TEXT:  
  1 
   
   
  The 
  Thaumaturgic 
  Codex III 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  2 
   
  The 
  Thaumaturgic Codex 
  III 
  Credits 
   
  Design and Development: Lahn J. Ogre 
  Graphic Design: Joel Grahn 
  Art: William McAusland and V. Shane  
   
   
  Copyright 2015, Bloodstone Press 
   
  http://www.bloodstone-press.com 
   
   
   
   
  Introduction  
   
  It is not known exactly where Lord Glenshadow found the 
  Thaumaturgic Codex, but in his own memoirs, Chronicles of 
  the Sorcerer Lord, he wrote that it was found “On a lower 
  plane” when he was very young, and that throughout his life it 
  had been a source of frustration, worry, and power.  
   
  The Codex seems to contain an infinite number of spells, but 
  it only reveals twenty of them at a time. Each day when the 
  book is opened it contained twenty random spells. When it is 
  closed those spells vanish and the next day they are replaced 
  with twenty other random spells. Sometimes the spells it 
  contains are mundane or commonplace. Often the spells 
  revealed are already known. But occasionally the Codex 
  reveals rare, unusual secrets… 
   
   
    
   
   
   
   
   
  
   
  3 
   
  Bloat 
   
  School transmutation; Level sorcerer/wizard 4, witch 4 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, F (a small convex mirror) 
  Effect  
   
  Range: Medium (100 ft. +10 ft./level) 
  Target: One creature/level, no two of which can be more than 
  30 ft. apart 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates Spell Resistance yes 
  Description 
   
  While flashing a small, warped mirror and uttering a few 
  arcane words, the caster causes the subjects to become 
  slightly shorter and incredibly obese.  
   
  Creatures affected by this spell have their speed reduced 
  to half and suffer a -2 penalty to attack rolls, AC, and Reflex 
  saves. Subjects also cannot run or charge.  
   
   
   
  Dissipation 
  School conjuration (teleportation); Level sorcerer/wizard 3, 
  summoner 3, witch 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V 
  Effect 
   
  Range long (400 ft. + 40 ft./level) 
  Area 20-ft.-radius spread 
  Duration instantaneous 
  Saving Throw Fortitude half; Spell Resistance yes 
  Description 
   
  This spell uses teleportation magic to scatter some of the 
  subjects’ flesh and tissue to random locations, leaving them 
  with deep wounds. This spell’s energy bursts in a 20 foot 
  radius area, inflicting 1d6 points of damage per caster level 
  (max 10d6) on all subjects within range. Objects are not 
  damaged by this spell.  
   
  This spell can be blocked by spells and effects that prevent 
  teleportation or dimensional travel such as dimensional lock. 
  
   
  4 
   
  Falcon’s Flight  
  School transmutation; Level sorcerer/wizard 9, witch 9 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range Personal  
  Target You 
  Duration 1 hour/level 
  Description 
   
  This spell functions as fly, except the caster can fly at a 
  speed of 80 feet (60 feet if wearing medium or heavy armor, 
  or if carrying a medium or heavy load) with average 
  maneuverability. When using this spell for long-distance 
  movement, 
  you 
  can 
  hustle 
  without 
  taking nonlethal 
  damage (a forced march still requires Constitution checks). 
  This means you can cover 128 miles in an eight-hour period of 
  flight (or 96 miles at a speed of 30 feet). 
   
   
  Foot Race  
  School transmutation; Level druid 2, magus 2, sorcerer/wizard 
  2, witch 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range Close 
  Target One creature/level, no two of which can be more than 
  30 ft. apart 
  Duration 1 minute/level 
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless) 
  Description 
   
  This spell increases your base land speed of all subjects by 
  30 feet. (This adjustment is treated as an enhancement 
  bonus.) There is no effect on other modes of movement, such 
  as burrow, climb, fly, or swim. As with any effect that 
  increases speed, this spell affects the subjects’ jumping 
  distance (see the Jump skill). 
   
