 and consult the following table to determine additional char-
  acteristics of the mind. The mind's alignment should also be ran-
  domly determined. The artificial intelligence is able to see and hear
  (by magical means) within a 60' radius and can speak with a dis-
  embodied voice.
  1d20
  Mind Characteristics
  1-2
  Insane (harmless)
  3
  Insane (subtly psychotic)
  4-5
  Unfathomable and alien
  6
  Obsessed with a certain goal
  7
  Impressionable – picks up personality traits of those
  whom it first encounters
  8
  Capable of learning to cast spells
  9
  Claims to be a reincarnation
  10-11
  Has an innate detection power (roll on the table for
  sapient swords, LL p.122)
  12-13
  Has an innate spell-like power (roll on the table for
  sapient swords, LL p.122)
  14
  Completely empty –  can learn, but has no pre-
  formed knowledge or personality
  15
  Expert in an obscure field
  16
  Driven and manipulative
  17
  Hateful
  18
  Replica of the caster's mind
  19
  Roll twice*
  20
  Roll three times*
  * Re-roll further results of 19 or 20.
  Ninth Level Spells
  67
  
  Cannibal Holocaust
  Duration: 1d6 days
  Range: 20' per level
  Casting time: 1 hour
  This abominable and greatly feared enchantment triggers a bestial
  cannibalism  in all creatures  of a single named species within
  range. Individuals are allowed a saving throw versus spells to resist.
  The effects are the same as the 3rd level cannibal rage with the
  one difference being the much longer duration of the effect. In this
  manner, whole settlements have been wiped out in a gruesome
  cannibalistic orgy.
  The casting of this spell takes the form of an hour-long ritual
  requiring the vivimancer to consume the entrails of an individual of
  the species to be affected. During this process, there is a 5%
  chance of the vivimancer herself being overcome with a cannibal-
  istic rage for the spell's duration.
  Clone Self
  Duration: Permanent
  Range: 0
  Casting Time: 2d4 months
  Via a laboratory procedure lasting 2d4 months, the caster creates
  an exact duplicate of herself. When completed, the clone exists in
  a dormant state similar to temporal stasis.
  Clones are used as a means of assurance against death. If the
  caster  dies  and  the  clone  is  still  intact,  her  consciousness  is
  instantly transferred to the duplicate body, which then awakens.
  The clone's mind is identical to that of the caster at the point the
  spell was completed. Memories of any events which occurred
  since that point are lost.
  The caster must imbue a certain portion of her life energy into the
  clone. This causes a permanent loss of 1d4 hit points.
  It is possible for a vivimancer to create multiple clones of herself.
  In this case, upon death, one of the clones (chosen at random) will
  come to life.
  Creeping Doom
  Duration: 4 rounds per 
  level
  Range: 0
  When the caster utters the spell of  creeping doom,  a  mass of
  centipedes, insects, and arachnids is called forth. The swarm occu-
  pies a volume of 20' square and can be commanded to swarm any
  target within 80'. The swarm moves at 10' per round, and will
  consist of (1d6+4) ´ 100 individual bugs, each of which deals 1
  point of damage and then dies. If a swarm occupies the same area
  as a target, as many bugs attack as the creature has hit points.
  The remaining swarm may be commanded to attack a new target
  in range. If the swarm moves beyond 80' from the caster, 50 of
  their number wander away. An additional 50 wander away per
  10', so that if they are 100' away, 150 have been lost.
  Ninth Level Spells
  68
  
  Dispersed Mind
  Duration: Special
  Range: 0
  The vivimancer's mind leaves her body and seeps into the living
  tissue of plants, fungi, and animals in the surrounding area. Ini-
  tially, the caster's consciousness extends 60' around the location of
  her body. The longer the caster concentrates to maintain the spell,
  the further she can spread her mind – up to a range of one mile
  per hour with a maximum radius of one mile per experience level.
  The caster's mind can be gradually withdrawn from the natural
  world at the same rate. The duration of the spell is limited only by
  the vivimancer's desire for her mind to remain dispersed.
  Once her mind is dispersed, the caster is aware of everything per-
  ceived by all living creatures in the affected area, excluding intelli-
  gent beings, who are immune. The caster is also able to speak
  anywhere in the affected area, producing sound via the rustling of
  leaves, chattering of birds, fluttering of insects, and so on. It is in
  this manner even possible for the vivimancer to cast spells within
  the area of her mind's reach. While it is left vacant, the caster's
  body remains in a comatose state where it does not age or require
  any form of nourishment, essentially under the effects of temporal
  stasis. The caster's mind, in the dispersed state, likewise does not
  tire and requires no sleep.
  Several dangers lie in the use of this spell. Firstly, the caster's
  body, while in stasis, is completely vulnerable and can be killed
  with ease. Secondly, if the caster, for some reason, wishes to
  quickly return her mind to her body, she must make a saving throw
  versus spells. If the save succeeds, the return is effective within
  1d6 rounds. A failed save, however, indicates that a rapid with-
  drawal cannot be achieved. In this case, the caster's mind can
  withdraw only at the standard rate of one mile per hour. If the save
  results in a natural 1, the vivimancer's mind cannot withdraw at
  all, and the duration of the spell becomes permanent. Note that
  there is no risk when withdrawing at the normal rate. The saving
  throw is only required when a hurried return is attempted.
  Legends tell of areas of haunted, desolate wilderness, where the
  depraved minds of arch-vivimancers from ages long forgotten still
  lurk, cursed by misuse of this spell to live on in an eternal twilight
  of disembodied consciousness.
  Ninth Level Spells
  69
  
