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{{MiscItemPage|<!-- See here for tips on how to use this template: https://bg3.wiki/wiki/Template:MiscItemPage -->
{{MiscItemPage|<!-- See here for tips on how to use this template: https://bg3.wiki/wiki/Template:MiscItemPage -->
| image = Book Thay A Image.png
| image = Book Thay A Image.png
| controller icon = Book Thay A Unfaded.png
| icon = Book Thay A Item Icon.png
| icon = Book Thay A Item Icon.png
| description = {{story|Necromancy of Thay}} is a [[Story Item|Story-related]] [[Books|Book]] related to the [[Search the Cellar]] [[Quest]]. <!-- This is the first text that will appear on the page. Briefly describe what the item is and what makes it noteworthy. -->
| description = {{story|Necromancy of Thay}} is a [[Story Item|Story-related]] [[Books|Book]] related to the [[Search the Cellar]] [[Quest]]. <!-- This is the first text that will appear on the page. Briefly describe what the item is and what makes it noteworthy. -->
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::* ''What think you of the Zulkir known as Szass Tam?'' 'Szass Tam is a foul, wretched creature.'
::* ''What think you of the Zulkir known as Szass Tam?'' 'Szass Tam is a foul, wretched creature.'
::* ''Why might one use balsam ointment?'' 'To clean a wound.'
::* ''Why might one use balsam ointment?'' 'To clean a wound.'
:::* [[Ranger]]s have a special response that will also be regarded as correct.
::* ''If you could see anything in me, what would it be?'' 'I'd look for whatever spell will rid me of this worm in my head.'
::* ''If you could see anything in me, what would it be?'' 'I'd look for whatever spell will rid me of this worm in my head.'
:::* [[Warlock|Warlocks]] have a special response to the third question that will also be regarded as correct.
:::* [[Warlock]]s, [[Bard]]s, and [[Sorcerer]]s have a special response to the third question that will also be regarded as correct.
:* The locked gate in front of the book can be [[Sleight of Hand|lockpicked]]. The [[Rusted Key]] found on a shelf in the next room (near the lever that opens a shortcut back to the cellar entrance) can also be used to open the door. Alternatively, spells like [[File:Misty Step Icon.png|frameless|upright=0.1|link=Misty Step]] [[Misty Step]] can be used to bypass the gate.
:* The locked gate in front of the book can be [[Sleight of Hand|lockpicked]]. The [[Rusted Key]] found on a shelf in the next room (near the lever that opens a shortcut back to the cellar entrance) can also be used to open the door. Alternatively, spells like {{SAI|Misty Step}} can be used to bypass the gate.
:* Note that taking the book will trigger a trap. To avoid this, you can enter turn-based mode and place an item of similar weight (like another book) on the pedestal, or simply [[Trap Disarm Toolkit|disarm]] the plate itself by stepping close enough to the book to make the perception check, or by disarming the two nearby statues.
:* Note that taking the book will trigger a trap. To avoid this, you can enter turn-based mode and place an item of similar weight (like another book) on the pedestal, or simply [[Trap Disarm Toolkit|disarm]] the plate itself by stepping close enough to the book to make the perception check, or by disarming the two nearby statues.
* To read the book, you must obtain the {{story|Dark Amethyst}} from the [[Whispering Depths]], which can be accessed from the well or the blacksmith's basement in the Blighted Village. The Amethyst is guarded by a [[Phase Spider Matriarch]]. {{coords|-550|-350}}
* To read the book, you must obtain the {{RarityItem|Dark Amethyst}} from the [[Whispering Depths]], which can be accessed from the well or the blacksmith's basement in the Blighted Village. The Amethyst is guarded by a [[Phase Spider Matriarch]]. {{coords|-550|-350}}
* See [[#Notes and Trivia|Notes and Trivia]] for the possible paths that can be taken with this book.
| notes = === Act One ===
}}
 