   
  
   
  5 
   
  Infuriate 
  School transmutation; Level magus 3, sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (a small piece of hot metal) 
  Effect 
   
  Range Personal 
  Target you 
  Duration 1 round/level 
  Description 
   
  This spell fills the caster with a burning anger that 
  enhances his physical might, but impairs his spell casting 
  abilities. While under the effects of this spell the caster gains a 
  +4 enhancement bonus to all three physical ability scores 
  (Strength, Dexterity and Constitution), but must make a 
  Concentration check (DC 20 + spell level) to cast any other 
  spells. 
   
  Invigorate 
  School transmutation; Level magus 3, sorcerer/wizard 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (bean extract costing 2 gp) 
  Effect 
   
  Range Personal 
  Target you 
  Duration 1 round/level 
  Description 
   
  This spell fills the caster with battle-lust that enhances his 
  physical might and impairs his spell casting abilities. While 
  under the effects of this spell the caster gains a +2 
  enhancement bonus to all three physical ability scores 
  (Strength, Dexterity and Constitution), but must make a 
  Concentration check (DC 10 + spell level) to cast any other 
  spells.  
   
   
  
   
  6 
   
  Kaleidoscopic Strike 
  School illusion (pattern) [mind-affecting]; Level 
  sorcerer/wizard 5, witch 5 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (a prism) 
  Effect 
  Range medium (100 ft. + 10 ft./level) 
  Area 20-ft.-radius burst 
  Duration 1 round plus 1 round per caster level 
  Saving Throw Will partial; see text; Spell Resistance yes 
  Description 
   
  This spell creates a burst of bright scintillating colors and 
  swirling, roiling patterns that can sicken, stagger and kill 
  anyone caught within it. 
   
  Subjects are affected according to their Hit Dice. 
   
  3 HD or less 
  The creature is automatically slain (no save).  
   
   
  4 to 6 HD  
  The creature is allowed a saving throw, but is slain if the 
  save fails. If the saving throw succeeds, the creature is 
  unconscious for 2d4 rounds, then staggered and sickened for 
  1d4 rounds, then sickened for 1d4+1 rounds (Only living 
  creatures are knocked unconscious.) 
   
  7 to 10 HD  
  If the saving throw fails, the creature is unconscious for 
  2d4 rounds, then staggered and sickened for 1d4 rounds, then 
  sickened for 1d4+1 rounds (Only living creatures are knocked 
  unconscious). If the saving throw succeeds, the creature is 
  sickened and staggered for 1d4 rounds then sickened for 
  1d4+1 rounds.  
   
  11 to 14 HD 
  If the saving throw fails the creature is sickened and 
  staggered for 1d4 rounds, then sickened for 1d4+1 rounds. If 
  the saving throw succeeds the creature is sickened for 1d4+1 
  rounds. 
   
  15 or more HD 
  If the saving throw fails the creature is sickened for 1d4+1 
  rounds.  If the save succeeds, the creature is sickened for 1 
  round.  
   
  Sightless creatures are not affected by kaleidoscopic strike.  
  
   
  7 
   
  Rainbow Force  
  School conjuration (creation); Level sorcerer/wizard 5 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range close (25 ft. + 5 ft./2 levels) 
  Target up to 7 willing creatures  
  Duration 10 min./level 
  Saving Throw Fortitude negates (harmless); see text; Spell 
  Resistance yes (harmless) 
  Description 
   
  With this spell the caster imbues up to seven of his allies 
  with magical power, the exact bonuses they gain depend on 
  the color he assigns them. Only one color may be assigned to 
  each individual. Once assigned, the color cannot be changed 
  without casting this spell again. Colors not assigned are lost 
  after the spell casting is completed. The caster may include 
  himself in the group of subjects.  
   
  As each subject is assign a color, their skin, clothing, and 
  equipment takes on various hues of their assigned color.  
   