  Extinction
  Duration: Instant
  Range: 240'
  This spell brings about the instantaneous death of living creatures
  of a single named species within range. Up to 40 Hit Dice of
  creatures are affected. A saving throw versus death is allowed to
  completely avoid the effect.
  If greater than 40 Hit Dice worth of individuals of the chosen spe-
  cies are within range, the affected targets should be determined
  randomly – the caster is not able to choose.
  Magical  creatures  and  those  with  greater  than  8HD  are  not
  affected.
  Extraordinary 
  Regeneration
  Duration: 1 round per level
  Range: 0
  This spell grants the vivimancer immunity to all physical damage,
  poison, and disease for the duration.
  While the spell lasts, the vivimancer can only be harmed by spells
  or magical weapons. All other damage is regenerated at a startling
  rate – wounds heal over instantly, severed limbs regrow, and so on.
  Genesis
  Duration: Permanent
  Range: 30'
  This spell instantly conjures living beings of any natural species
  desired or any unnatural type which the caster has seen person-
  ally. Up to 2HD of creatures per level of the caster may be con-
  jured, in any combination of species. The conjured creatures are
  typical examples of their race – the spell cannot be used to sum-
  mon specific individuals. The conjured creatures are not in any
  way bound to obey the caster and will follow their natural beha-
  viour.
  Immortality
  Duration: Permanent
  Range: 0
  Design Note
  This  spell's  feasibility,  exist-
  ence, and exact means of func-
  tioning  are  left  up  to  the
  Labyrinth Lord to determine.
  Quests for historical traces of
  the spell, and subsequent re-
  search to recreate it could po-
  tentially form part of a high-
  level campaign.
  This hypothetical spell is the holy grail of arcane research for
  many high-level vivimancers who, after mastering the creation and
  manipulation of life in all its forms, seek to unravel life's final mys-
  tery – death.
  It is rumoured that vivimancers in ancient times succeeded in this
  quest, and that this spell of perfect immortality did indeed exist,
  once upon a time. Such secrets have, however, been lost in the
  mists of time, and only the merest hints as to the required proced-
  ures remain.
  Mutagenic Zone
  Duration: Permanent
  Range: 30'
  A 30' diameter area is permanently enchanted to warp the genetic
  structure of any creatures entering within. A saving throw versus
  polymorph is allowed to resist the zone's effect. Failure indicates
  that the creature develops a permanent mutation, according to the
  tables in Appendix II. The vivimancer is immune to this effect and
  can pass freely through mutagenic zones of her own creation.
  Ninth Level Spells
  70
  
  Progeny
  Duration: Permanent
  Range: 0
  Casting time: 7 days
  A risky procedure undertaken by some arch-vivimancers, this spell
  produces a child from the vivimancer's own flesh. Over the course
  of the seven-day procedure, the child forms inside the caster's
  body as a foetus, emerging when the spell is complete. Female
  vivimancers casting this spell experience a normal (if hyper-accel-
  erated) process of pregnancy and birth, while male vivimancers
  undergo the disturbing process of the foetus emerging directly
  from the flesh of the torso. In either case, part of the vivimancer's
  own life force is imbued into the child, causing a permanent loss of
  1d8 hit points. These lost hit points cannot be regained by any
  means.
  From the moment of its birth, the vivimancer has an empathic link
  with the child, allowing the sharing of thoughts and sensations, at-
  will. The child develops normally, albeit at twice the normal rate,
  reaching adulthood after about 9 years. At this point, the progeny
  begins to age normally. Physically, the child is an almost exact rep-
  lica of its parent, but is always of the opposite sex. Its ability scores
  are the same as those of the caster.
  The great benefit of this spell (as well as the risk) lies in the soul
  connection that exists between the caster and the progeny. If the
  child dies, the vivimancer must make a saving throw versus death,
  with a -4 penalty, or also die. When, eventually, the caster dies,
  the knowledge and experience of her entire life, including her
  expertise as a vivimancer, is passed instantaneously to the  pro-
  geny. Thus this spell enables a form of immortality, spanning over
  multiple generations.
  Temporal Stasis
  Duration: Permanent
  Range: Touch
  The subject is placed into a state of suspended animation, and for
  the creature, time ceases to flow. The creature does not grow
  older, and its body functions virtually cease. This state persists
  until the magic is removed (such as by a successful dispel magic
  spell). No saving throw is permitted.
  Ninth Level Spells
  71
  
  Magic Items
  Like other magic-users, vivimancers of 9th level or higher are able to create new magic items.
  These may simply be potions or scrolls replicating the effects of vivimancer spells, but the ability
  also includes the possibility of creating unique items possessing any imaginable magical proper-
  ties. Vivimantic items are always of biological origin, typically being crafted from specially bred
  plants, fungi, or animals. Indeed, much of the construction time of a magic item may be taken up
  by a process of breeding or genetic experimentation to produce creatures with the qualities
  required in the manufacturing of the magic item. Even potions and scrolls produced by viviman-
  cers have a biological quality. Vivimantic potions are sometimes found in the form of fruits whose
  juices bestow magical properties. Scrolls of vivimancer spells are often written on parchment pre-
  pared from the skin of specially bred animals.
  This section lists a selection of vivimantic magic items. These may be placed as treasure in adven-
  tures or may be used as inspiration for the creation of new items by player character vivimancers.
  House Rule
  Traditionally, the ability of magic-users to create new spells and magic items only becomes available at 9th level. Many
  campaigns, however, never approach this stage of the game, remaining in the low-level range. Bearing this in mind, the
  Labyrinth Lord may wish to allow magic-users (including vivimancers) to create spells and magic items from 1st level –
  subject, of course, to the usual constraints of research time and expense. In this way, this very exciting and creative as -
  pect of the game can be included without the need for many months of play in order to reach 9th level.
  Animals
  Some animals bred by processes of vivimantic research are in and of themselves magical. Such
  beings are created purely for their practical qualities which are of use to humans, and as such are
  treated as magic items rather than monsters. Some vivimantic animals are more magical than
  natural, existing without sustenance or air. Others are more akin to natural biological organisms
  and require some kind of sustenance.
  Assassin Bug
  A small mosquito constructed from filigree silver and the internal organs of a specially bred (and
  deadly poisonous) spider. The creature lies dormant when kept in darkness. When brought into
  the light, the mosquito may be presented with the scent of a living creature, activating its predat-
  ory instinct. From this point, the insect will live for 24 hours, during which time it will untiringly
  seek the one whose scent it was imprinted with. The mosquito has a magical instinct which draws
  it in the direction of its target, travelling at a rate of 60' per turn. If it reaches its goal, it will seek
  an area of exposed flesh, land, and inject its deadly poison. The victim must save at -2 or die
  instantly. Like normal mosquitoes, assassin bugs produce a noticeable high-pitched buzzing, which
  may give their presence away.
  Brain Leeches
  When not in use, these normal-looking leeches must be kept in a quantity of blood, which must
  be refreshed on a weekly basis. Their magical function is revealed when they are placed on the
  skull of a living creature. The leeches attach immediately and begin sucking blood from the victim.
  Over a period of one week, the leeches work their way into the victim's flesh, boring small holes
  into its skull, exposing the brain, from which they begin to feed. Left to their work for a further
  week, the leeches completely drain the victim's memory before dying. An intelligent being put
  under the leeches can be thus rendered defenceless and pliable.
  Magic Items
  72
  