== Notes ==
=== Act One ===
* The {{story|Necromancy of Thay}} has three main paths that can be chosen, each with different outcomes.
* The {{story|Necromancy of Thay}} has three main paths that can be chosen, each with different outcomes.
** '''Give to [[Gale]] for his condition or to [[Astarion]]'''. Giving it to one of these [[Companions]] will net you approval from the one you've given it to, and disapproval from the other. Once a companion has obtained the book, you cannot transfer it to another.
** '''Give the book to [[Astarion]]'''. Giving it to him will net you approval from [[Astarion]]. Once he has obtained the book, it cannot be transferred to another [[companion]] or the player character.
** '''Destroy the book.''' The book can be destroyed only by {{DamageType|Radiant}} damage. Destroying it will net you disapproval from both Astarion and Gale. However it will net you approval from [[Karlach]], [[Lae'zel]], and [[Wyll]] if you bring them in your party.
** '''Destroy the book.''' The book can be destroyed only by {{DamageType|Radiant}} damage. Destroying it will net you disapproval from Astarion. However it will net you approval from [[Karlach]], [[Lae'zel]], and [[Wyll]] if you bring them in your party. This will spawn 3 hostile [[Shadow]]s.
** '''Read the book for its dark secrets.''' Interact with the book and use the option to insert the {{story|Dark Amethyst}} to unlock it. In total, three pages of the book can be turned. Each page you turn prompts a progressively harder [[Wisdom]] [[Saving Throw]] ([[Difficulty Class|DC]] 10, 15, and 20). The following possible events can occur:
** '''Read the book for its dark secrets.''' Interact with the book and use the option to insert the {{story|Dark Amethyst}} to unlock it. In total, three pages of the book can be turned. Each page you turn prompts a progressively harder [[Wisdom]] [[Saving Throw]] ([[Difficulty Class|DC]] 10, 15, and 20). The following possible events can occur:
*** Failing one Saving Throw curses you with '''Whispers of Madness''' ({{Disadvantage}} on Wisdom [[Check]]s for 50 turns).
*** Failing one Saving Throw curses you with {{Cond|Whispers of Madness}} ({{Disadvantage}} on Wisdom [[Check]]s until cleansed by {{SAI|Remove Curse}}).
*** Failing two or more Saving Throws curses you with '''Baleful Knowledge''' ({{Disadvantage}} on Wisdom [[Checks]] until cleansed by {{SmallIcon|Remove Curse Icon.png}} [[Remove Curse]]).
*** Failing two or more Saving Throws curses you with {{Cond|Baleful Knowledge}} ({{Disadvantage}} on Wisdom [[Checks]] until cleansed by {{SAI|Remove Curse}}).  
**** Some classes receive special options to modify or lower these DCs; all such special options result in the same overall outcomes.
**** Some classes receive special options to modify or lower these DCs; all such special options result in the same overall outcomes.
***** [[Bard]]s may make Performance checks with the same DCs.
***** [[Bard]]s may make Performance checks with DCs of 5, 10, and 15.
***** [[Sorcerer]]s may make Charisma saves with DCs of 5, 10, and 15.
***** [[Sorcerer]]s may make Charisma checks with DCs of 5, 10, and 15.
***** [[Warlock|Warlocks]] may make the first save using Charisma with a DC of 5.  The other pages will use the default Wisdom saves.
***** [[Warlock]]s may make the first save using Charisma with a DC of 5.  The other pages will use the default Wisdom saves.
***** [[Wizard|Wizards]] may make the first save using Intelligence with a DC of 5. The other pages will use the default Wisdom saves.
***** [[Wizard]]s may make the first save using Intelligence with a DC of 5. The other pages will use the default Wisdom saves.
**** [[Shadowheart]] is given a special option (as a Cleric of Shar) for turning the third page, offering a Wisdom ability check with a DC of 10 (in contrast to the 20 DC Wisdom saving throw).
**** Clerics of dark/evil aligned gods like Talos, Gruumsh, or Lolth get a 10 DC wisdom ability check for the third page, instead of a 20 DC Wisdom saving throw. This includes [[Shadowheart]], as a Cleric of Shar.
**** A cleric of Talos also gets a 10 DC wisdom ability check instead of a saving throw, like Shadowheart. Clerics of other dark/evil aligned gods, possibly also get special check here (needs confirmation).
**** [[Astarion]] is given a special option: "Drink in the darkness, embracing it, and turn the page" for turning the third page, offering a Wisdom ability check with a DC of 15 (in contrast to the 20 DC Wisdom saving throw).
**** [[Astarion]] is given a special option: "Drink in the darkness, embracing it, and turn the page" for turning the third page, offering a Wisdom ability check with a DC of 15 (in contrast to the 20 DC Wisdom saving throw).