  As outlined on the table, subjects gain an enhancement 
  bonus to one ability score (except for indigo, which takes a 
  Con penalty). Subjects also gain the ability to project a colored 
  ray that inflicts 1d6 points of energy damage. This ray has a 
  range of close (25 feet + 5 feet per 2 caster levels) and 
  requires a ranged touch attack to be effective. There is no 
  Color 
  Ability 
  Bonus  
  Ranged Attack 
  (1d6) 
  Defense 
  Other Effects 
  Red 
  +4 Str 
  Negative energy 
  DR 2/- 
  All weapons gain the  keen bonus 
  Orange +4 Dex  Fire 
  Fire resistance 10 
  All weapons gain the flaming bonus 
  Yellow 
  +4 Int 
  Electricity  
  Electricity resistance 10 
  All weapons gain the shock bonus 
  Green 
  +4 Con  Poison 
  +2 natural armor 
  Lay hands (4 hp per caster level) 
  Blue 
  +4 Wis  Cold 
  Cold resistance 10 
  All weapons gain the frost bonus 
  Indigo 
  -4 Con 
  Negative energy 
  +2 natural armor  
  and DR 2/- 
  Cast enervation once per 3 caster levels, claw attack (1d6), and 
  frightful presence 10 ft. 
  Violet  
  +4 Cha Acid 
  Acid resistance 10 
  All weapons inflict an extra 1d6 acid damage 
  
   
  8 
   
  saving throw, though creatures may be immune or resistant to 
  the energy type. The poison in this case does not inflict 
  secondary damage. Rainbow warriors also gain a defensive 
  power such as energy resistance, damage resistance, or 
  natural armor.  Subjects of this spell also gain an offensive 
  power such as shocking or flaming enhancements on their 
  weapons, except for the green warrior which gains a lay on 
  hands power that can heal up to 4 hp per caster level. Just as 
  the paladin’s ability, the green warrior can divide her healing 
  among multiple recipients, and she doesn’t have to use it all at 
  once.  
   
  The indigo warrior can cast an enervation spell once per 
  round and can cast one enervation for every three levels the 
  caster of rainbow force has. He also gains claws and a frightful 
  presence with a 10 foot radius and a DC equal to the DC of this 
  spell. On a failed save, the opponent is shaken, or panicked if 
  4 HD or fewer. 
   
  All level dependant spell effects are based on the caster 
  level of rainbow force, not the subject’s level.  
   
   
  Rainbow Ray   
  School illusion (pattern) [mind-affecting]; Level 
  sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range close (25 ft. + 5 ft./2 levels) 
  Effect ray  
  Duration instantaneous  
  Saving Throw Will partial; Spell Resistance yes 
  Description 
   
  This spell causes a colorful ray of rainbow hues to shoot 
  from the caster’s outstretched hand. The caster must succeed 
  at a ranged touch attack to affect the target. A target that fails 
  his saving throw is dazed for 1 round, then confused for 1d4+1 
  rounds, then sickened for 1 hour per caster level. Those who 
  make the saving throw are merely dazzled for 1 round per 
  caster level. 
   
  Sightless creatures are not affected by rainbow ray. 
     
  
   
  9 
   
  Ray of Malaise  
  School necromancy; Level sorcerer/wizard 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range close (25 ft. + 5 ft./2 levels) 
  Effect ray  
  Duration instantaneous 
  Saving Throw Fortitude partial; Spell Resistance yes 
  Description 
   
  This spell causes a black ray to shoot from the caster’s 
  outstretched hand. The caster must succeed at a ranged touch 
  attack to affect the target.  A target that fails his saving throw 
  suffers a -4 penalty to Constitution and is sickened for the 
  duration. Those who make the saving throw suffer a -2 
  penalty to Constitution and are not sickened.  
  Rupture Reality  
  School conjuration (creation); Level sorcerer/wizard 5, 
  summoner 5 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range long (400 ft. + 40 ft./level) 
  Area 20-ft.-radius burst 
  Duration instantaneous  
  Saving Throw Reflex partial; Spell Resistance yes  
  Description 
   
  This spell tears a hole in the fabric of reality, causing an 
  explosion of concussive force and negative cosmic energy. 
  Creatures in the target area who fail the saving throw are 
  knocked prone and nauseated for 1d3 rounds. They also gain 1 
  negative level for ever two caster levels of the spell caster 
  (maximum 7 negative levels).   
   