  Cerebral Spider
  A hideous-looking arachnid with yellowish grey, spindly, hairless limbs, distended mandibles and
  an abdomen tipped with a gruesome, prehensile spine. When allowed to settle upon the shaven
  crown of an intelligent creature's head, the spider's sinister instinct is activated. It plunges its
  abdominal spine into the subject's skull at the base of the neck, and over the coming days injects
  fluids which cause the brain to become entwined with a complex latticework of webbing. Once
  attached in this manner, the spider will lay completely immobile on the skull of the subject,
  becoming joined with its host in symbiosis. The presence of the spider and its webbing has the
  effect of protecting the subject from telepathy and mind reading, effectively scrambling thoughts
  so as to make them incomprehensible to outside observation. It also grants a +2 bonus to saves
  against other forms of mental attack, including psionic powers. In return for this boon, the spider
  drains the energy of one particular emotion from the host, effectively rendering the host incapable
  of feeling this emotion. Examples include: lust, love, hatred, greed, compassion, and so on.
  Lockroaches
  Appearing somewhat like brass stick-insects, these creatures are a hybrid of insect and clockwork.
  They need no sustenance, and if left to their own devices will slowly creep into crevices and dark
  places. When the mandibles of a lockroach are placed inside a keyhole, its magical function activ-
  ates. The creature's forelegs and mouth-parts act as lock-picks of fantastic efficiency, opening any
  mechanical lock in the space of a single round. After fulfilling its function, the creature dies.
  Swarm of Antiquity
  Typically contained in a small ceramic jar, this swarm of hundreds of tiny, black, ant-like insects lie
  in a dormant state until released. When the jar is opened and an object is placed at its aperture,
  the insects come to life, swarming onto the object with which they are presented. Over the course
  of one turn, the insects explore the totality of the object's surface. Having completed their ana-
  lysis, the insects perform a series of intricate movements of legs and antennae, which can be
  interpreted by a vivimancer with a magnifying glass and the correct training. The dance of the
  swarm indicates the age of the object, and the last time it was touched by another living creature,
  both accurate to within 1%. A swarm can be used 1d10 times before it dies.
  Swarm of Translation
  Placed upon written material, this swarming collection of tiny black mites is capable of translating
  the text into a language understood by the vivimancer who commands them. The mites scuttle
  over the writing, producing a faintly audible translation by means of their clicking mandibles. They
  can “read” at a rate of approximately 100 words per turn. The swarm requires little sustenance,
  but must be fed one sheet of parchment per week. Each time the mites are used to translate, there
  is a 5% chance of them dying during the process.
  Swarm of Wound Suturing
  Unnaturally ravenous and highly carnivorous, these inch-long beetles consume one “ration” of
  food per day. They must be kept in a sealed container, for their instinct is to disperse in search of
  prey. To one who opens their container, they present a frightening sight – snapping mandibles
  raised viscously and legs scuttling in a bid for freedom. Indeed, given the opportunity, they will
  attack living beings and consume their flesh. The beetles' beneficial – and magical – behaviour is
  only observed when they are placed onto an open wound (a somewhat fraught procedure). The
  beetles proceed to close the wound, biting it shut with their powerful jaws. This procedure heals
  2d6 hit points of damage caused by cutting or piercing attacks. The beetles die once used.
  Magic Items
  73
  
  Worm of Poison Absorption
  A 6' long, purplish tapeworm, which must be kept sedated in a vat of acid when not in its natural
  environment (the humanoid gut). Extracted from its acidic resting place and presented with a suit-
  able gullet, the creature comes to life, attempting to writhe its way into the intestines of the sub-
  ject. This process is extremely unpleasant for the subject, and almost invariably causes vomiting
  and sickness. Once the worm is in place, the subject benefits from its metabolic protection,
  becoming immune to ingested poison while the worm lives. Each time the subject consumes a
  poison, there is a 1 in 4 chance of the worm expiring. While the worm lives, the subject must eat
  twice the usual amount of food per day in order to avoid starvation.
  Eggs and Seeds
  Egg of Life
  Magical eggs which come in many shapes and sizes. When an egg of life is cracked open and its
  contents allowed to fall onto the ground, a chain reaction of magical growth begins. Over the
  course of the following turn, a panoply of life springs into existence within a 120' radius, creating
  a full habitat complete with plants, insects, and small animals. Each egg creates a different type of
  habitat (forest, marsh, grasslands, etc.), as determined by the vivimancer who created the item.
  Note that geological conditions such as soil or water sources are not created or modified by the
  magic of these eggs. Thus, while the plants and animals conjured will theoretically live to their
  natural lifespan and may reproduce, they may perish more rapidly if created in an otherwise hos-
  tile environment.
  Hive Egg
  These fist-sized, translucent white insect eggs have the capability of producing a whole hive of
  giant insects over a short period when buried in the earth. The process of hatching and growth
  takes a total of 1d6 rounds, producing a large hive structure along with 2d10 individuals. The
  type of insect produced is determined randomly using the following table.
  1d10
  Hive Type
  Page Reference
  1-2
  Giant ants
  LL p.63
  3-4
  Giant killer bees
  LL p.65
  5
  Fire beetles
  LL p.65
  6
  Giant centipedes
  LL p.68
  7
  Giant carnivorous flies
  LL p.75
  8
  Giant ticks
  AEC p.138
  9-10
  Giant wasps
  AEC p.140
  Hut Seed
  A normal-looking pine-cone which has the wondrous power to produce a dwelling when planted
  into moist soil. The moisture and nutrients of the soil activate the cone's magic, causing the rapid
  growth of a series of needled branches which, over the course of one turn, form into a small hut-
  like construct. The seed hut is proof against all naturally occurring weather conditions, providing a
  cosy interior with approximately a 10' cubed area of space. Once grown, the seed hut is rooted to
  the spot where it was planted and cannot be relocated. It is now a permanent construct.
  Magic Items
  74
  