*** Turning at least one page permanently grants the reader {{SmIconLink|Speak with Dead Icon.png|Speak with Dead}}. This can be cast as a {{SmIconLink|Ritual Spell Icon.png|Spells#Ritual Spells|Ritual}} and does not consume a [[Spells#Spell_Slots|Spell Slot]].
*** Turning at least one page permanently grants the reader {{SAI|Speak with Dead}}. This can be cast as a {{SmIconLink|Ritual Spell Icon.png|Spells#Ritual Spells|Ritual}} and does not consume a [[Spells#Spell_Slots|Spell Slot]].
*** Turning three pages, regardless of success, grants the ''Forbidden Knowledge'' tag and {{SmIconLink|Passive Feature Generic Icon.png|Forbidden Knowledge}} passive feature.
*** Turning three pages, regardless of success, grants the ''Forbidden Knowledge'' tag and {{Pass|Forbidden Knowledge}} passive feature.
*** Closing the book before turning three pages leaves the [[Search the Cellar]] quest incomplete and allows the character to reopen the book again later.
*** Closing the book before turning three pages leaves the [[Search the Cellar]] quest incomplete and allows the character to reopen the book again later.
* Once the book has been opened by one character, it will not open for any other character. Once all three pages have been turned, the book will refuse to open again for anyone until more knowledge is gained later in the game.
* Once the book has been opened by one character, it will not open for any other character. Once all three pages have been turned, the book will refuse to open again for anyone until more knowledge is gained later in the game. It will also no longer be possible to remove the book from the inventory of the character who read it.  
* After reading, the item quote will change from '' 'It. Is. Not. Too. Late.' '' to '' 'Look. Away.' ''
* After placing the {{story|Dark Amethyst}} in the book's cover, the item quote will change from '' 'It. Is. Not. Too. Late.' '' to '' 'Look. Away.' ''
{{SpoilerBox|act=3|
{{SpoilerBox|act=3|
=== Act Three ===
=== Act Three ===
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** By using the Weave Button labelled 'Vault' on the middle level of [[Ramazith's Tower]].
** By using the Weave Button labelled 'Vault' on the middle level of [[Ramazith's Tower]].
* Within the vault, the Codex is located in the Elminster section. To unlock the Elminster door, you must first find the lever at the end of the Silverhand section by opening doors in this order: Silverhand, Evocation, Wish.
* Within the vault, the Codex is located in the Elminster section. To unlock the Elminster door, you must first find the lever at the end of the Silverhand section by opening doors in this order: Silverhand, Evocation, Wish.
* After reading [[The Tharchiate Codex]], you can re-read {{story|Necromancy of Thay}} and pass a DC 20 Wisdom saving throw to gain the permanent ability to summon 4 ghouls via the {{SmIconLink|Danse Macabre Icon.png|Danse Macabre}} spell once per Short Rest. Failing this saving throw has the same effect as before: you're cursed with '''Baleful Knowledge''', but still gain the spell.
* After reading [[The Tharchiate Codex]], you can re-read {{story|Necromancy of Thay}} and pass a DC 20 Wisdom saving throw to gain the permanent ability to summon 4 ghouls via the {{SAI|Danse Macabre}} spell once per Long Rest. Failing this saving throw has the same effect as before: you're cursed with '''Baleful Knowledge''', but still gain the spell.
** Reading the Codex also grants you [[The Tharchiate Codex: Blessing]] passive feature, which allows you to automatically gain 20 temporary [[Hit Points]] after each [[Long Rest]].
** Reading the Codex also grants you [[The Tharchiate Codex: Blessing]] passive feature, which allows you to automatically gain 20 temporary [[Hit Points]] after each [[Long Rest]].
* Having the {{SmIconLink|Passive Feature Generic Icon.png|Forbidden Knowledge}} feature allows you to ''safely'' obtain another permanent bonus from the Mirror of Loss in the [[House of Grief]]; see [[Permanent Bonuses]] for more details.
** Completing {{story|Necromancy of Thay}} does not break [[Oath of the Ancients]], nor does using Danse Macabre.
* Having the {{Pass|Forbidden Knowledge}} feature allows you to ''safely'' obtain another permanent bonus from the Mirror of Loss in the [[House of Grief]]; see [[Permanent Bonuses]] for more details.
}}
}}
}}
{{ up to date | 2023-09-08 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
{{Inflicts|Baleful Knowledge|item}}
{{Inflicts|Whispers of Madness|item}}