   
   
  
   
  10 
   
  If the subject has at least as many negative levels as HD, it 
  dies. Each negative level gives a creature a -1 penalty 
  on attack rolls, saving throws, skill checks, ability checks, and 
  effective level (for determining the power, duration, DC, and 
  other details of spells or special abilities). 
   
  Additionally, a spellcaster loses one spell or spell slot from 
  his or her highest available level. Negative levels stack. 
   
  Assuming the subjects survive, they regain lost levels after 
  a number of hours equal to the caster’s class level (maximum 
  15 hours). Usually, negative levels have a chance of 
  permanently draining the victim’s levels, but the negative 
  levels from this spell don’t last long enough to do so. 
   
  Creatures size Gargantuan and larger as well as creatures 
  size Huge with four or more legs are not knocked 
  prone. Undead creatures struck by the blast are not damaged 
  and instead gain 1d6 temporary hit points per two caster 
  levels for 1 hour. Undead are also immune to the nauseating 
  effect.  
   
  Those subjects who make the saving throw gain no 
  negative levels, are not knocked prone, and are sickened for 
  one round per caster level. 
  Scorpion’s Tail  
  School transmutation; Level druid 3, sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (a scorpion) 
  Effect 
   
  Range touch 
  Target willing living creature touched 
  Duration 1 round/level 
  Saving Throw Fortitude (harmless); Spell Resistance yes 
  (harmless) 
  Description 
   
  The subject of this spell grows a large scorpion-like tail 
  from their backside. They can make one melee attack per 
  round with the tail at their highest base attack bonus. The 
  tail’s stinger inflicts 1d4 points of piercing damage and injects 
  poison. The Fortitude DC for the poison is equal to the DC for 
  this spell. Those who fail suffer 1d3 points of Constitution 
  damage (initial and secondary). However, targets cannot take 
  secondary damage from a spell that does not last at least one 
  minute (10 rounds).  
   
  
   
  11 
   
  Shadow of Death  
  School conjuration (creation); Level sorcerer/wizard 5, witch 5 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range medium (100 ft. + 10 ft./level) 
  Effect shadow spreads in 20-ft. radius, 20 ft. high 
  Duration 1 min./level 
  Saving Throw Fortitude partial; see text; Spell Resistance yes 
  Description 
   
  This spell generates a cloud of negative energy that 
  resembles and undulating area of magical darkness. This 
  darkness automatically kills any living creature with 3 or fewer 
  HD (no save). A living creature with 4 to 6 HD is slain unless it 
  succeeds on a Fortitude save (in which case it takes 1d4 points 
  of Constitution damage on the caster’s turn each round while 
  in the shadow). 
   
  A living creature with 6 or more HD takes 1d4 points of 
  Constitution damage on the caster’s turn each round while in 
  the area (a successful Fortitude save halves this damage). 
  Holding one’s breath doesn’t help, but creatures immune 
  to negative energy are unaffected by the spell. 
   
  The shadow of death moves away from the caster at 10 
  feet per round, crawling along the surface of the ground. 
  Figure out the shadow’s new spread each round based on its 
  new point of origin, which is 10 feet farther away from the 
  point of origin where the spell was cast. 
   
  The shadow crawls along the lowest level of the land, even 
  pouring down den or sinkhole openings.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  12 
   
  Sparkling Burst  
  School illusion (pattern) [mind-affecting]; Level 
  sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range long  
  Area 20-ft.-radius burst 
  Duration instantaneous  
  Saving Throw Will negates; Spell Resistance yes 
  Description 
   
  A burst of bright lights and color explodes in the area 
  stunning of all who see it. Targeted creatures with 9 HD or less 
  that can see the burst must make a saving throw or be 
  stunned for 1d4 rounds. Those who make the save are dazzled 
  for an equal number of rounds. Creatures with 10 HD or more 
  are unaffected.  
   