  Laboratory Equipment
  High-level vivimancers often spend much of their time in their laboratories. It is thus unsurprising
  that their research sometimes leads to the production of magical items to aid in laboratory proced-
  ures. Magical vats are found in a range of sizes, the size determining the eventual Hit Dice of
  creatures which can be grown inside it. A vat found as treasure will be capable of containing
  creatures of up to 2d8 Hit Dice.
  Apparatus of Organ Transference
  This complicated mechanical apparatus takes the form of a pair of thrones placed back-to-back,
  surrounded by a macabre array of retractable brass arms, tipped with scalpels, grippers, suction
  cups, catheters, and specula. Living subjects placed in the apparatus can be subject to the organ
  transference spell (or the greater version), controlled by the operating vivimancer. The apparatus
  can also be configured to perform an automatic procedure, without human direction. In this way,
  it is possible for a vivimancer to transfer organs to or from his own body, including the brain.
  Brain Vat
  Made from thick glass of very high strength, these small vats have the power to maintain a single
  brain in a state of perfect preservation. A fresh brain can be immersed in the vat's liquid and the
  lid tightly sealed. The housed brain will survive indefinitely in a state of suspended animation and
  can be revived at a later date with the use of further magic (the greater organ transference spell,
  for example).
  More advanced brain vats are found occasionally, which keep the housed brain in a conscious
  state and transmit aural and visual sensations through the glass of the vat into the sensorium.
  Twin Vat
  An exquisitely crafted vat of delicate green crystal, this item enhances procedures of vat-growth by
  producing two identical beings at the same time. There is a 2 in 6 chance of the twinned
  creatures having a mutual telepathic link, and a 3 in 6 chance of their fates being intertwined,
  such that if one dies, the other will die also.
  Vat of Accelerated Growth
  A vat of reinforced brass, with only a small dark window into the liquid-filled interior. This item
  makes use of an experimental and dangerous “hot synthesis”, and can be used to perform any vat
  procedure in 50% of the usual time. There is, however, a 10% chance of the contained creature
  dying during the procedure and a 5% chance of the vat exploding during use.
  Vat of Continual Growth
  The pinnacle of vat-synthesis, this item allows a vivimancer to produce a series of identical
  creatures in an ongoing procedure of vat growth. Using this vat has two effects. Firstly, the time
  required by the spell vats of creation (either lesser or greater version), is reduced by one-third.
  Secondly, once a creature emerges from the vat, the vivimancer has the option of continuing the
  process, producing another identical creature. The growth of subsequent creatures is randomly
  determined according to the usual duration of the spell which was originally cast, but is also
  reduced by 33%. The vivimancer may choose to continue this process indefinitely, the only limita-
  tion being the time required to maintain the laboratory process. In this way, vivimancers some-
  times produce armies of minions. This vat requires unusually expensive fluids and fuels for its
  functioning, adding a cost of 200gp per month of use.
  Magic Items
  75
  
  Lenses
  Optic lenses harvested from the eyes of vat-crafted chimera, these items are found in wide variety,
  from marble-sized to cyclopean. Looking through these lenses, or allowing light to pass through
  them, activates arcane powers. Lenses may occasionally be found set in rings, crowns, or pieces
  of jewellery.
  Like all vivimantic items, the magic imbued in lenses allows them to retain some of the features of
  living organisms.
  Lens of Biological Detection
  Always found in pairs, these small green lenses must be placed over the eyes. They reveal the
  world wreathed in a green mist with biological organisms haloed in yellow. The capability of the
  lenses is such that the outlines of organisms are visible even through inorganic matter up to 1'
  thick. If looking through one lens only with the second eye uncovered, the viewer's brain is bom-
  barded with strobing energies – a save versus spells is required to prevent insanity (per the spell)
  lasting 1d4 days.
  Lens of Blinding
  A small, white, glistening lens with a dull light at its core. The lens emits a blinding flash when
  anyone except its rightful owner looks upon it. Onlookers within 20' must save versus spells or be
  permanently blinded. Even those who make the save are blinded for 1d6 turns. These lenses are
  sometimes used as traps to protect hidden valuables.
  Lens of Observation
  A pair of thin violet lenses which gently pulsate with a soothing warmth. Looking into one of the
  pair of lenses allows sight through the other. Cunning use of these lenses can enable various
  forms of intrigue, spying, or communication.
  Lens of Perpetual Radiance
  Unlike the other magical lenses described, this item is in fact constructed from many thousands of
  individual eyes, in this case the iridescent compound eyes of insects. The lens is in the shape of a
  disc 2' in diameter. The countless surfaces of the lens, each an individually placed compound eye,
  produce a shimmering light possessing the natural qualities of daylight. In this way, the lens can
  be used to sustain plant life in locations where no natural light penetrates. A single lens of per-
  petual radiance is sufficient to illuminate an area of up to 100' radius.
  Lens of Sublime Refraction
  Fist-sized lenses of a milky hue, covered in a warm oily liquid, these lenses gather and refract light
  from atypical angles. Looking through the lens and aligning it correctly, the viewer is able to see
  around corners and through small holes. The maximum range of vision using this lens is 60'.
  Lens of Subtle Sight
  This lens redirects any light which hits its surface into the optic nerve of one who holds it, essen-
  tially enabling sight via organs other than the eye. The lens must be in direct contact with the
  user's flesh in order to function. Lenses of subtle sight are typically palm-sized and of an azure
  hue, flecked with brown. Every time a lens of subtle sight is used, there is a 1 in 6 chance of it
  permanently embedding itself in the flesh of the user.
  Magic Items
  76
  
  Lens of the Sub-World
  A tiny black lens no larger than a fingernail, this object has the power to reveal biological matter
  on the smallest scale. Vivimancers trained in its use are thus able to study samples of living tissue
  in order to identify species or to diagnose disease.
  Lens of Transparent Revelation
  These clear, 1' diameter lenses scintillate with rainbow hues that ripple across the surface. They
  are extracted from octopoid monstrosities which can only be grown in large vat-pools. Looking
  through this lens, the internals of solid objects are revealed, allowing their form to be studied.
  Objects larger than 2' cannot be fully penetrated by this lens' sight.
  Plants and Fungi
  Similar to the animals described earlier, some vivimantic magic items are actually living plants.
  Blood Tree
  This 12' tall tree appears to be a hybrid between plant and animal. From a distance it looks like a
  normal tree, bedecked with exotic yellow flowers. It is only upon close inspection that one may
  notice that the tree is actually covered in a network of blood vessels. Indeed, if the tree's flesh is
  cut, it will bleed just like an animal.
  Once per month a blood tree produces a single mango-like fruit with remarkable properties. Like
  the tree which produced them, the fruits have strange animal-like qualities: they are warm to the
  touch, throbbing with blood vessels. When consumed (a gruesome, bloody affair), the fruits of the
  blood tree are able to magically heal 1d6+1 hit points.
  Mind Fungus
  Reminiscent of a fist-sized human brain, a single specimen of this species of robust magical mush-
  room is the fruit of a lengthy procedure of growth under carefully controlled conditions. The
  mushrooms must be grown on a medium of neural matter, and are fed a solution of magically
  treated spinal fluid. A character who consumes one of these rare fruits gains a permanent +1
  bonus to INT, but must also roll a side-effect on the following table, as the psychic echoes of the
  minds which fed the fungus interact with the character's neural structure.
  1d10
  Side-Effect
  1-2
  None
  3
  -1d3 WIS
  4
  -1d3 CHA
  5
  Re-roll WIS (3d6)
  6
  Re-roll CHA (3d6)
  7
  Alignment change – randomly determined (roll again if no change)
  8
  Insanity (as per the 4th level spell)
  9
  Radical personality change
  10
  Memory warp – long periods of the character's memory are either erased or
  replaced with events which did not occur (50% of each)
  Magic Items
  77
  
