Draft:High thaumaturgist

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Omega 0.90.4
T High thaumaturgist
FormOrdinary creature
Attacks1 physical attack, raw 0–24; 4 defenses
Special abilitiesSixteen spell choices; ranged and special casting; court variants
Base level9
HP250
Hit20
Defense25
Action interval4 ticks; lower is faster
Kill experience1500, when death is in sight
GenerationOrdinary and special encounters
Carried itemsNo fixed item; 0–3 random possessions
ImmunitiesFire, cold, electricity
RemainsDead thaumaturgist; 50% on normal death
Remains useInedible; no alchemy
Traits
  • Initially peaceful
  • Opens doors
Referenceminit.h in Omega 0.90.4, line 279[1]

A high thaumaturgist is a normally peaceful spellcaster with access to destructive high-level magic. Once hostile, it can cast through both ranged and nearby special actions, including spells that destroy equipment or drain character levels.[2]

Generation

High thaumaturgists belong to ordinary random-monster pools and the dedicated castle population branch at difficulty eight or above. Ordinary construction gives no fixed item and zero through three random possessions. The ordinary creature starts without hostility; appearing in the castle's dungeon does not itself change that flag.[3]

They also occupy the fixed Circle and Archmage's court. Those forms receive the court-retaliation special action. If a court responder becomes hostile, its next retaliation can anger the level and trigger a spell from every occupant with line of sight, before replacing court retaliation with ordinary spellcasting. The high thaumaturgist's separate ranged spell action remains available.[4]

High-level spells

Its level-9 random repertoire has sixteen choices. Alongside lower-level elemental attacks, status effects, item-magic removal and item destruction, it can select:

  • Dispel, ending several temporary benefits.
  • Disruption, dealing 50 physical damage before protection.
  • Drain levels, removing nine character levels and corresponding current and maximum HP, without a separate negative-energy immunity check.
  • Disintegration, destroying a worn cloak, otherwise body armor, or attempting 250 damage if neither is present.

Each choice follows the general magic-resistance check and is equally likely within the repertoire. Elemental immunity alone does not stop equipment loss or level drain. Its recovery choice adds 0–80 HP and is not capped at its original health.[5]

The nearby special action can cast within eight squares. Its ordinary ranged action can also cast from three or four squares, so both routes may operate during one pulse. Expanded countryside awareness can alter ranged reach. Both routes require hostility and line of sight and are suppressed by sanctuary.[6]

Combat and remains

It makes one physical melee attack for a raw 0–24 damage and has four defensive actions. Fire, cold and electricity do not harm it through their normal damage types; ordinary physical damage, poison and sleep are not innate immunities. It can open doors and has no ordinary food or gift pacification response.[7]

Half of normal deaths leave a dead thaumaturgist, in addition to dropped possessions. The remains are inedible and have no alchemical transformation.[8]

Strategy

Preserve its peaceful attitude whenever possible. If forced to fight, break line of sight and use a method that bypasses its three elemental immunities. Its large HP reserve, four defenses and recovery can prolong the encounter while it threatens permanent losses. A cloak or armor can take a disintegration hit, but can be destroyed in the process; this is a costly buffer, not durable immunity. College or Circle counterspells and ordinary protection improve the chances of resisting casts, without guaranteeing safety.

References