  Sightless creatures are not affected by sparkling burst. 
  Staggering Blows  
  School transmutation; Level cleric 2, druid 2, sorcerer/wizard 
  2, War 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, F (a bludgeoning weapon) 
  Effect 
   
  Range touch 
  Effect bludgeoning weapon touched 
  Duration 1 round/level 
  Saving Throw Will negates (harmless, object); Spell Resistance 
  yes (harmless, object) 
  Description 
   
  This spell must be cast on a bludgeoning melee weapon of 
  one-handed or two-handed size (i.e. no light weapons). When 
  this enchanted weapon strikes a blow against a target and 
  inflicts at least 1 point of damage, that target must make a 
  Reflex save (DC equal to the DC of this spell) or become 
  staggered for 1 round.  
  
   
  13 
   
  Tooth and Claw  
  School transmutation; Level druid 2, sorcerer/wizard 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range touch 
  Target living creature touched  
  Duration 1 round/level 
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless) 
  Description 
   
  The subject of this spell gains natural claw and bite attacks 
  that inflict typical damage for a creature of their size. If the 
  subject already has those natural weapons, the damage 
  increases one size category, per the table below.  
   
   
  Small 
  Medium 
  Large 
  Huge 
  Bite 
  1d4 
  1d6 
  1d8 
  2d6 
  Claw 1d3 
  1d4 
  1d6 
  1d8 
   
   
   
  The subject of this spell applies his full Strength bonus to 
  claw attacks and half his Strength bonus to bite attacks. If the 
  subject could make bite attacks before receiving this spell, he 
  uses his full Strength bonus for bite attacks instead. The claw 
  attacks are considered primary attacks and are made at the 
  subject’s highest base attack. The bite attack is considered a 
  secondary attack and subjects take a -5 penalty on the attack 
  roll when biting.  
   
  Material Component: A tiger’s tooth and claw. 
   
  Tooth and Claw, Mass 
  Target: 1 subject per caster level, no two of which may be 
  more than 30 feet apart 
   
  This spell functions like tooth and claw, except as noted 
  above. 
   
   
   
   
   
  
   
  14 
   
  Turtle’s Armor  
  School transmutation; Level druid 6, sorcerer/wizard 7 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (a turtle’s shell) 
  Effect 
   
  Range touch 
  Target creature touched 
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless) 
  Description 
   
  The subject of this spell grows a plastron and carapace 
  similar to that of a turtle, granting him a +8 natural armor 
  bonus. This armor covers most of the subject’s body and 
  impedes his movement as plate mail armor does (-6 armor 
  check penalty, -10 ft. or -5 ft. speed depending on the 
  subject’s base speed). However, spell casting is not affected by 
  this natural armor.  
   
   
   
  Unholy Bolt  
  School necromancy; Level sorcerer/wizard 2 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range close (25 ft. + 5 ft./2 levels) 
  Effect ray 
  Duration instantaneous 
  Saving Throw Fortitude half; Spell Resistance yes 
  Description 
   
  The caster projects a ray of negative energy that damages 
  all living things. Living targets suffer 1d6 points of damage per 
  caster level (Max 5d6). The caster must make a ranged touch 
  attack to hit, and if the ray hits an undead creature, that 
  creature is healed for an equal amount of damage. Undead 
  that are not already damaged gain temporary hit points which 
  last for 1 hour. 
   
   
   
   
  
   
  15 
   
  Veteran’s Skill  
  School transmutation; Level sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S, M (a few drops of a soldier’s sweat) 
  Effect  
   
  Range touch 
  Target  
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless) 
  Description 
   
  With this spell the caster improves the subject’s fighting 
  skill. The benefit of this spell depends on the subject’s base 
  attack bonus; good, average, or poor.  
   
  Good: Fighters, Barbarians, Rangers, Paladins and any 
  other charter whose base attack bonus is with 2 points of his 
  actual character level is considered to have a good base attack 
  value.  
   
   
   
  Average: Rogues, clerics, monks, and other characters that 
  have a base attack bonus that is roughly ¾ of their total 
  character level are considered to have an average base attack 
  bonus.  
   
  Poor: Wizards, sorcerers, witches, and other characters 
  whose base attack bonus is roughly ½ of their character level 
  are considered to have a poor base attack bonus.  
   