  Safe Tree
  Squat, bulbous trees, with slightly transparent succulent leaves, these magical plants are some-
  times found in large pots in inconspicuous locations in the manses of powerful vivimancers. Safe
  trees grow and thrive just as normal trees, having but a single magical property, activated by a
  command word known to their creator. When the command word is spoken, the bark of the tree's
  trunk peels back, and its flesh divides, revealing an inner cavity in which objects can be secreted.
  A repetition of the command word causes the cavity to close once more, leaving no clue as to its
  existence.
  Screaming Mandrake
  A gnarled, 6” long root segment with a somewhat humanoid semblance. The mandrake's deadly
  power is the subject of many folk tales and is greatly feared. When planted under the light of the
  moon, the root comes to life and begins slowly to grow. Thenceforth, if the root is in any way dis-
  turbed (such as by digging or uprooting) it begins to scream, emitting a horrifying shriek audible to
  all within 60'. Those hearing the mandrake's scream must save versus death or perish. The
  screaming persist for 1d6 turns after the mandrake was disturbed, after which it dies.
  Spying Mandrake
  This mandrake root can be distinguished by the distinctly ear-like whorls which are found here and
  there on its gnarled form. When planted under the light of the moon, the mandrake begins to
  slowly grow and to listen. It hears and remembers all that is spoken within 30' of its resting place.
  If, at a later date, it is dug up, the mandrake will report what it has heard, speaking in a faint high-
  pitched whisper. Depending on the location in which it was planted, the mandrake's story may
  take some time to recount – it is mindless and cannot answer specific questions, merely reprodu-
  cing the words it has heard.
  Potions, Salts, Salves, and Solvents
  Philtre of Infertility
  Perhaps originally invented by accident or as a result of an experiment gone awry, this sweet
  transparent liquid has the ability to render one who imbibes it completely and permanently infer -
  tile. Imbibed in smaller quantities, however, the sterilising effect is only temporary, having a dura-
  tion of two weeks. It is for this purpose which this potion is sometimes deliberately brewed. A
  single dose of this philtre is sufficient to make one creature infertile permanently or for 2d6 tem-
  porary uses.
  Potion of Miraculous Fecundity
  A rare and extremely potent substance whose process of manufacture is obscure and complicated,
  this potion imbues one who drinks it with a remarkable and somewhat grotesque reproductive
  capability. A dose of this substance grants a creature the ability to produce offspring which will
  mature and be born within the space of a single turn. The potion also grants the ability to breed
  with any species, producing hybrid creatures. The effects of the potion last 24 hours, quite long
  enough for the affected creature to produce a large number of odd offspring.
  Magic Items
  78
  
  Salts of Desiccation
  A coarse grey salt, this substance causes the dehydration of living tissue at a frightening rate. To
  use this substance safely, the vivimancer must take protective measures – putting one's hand into
  a quantity of these salts causes a rapid desiccation, leaving the member crippled. Applied to the
  body of a living or recently dead creature, the salts cause the subject to wither to a dried husk one-
  third of its natural size. The application takes one turn. Curiously, living creatures that are desic-
  cated can be returned to life by immersion in water for 24 hours.
  Salts of desiccation are typically found in a quantity sufficient for use on 1d6 human-sized targets.
  Salve of Repulsion
  Applied to an item or area, this oily balm produces a pungent aroma which can be smelled up to
  120' away, air circulation permitting. There are many different varieties of this salve, as each tar-
  gets a single species. Creatures of the target species when smelling the aroma of the salve must
  save versus spells or do all they can to leave the vicinity of the protected object. Those who suc-
  ceed the saving throw may venture closer to the object, but only by force of will, and suffer a -2
  penalty to attack rolls and saving throws while in the affected area.
  A jar of this salve contains enough for 1d4 doses. The effects of a dose wear off after 1d6 hours.
  Solvent of Androgyny
  Applied to the body of a living creature, this oily white solvent causes an agonising process of
  flesh melting and transfiguration over the course of 1d6 turns. Three varieties of the solvent are
  found with the following different effects – changing the sex of the subject, causing the subject to
  become sexless, transforming the subject into a true hermaphrodite. All effects are permanent.
  Solvent of Essential Distillation
  Distilled from the sap of a rare and delicate species of cactus, this fizzing, caustic substance is
  found in very small quantities (1d20 drops). A single drop, applied to the flesh of a living organ-
  ism, is enough to progressively reduce the being to a pool of protoplasm. The plasm must then be
  boiled away, leaving behind a dark red, viscous residue. When a second drop of the solvent of
  essential distillation is applied to this residue, the reverse process occurs – the original creature is
  reformed. Both plasmafication and reintegration take 1d6 rounds. The residue of a plasmafied
  creature can also be used with spells such as replicate life-form or clone.
  Solvent of Neural Crystallisation
  A transparent, etheric liquid, close to vaporisation under normal conditions, this substance must
  be kept in an air-tight vessel until used. The brain of a sentient being, when placed in a quantity
  of several pints of this fluid, dissolves over a period of several hours. When the liquid has fully
  evaporated, a set of fine crystalline wafers remains. By shining different coloured lights at various
  angles through these crystal sheets, the sum experience of the being's life is projected as words
  and imagery. Given patience and time, any fact about the being's life may be discovered.
  Solvent of Nutrient Recapture
  A thin, acidic fluid of bright green hue, this substance is distilled from specially bred species of
  magical algae. The solvent works to disintegrate biological matter (either living or recently dead) at
  a cellular level, producing a protoplasmic nutrient slime. This slime can be used to feed processes
  of vat growth, reducing the growth time by one day for each Hit Die of matter dissolved.
  The solvent is usually found in quantities sufficient for dissolving 4d6 Hit Dice of living tissue.
  Magic Items
  79
  
  Staves and Wands
  In addition to the wand of polymorphing (described in Labyrinth Lord), the following vivimantic
  wands may be found in treasure hoards.
  Staff of Flesh Dissolution
  This 6' long staff is crafted from a single bone, taken from the skeleton of a large creature, and
  treated by various arcane procedures which bestow it with magical properties and make it com-
  pletely transparent. The staff has two uses. Firstly, its charges can be used to instantly liquefy the
  flesh on a corpse, leaving a clean skeleton behind. Corpses thus affected can no longer be raised
  by the clerical raise dead spell. Secondly, the staff can be used in combat. The expenditure of
  three charges and a successful attack roll force the victim to save versus death or have its flesh
  instantly liquefied.
  Wand of Dissolving
  This wand is a semi-living twig from a tree which was magically raised and nourished solely on the
  plasma of human blood. The wand's charges can manifest an effect causing living matter to dis-
  solve. A non-magical creature of any size struck by the wand's ray is instantly reduced to proto-
  plasm. As the wand is partly alive, it needs to drink a saucer of blood each day.
  Wand of Muscle Control
  A grotesque length of throbbing gristle, formed from the magically entwined tendons and liga-
  ments of giant birds and insects, this wand contains charges allowing the 1st level muscle control
  spell to be cast. Two charges can be spent to cast the 3rd level paralysis.
  Wand of Spasms
  A cursed wand, similar in appearance to the wand of muscle control. When touched, the wand
  melds with a magic-user's hand, replacing one of his fingers. In addition to its hideous appear-
  ance, the wand causes its owner to be wracked by spasms when casting spells. Mostly these
  spasms are merely inconvenient, but 10% of the time they cause the victim to fall writhing to the
  ground for 1d6 rounds.
  Cutting the wand from the victim's body is potentially fatal (save versus death). It can only be
  safely removed with remove curse or similar magicks.
  Magic Items
  80
  
  Appendix I. Psionic Powers
  Several vivimancer spells grant psionic abilities to a subject. The following simple system of
  psionic powers may be used, unless the Labyrinth Lord already has a preferred rules set.
  1. Telepathy: Allows language-transcendent, mental communication with a target within 100'.
  Communication can be maintained as long as the character concentrates.
  2. Mind Control: With deep concentration (no moving or other actions), the character is able
  to completely control the actions of a target of equal or lesser Hit Dice. The target can save versus
  spells to resist.
  3. Telekinesis: The character can move objects or creatures up to 20lbs per level with her
  mind. The target can be moved up to 20' per round, for up to one round per level. Creatures may
  save versus spells to resist being moved.
  4. ESP: The character can detect the presence of sentient minds within 60', and with a turn of
  concentration is able to tune in and read the surface thoughts of one target in range. Lasts for one
  turn per 3 levels of the character. ESP is blocked by stone or lead.
  5. Psionic Blast: A blast of mental energy which can disrupt the neural structure of a target
  within 60'. Causes 1d4 damage per level of the character, save versus spells for half.
  6. Suggestion: A subtle mind trick that lends persuasive power to the character's words.
  Affects up to two Hit Dice of targets per level. The targets must save versus spells or obey the
  character's command for up to 2d4 rounds.
  7. Mind Probe: Placing her hands on the target's temples, the character can delve into the
  other's mind and look for the answer to one question per round. The target can save versus spells
  to resist each round of probing. The power lasts for one round per level.
  8. Clairsentience: The character can see or hear (not both) through the senses of another
  being within 100'. The power lasts as long as the character concentrates fully.
  9. Precognition: Grants insight, extending one or two minutes into the future, regarding what
  would happen to the character if he or she were to take a specified action.
  10. Mental Barrier: Protects against all psionic powers, as well as mind-affecting spells such
  as charm person or suggestion, and similar magical effects. The power does not require concen-
  tration and lasts for one turn per level of the character.
  Appendix I. Psionic Powers
  81
  
  Appendix II. Mutations
  This appendix contains random tables which may be used to determine the result of a process of
  mutation. They may be used alone or in conjunction with any other mutation tables which the
  Labyrinth Lord wishes to use (for example, those found in Mutant Future).
  To determine the result of a mutation using these tables, the player should first roll on the Type
  of Mutation table. This then indicates that one or more further rolls should be made on the
  Body Part / Change in Form or Function table, in order to determine the exact body parts
  which are affected, and in what manner. Separate tables exist for animals, fungus, and plants.
  Many possible combinations of results are possible using these tables. The exact interpretation of
  the effects, including any possible benefits or downsides, is left to the creativity of the Labyrinth
  Lord and players. Some results may be clearly beneficial or detrimental, while others may be just
  weird or absurd. Sometimes the tables may indicate completely inapplicable results or a null result
  (for example a leg replaced with a leg). In such cases, the mutation should simply be re-rolled.
  Example mutations (using the animal tables):
  1.
  The player first rolls a 2 (“body part replaced with another”). This indicates that two
  rolls should be made on the Body Part table, the first to determine which body part is
  replaced and the second to determine what it is replaced with. A roll of 12 indicates
  that the creature's nose is replaced and a roll of 8 indicates that it is replaced with a
  head. The players interpret this as meaning that, in place of a nose, the creature has a
  tiny replica of its own head with normally functioning miniature eyes, ears, mouth, etc.
  This may be recursive – the nose of the miniature head may in turn be replaced with an
  even smaller head...
  2.
  The initial roll comes up 11 (“additional body part with modified form or function at
  location of another”). The player must roll once on the Body Part table to determine
  what new body part has appeared, once on the Form or Function table to determine
  in what way the new body part is unusual, and once more on the Body Part table to
  determine the location of the new body part. A roll of 3 indicates that a new brain has
  developed. A 5 indicates that the brain is ultrasensitive while a 4 indicates that it is loc-
  ated in the ear region. The players interpret this as meaning that the creature's brain
  has divided into two with the additional neural matter protruding out of its ears. The
  creature is thus deaf and at severe risk of brain damage due to its exposed second brain.
  It is however also highly intelligent.
  Special* Traits
  The change in form or function tables  have  entries marked with  an asterisk,  denoting
  “special” qualities. This indicates that the affected body part has some unusual, perhaps
  supernatural, function. Some examples of the kind of trait which is possible: emitting light or
  darkness,  colour changing (possibly adaptive),  exceptional  heat  or  coolness,  discharging
  strong  scents,  exuding  poison,  spinning  webs,  producing  unusual  sounds,  being  partly
  ethereal, and so on.
  Appendix II. Mutations
  82
  