  Subjects with a good base attack bonus gain a +1 
  competence bonus to their base attacks for the duration of 
  this spell. Subjects with an average base attack bonus have 
  their bonus increased to good (equal to their character level). 
  Subjects with a poor base attack bonus have their bonus 
  increased to average (3/4 of their total character level). 
   
   
   
   
   
   
   
   
  
   
  16 
   
  Waves of Force 
  School evocation [Force]; Level sorcerer/wizard 3 
  Casting 
   
  Casting Time 1 standard action 
  Components V, S 
  Effect 
   
  Range 60 ft. 
  Effect line-shaped wave of force emanating out from you to 
  the extreme of the range 
  Duration 1 round 
  Saving Throw Fortitude negates; Spell Resistance yes 
  Description 
   
  This spell creates an undulating force effect that originates 
  from the caster, affecting all creatures in its path with 
  pressure equal to a windstorm 974 MPH wind).  
   
  A Small or smaller creature on the ground is knocked 
  down and rolled 1d4×10 feet, taking 1d4 points of nonlethal 
  damage per 10 feet. If flying, a Small or smaller creature is 
  pushed back 2d6×10 feet and takes 2d6 points of nonlethal 
  damage due to battering and buffeting. 
   
  Medium creatures are knocked prone by the force, or if 
  flying are pushed back 1d6×10 feet. 
   
  Large and Huge creatures are unable to move forward 
  against the force, or if flying are pushed back 1d6×5 feet. 
   
  Gargantuan or larger creatures may move normally within 
  a wave of force effect. 
   
  A wave of force can’t move a creature beyond the limit of 
  its range. 
   
  Ranged attacks are impossible in the area of a wave of 
  force. 
   
  The force automatically extinguishes candles, torches, and 
  similar unprotected flames. It causes protected flames, such 
  as those of lanterns, to dance wildly and has a 75% chance to 
  extinguish those lights. 
   
  A wave of force can do anything that a sudden blast of 
  wind would do; create a stinging spray of sand or dust, fan a 
  large fire, overturn delicate awnings or hangings, heel over a 
  small boat, and push gases or vapors to the edge of its range. 
   
  Waves 
  of 
  force 
  can 
  be 
  made 
  permanent 
  with 
  a permanency spell. 
  
   
  17 
   
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  names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) "Use", "Used" or "Using" means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) "You" or "Your" 
  means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
   
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
   
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License. 
   
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  
   
  18 
   
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder's 
  name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of 
  that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in 
  another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of 
  this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
   
  14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
   
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson. 
   
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved. 
  
   
  19 
   
   
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR. 
   
  Character Portraits: Fantasy Heroes copyright 2003, Mongoose 
  Publishing 
   
  Character Portraits: Fantasy Heroines copyright 2003, Mongoose 
  Publishing 
   
  The Thaumaturgic Codex III, Copyright 2015, Bloodstone Press 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Designation of Product Identity 
   The following items are hereby designated as Product Identity in 
  accordance with Section 1(e) of the Open Game License, version 
  1.0a: All Bloodstone Press logos and identifying marks and trade 
  dress, such as all Bloodstone Press product and product line names 
  including but not limited to 1948, Beyond the Veil, The Shadelands, 
  Primal Legends, Terra Vir, Telestic Engine, and The Thaumaturgic 
  Codex; any specific characters, monsters, creatures, and places; 
  capitalized names of characters and places, objects, characters, 
  creatures, geographic locations, and organizations; any and all 
  stories, storylines, histories, plots, thematic elements, and dialogue; 
  and all artwork, symbols, designs, depictions, illustrations, maps, 
  and cartography, likenesses, logos, or graphic designs, except such 
  elements that already appear in final or draft versions of the System 
  Reference Document or as Open Game Content below and are 
  already open by virtue of appearing there. The above Product 
  Identity is not Open Game Content. 
   
   
  Designation of Open Game Content 
  Subject to the Product Identity designation above, the following 
  portions of The Thaumaturgic Codex III are designated as Open 
  Game Content: the names and game mechanics of the spells and 
  anything else contained herein which is already Open Game Content 
  by virtue of appearing in the System Reference Document or some 
  other Open Game Content source. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Bloodstone Press/Thaumaturgic Codex 3.pdf