  Animal Mutations
  1d20
  Type of Mutation
  1
  Body part missing.
  2-3
  Body part replaced with another.
  4-6
  Body part changes places with another.
  7-8
  Body part moved to location of another.
  9-10
  Additional body part at location of another.
  11-12
  Additional body part with modified form or function at location of another.
  13-17
  Form or function of body part changes.
  18
  Body part replaced by a fungus or plant body part (use appropriate table).
  19
  Body part augmented by a fungus or plant body part (use appropriate table).
  20
  Roll twice.
  1d20
  Body Part
  Change in Form or Function
  1
  Anus
  Shrivelled, wasted, useless, or non-functioning.
  2
  Arm
  Grotesque, bestial, or monstrous.
  3
  Brain
  Lengthened.
  4
  Ear
  Thickened or bloated.
  5
  Eye
  Ultrasensitive.
  6
  Foot
  Enhanced strength.
  7
  Hand
  Retractable or prehensile.
  8
  Head
  Duplicated or bifurcated.
  9
  Internal organs**
  Stunted or shrunken.
  10
  Leg
  Insensitive.
  11
  Mouth
  Disproportionate – other body parts reduced in relation.
  12
  Nose
  Odd colouration.
  13
  Sexual organs
  Transparent.
  14
  Skin
  Enhanced flexibility.
  15
  Spine
  Inverted or reversed.
  16
  Tail
  Of another species.
  17
  Tentacle
  Extravagantly decorative.
  18
  Tongue
  Dense hair, fur, spines, scales, or feathers.
  19
  Torso
  Bald.
  20
  Wing or fin
  Special*
  ** Either a specific organ or the internal organs in general may be affected. Specific organs
  may include: heart, blood vessels, lungs, kidneys, liver, intestines, stomach, etc.
  Appendix II. Mutations
  83
  
  Fungus and Plant Mutations
  1d20
  Type of Mutation
  1-4
  Body part missing.
  5-12
  Form or function of body part changes.
  13-16
  Body  part  replaced  by  a  human,  animal,  fungus,  or  plant  body  part  (use
  appropriate table).
  17-19
  Body  part  augmented  by  a  human,  animal,  fungus,  or  plant  body  part  (use
  appropriate table).
  20
  Roll twice.
  1d12
  Fungus 
  Body Part
  Plant
  Body Part
  Change in Form or Function
  1
  Cap
  Flowers or pollen
  Extravagantly decorative.
  2
  Mycelium
  Fruit
  Odd colouration or pattern.
  3
  Spores
  Leaves
  Unusual  texture  –  slimy,  wrinkled,  abrasive,
  furry, etc.
  4
  Stem
  Roots
  Mobile.
  5
  Cap
  Seeds
  Reminiscent of a human or animal body part
  (use animal table).
  6
  Mycelium
  Stem
  Duplicated or bifurcated.
  7
  Spores
  Flowers or pollen
  Emits unusual sound or scent.
  8
  Stem
  Fruit
  Disproportionate – other body parts reduced in
  relation.
  9
  Cap
  Leaves
  Possesses  an  unusual  sense  –  sight,  hearing,
  heat sensitivity, motion sensitivity, etc.
  10
  Mycelium
  Roots
  Shrivelled, wasted, useless, or non-functioning.
  11
  Spores
  Seeds
  Special*
  12
  Stem
  Stem
  Special* quality granted to anyone consuming
  the body part.
  Appendix II. Mutations
  84
  
  Appendix III. Basic Spells
  The following alternative spell list, with twelve spells per level, may be used by groups who prefer
  magic-users to have a more limited selection of spells, in-line with the basic Labyrinth Lord game.
  1st level
  1. Bonewarp
  2. Elasticity
  3. Flesh shape
  4. Meld flesh
  5. Muscle control
  6. Mutate breed
  7. Pheromone surge
  8. Read magic
  9. Skin transformation
  10. Sleep
  11. Speak with animals
  12. Spore cloud
  2nd level
  1. Adapt appendage
  2. Arcane sight
  3. Clone plant or animal
  4. Face absorption
  5. Insect messenger
  6. Instinct
  7. Nauseating stench
  8. Pair bonding
  9. Transparency
  10. Venom
  11. Water breathing
  12. Web
  3rd level
  1. Accelerated reproduction
  2. Anthropomorphism (rev.)
  3. Appendage growth
  4. Cannibalize
  5. Divide body
  6. Gelatinous transformation
  7. Genetic location
  8. Mutagen
  9. Overgrow (reversible)
  10. Paralysis
  11. Revert biology
  12. Vats of creation
  4th level
  1. Animate vegetation/fungus
  2. Chimera I
  3. Clone monster
  4. Fungal zombie
  5. Insanity
  6. Mind slave
  7. Plant symbiosis
  8. Polymorph others
  9. Polymorph self
  10. Speak with plants/fungus
  11. Spore blast
  12. Wall of ooze
  5th level
  1. Animal growth
  2. Anti-plant shell
  3. Devolution
  4. Divide mind
  5. Immunity to poison
  6. Nature's secrets
  7. Psionic awakening
  8. Regeneration
  9. Transfer pregnancy
  10. Vats of regeneration
  11. Venomous blood
  12. Wall of thorns
  6th level
  1. Anti-animal shell
  2. Charm plants & fungus
  3. Chimera II
  4. Flesh blast
  5. Impregnate
  6. Life cycle
  7. Organ transference
  8. Repel wood
  9. Synaptic reprogramming
  10. Transformative pupation
  11. Vats of reincarnation
  12. Virus
  7th level
  1. Genetic memory
  2. Genetic spell encoding
  3. Infestation
  4. Instant adaptation
  5. Mind mask
  6. Parasitic implantation
  7. Regeneration, greater
  8. Replicate life-form
  9. Spark of life
  10. Vats of creation, greater
  11. Wall of claws
  12. Xenogamy
  8th level
  1. Chimera III
  2. Clone
  3. Explosive growth
  4. Genetic conduit
  5. Genetic resequencing
  6. Mass devolution
  7. Neural absorption
  8. Organ transfer., greater
  9. Regenerative pupation
  10. Shape change
  11. Stabilize mutation
  12. Survival of the fittest
  9th level
  1. Artificial intelligence
  2. Cannibal holocaust
  3. Clone self
  4. Creeping doom
  5. Dispersed mind
  6. Extraordinary regeneration
  7. Extinction
  8. Genesis
  9. Immortality
  10. Mutagenic zone
  11. Progeny
  12. Temporal stasis
  Appendix III. Basic Spells
  85
  
  Open Game License
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  System Reference Document Copyright 2000,  Wizards  of  the
  Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams,
  based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of
  the  Coast,  Inc.;  Authors Jonathan  Tweet,  Monte Cook,  Skip
  Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
  based on original material by E. Gary Gygax and Dave Arneson.
  Modern  System  Reference  Document  Copyright  2002-2004,
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
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  Open Game License
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  Christopher Perkins, Rodney Thompson, and JD Wiker, based on
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
  Baker,  Peter  Adkison,  Bruce  R.  Cordell,  John  Tynes,  Andy
  Collins, and JD Wiker.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll
  Lord Games; Authors Davis Chenault and Mac Golden.
  Cave  Cricket  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  Authors  Scott  Greene  and  Clark
  Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, copyright 2002,
  Necromancer  Games,  Inc.;  Author  Scott  Greene,  based  on
  original material by Gary Gygax.
  Fly,  Giant  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  Author  Scott  Greene,  based  on
  original material by Gary Gygax.
  Golem,  Wood  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; Authors  Scott Greene and Patrick
  Lawinger.
  Kamadan  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  Author  Scott  Greene,  based  on
  original material by Nick Louth.
  Rot  Grub  from  the  Tome  of  Horrors,  Copyright  2002,
  Necromancer  Games,  Inc.;  Authors  Scott  Greene  and  Clark
  Peterson, based on original material by Gary Gygax
  Labyrinth Lord TM Copyright 2007-2009, Daniel Proctor. Author
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  Darwin's World Copyright 2002, RPGObjects; Authors Dominic
  Covey and Chris Davis.
  Mutant Future TM Copyright 2008, Daniel Proctor and Ryan
  Denison. Authors Daniel Proctor and Ryan Denison.
  Aerial  Servant  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  authors  Scott  Greene  and  Clark
  Peterson, based on original material by Gary Gygax.
  Axe  Beak  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
  original material by Gary Gygax.
  Brownie  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Demon: Juiblex  „The Faceless Lord” (Demon Lord) from  the
  Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
  author Scott Greene, based on original material by Gary Gygax.
  Demon: Orcus (Demon Prince of Undead) from the Tome of
  Horrors,  copyright  2002,  Necromancer  Games,  Inc.;  authors
  Scott Greene and Clark Peterson, based on original material by
  Gary Gygax.
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
  original material by Gary Gygax.
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
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  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
  original material by Gary Gygax.
  Ear  Seeker  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  authors  Scott  Greene  and  Erica
  Balsley, based on original material by Gary Gygax.
  Eel,  Electric  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene.
  Eye of the Deep from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Floating  Eye  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Frog, Monstrous from  the Tome of  Horrors,  copyright 2002,
  Necromancer  Games,  Inc.;  authors  Scott  Greene  and  Clark
  Peterson, based on original material by Gary Gygax.
  Frog,  Monstrous  Killer  from  the  Tome  of  Horrors,  copyright
  2002, Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Gas  Spore  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  authors  Scott  Greene  and  Clark
  Peterson, based on original material by Gary Gygax.
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; author Scott Greene, based on original material by
  Andrew Key.
  Groaning  Spirit  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  authors  Scott  Greene  and  Clark
  Peterson, based on original material by Gary Gygax.
  Hippocampus  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer  Games,  Inc.;  authors  Scott  Greene  and  Erica
  Balsey, based on original material by Gary Gygax.
  Jackalwere  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene based, on original
  material by Gary Gygax.
  Leprechaun  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene based on original
  material by Gary Gygax.
  Lurker  Above  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Piercer from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; authors Scott Greene and Clark Peterson, based on
  original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax,
  Slug,  Giant  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Strangle  Weed  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Tick,  Giant  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Trapper from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; author Scott Greene, based on original material by
  Gary Gygax,
  Turtle, Giant Snapping from  the Tome  of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Green, based on
  original material by Gary Gygax.
  Wind  Walker  from  the  Tome  of  Horrors,  copyright  2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax,
  Yeti from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; author Scott Green, based on original material by
  Gary Gygax.
  Advanced  Edition  Companion,  Copyright  2009-2010,  Daniel
  Proctor. Author Daniel Proctor.
  Theorems & Thaumaturgy, Copyright 2012, Gavin Norman.
  The Complete Vivimancer, Copyright 2014, Gavin Norman.
  END OF LICENSE
  Open Game License
  87
  
  Why let necromancers have all the fun?
  Tended by a legion of mindlessly loyal clones, abominable new life ferments in  
  the vats of the vivimancer's laboratory. In prison cells nearby, experimental  
  subjects are kept bound and drugged, ready for the moment of the monster's  
  birth, the first chosen to receive its genetic seed. Meanwhile, the master's  
  mind is elsewhere, immersed in the strange sentience of nature, watching  
  through every insectoid eye, listening for the secrets whispered by spiders.
  Expert of cloning, cross-breeding, flesh warping, genetic meddling, neural 
  manipulation, and vat growth; master of mind slaves, mutants, symbionts, 
  parasites, and viruses. The vivimancer is a perverter of nature, a magician 
  whose focus is the manipulation of life to his or her own ends.
  This supplement contains:
  •
  The complete vivimancer spell selection – everything in one place, 
  with no need to cross-reference other rule books.
  •
  Over 130 new spells for Labyrinth Lord campaigns.
  •
  Spell lists suitable for both basic and advanced play.
  •
  42 new magic items produced by the arts of bio-sorcery.
  •
  Guidelines for constructing and maintaining a research laboratory.
  •
  Mutation tables for animals, plants, and fungi.
  •
  Quick psionics rules.
  Warp your campaign with the addition of the vivimancer as a player character 
  class or a surprising and devious enemy. Alternatively, simply raid the new 
  spells and magic items for use by existing magic-user characters.
  Suitable for use with Labyrinth Lord  and other old-school adventure games.
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Classes/LL - The Complete Vivimancer.pdf