Revision as of 21:27, 15 April 2024

For using the tome, see the quests: Unlock the Ancient Tome and Destroy the Ancient Tome
Necromancy of Thay image

Necromancy of Thay is a Story-related Book related to the Search the Cellar Quest.

Description Icon.png
It. Is. Not. Too. Late.

Properties

  • Books
  • Rarity: Story Item
  •  Weight: 0.5 kg / 1 lb
  • Price: 14 gp


Where to find

  • To access the hidden portion of the cellar containing the book, you must move a wardrobe by pulling a lever hidden behind a box, then speak with the magic mirror and either intimidate it or correctly answer its questions:
  • What think you of the Zulkir known as Szass Tam? 'Szass Tam is a foul, wretched creature.'
  • Why might one use balsam ointment? 'To clean a wound.'
  • Rangers have a special response that will also be regarded as correct.
  • If you could see anything in me, what would it be? 'I'd look for whatever spell will rid me of this worm in my head.'
  • Warlocks, Bards, and Sorcerers have a special response to the third question that will also be regarded as correct.
  • The locked gate in front of the book can be lockpicked. The Rusted Key found on a shelf in the next room (near the lever that opens a shortcut back to the cellar entrance) can also be used to open the door. Alternatively, spells like Misty Step Misty Step can be used to bypass the gate.
  • Note that taking the book will trigger a trap. To avoid this, you can enter turn-based mode and place an item of similar weight (like another book) on the pedestal, or simply disarm the plate itself by stepping close enough to the book to make the perception check, or by disarming the two nearby statues.

Notes

Act One

  • The Necromancy of Thay has three main paths that can be chosen, each with different outcomes.
    • Give the book to Astarion. Giving it to him will net you approval from Astarion. Once he has obtained the book, it cannot be transferred to another companion or the player character.
    • Destroy the book. The book can be destroyed only by Damage TypesRadiant damage. Destroying it will net you disapproval from Astarion. However it will net you approval from Karlach, Lae'zel, and Wyll if you bring them in your party. This will spawn 3 hostile Shadows.
    • Read the book for its dark secrets. Interact with the book and use the option to insert the Dark Amethyst to unlock it. In total, three pages of the book can be turned. Each page you turn prompts a progressively harder Wisdom Saving Throw (DC 10, 15, and 20). The following possible events can occur:
      • Failing one Saving Throw curses you with Whispers of Madness Whispers of Madness (Disadvantage Icon.png Disadvantage on Wisdom Checks until cleansed by Remove Curse Remove Curse).
      • Failing two or more Saving Throws curses you with Baleful Knowledge Baleful Knowledge (Disadvantage Icon.png Disadvantage on Wisdom Checks until cleansed by Remove Curse Remove Curse).
        • Some classes receive special options to modify or lower these DCs; all such special options result in the same overall outcomes.
          • Bards may make Performance checks with DCs of 5, 10, and 15.
          • Sorcerers may make Charisma checks with DCs of 5, 10, and 15.
          • Warlocks may make the first save using Charisma with a DC of 5. The other pages will use the default Wisdom saves.
          • Wizards may make the first save using Intelligence with a DC of 5. The other pages will use the default Wisdom saves.
        • Clerics of dark/evil aligned gods like Talos, Gruumsh, or Lolth get a 10 DC wisdom ability check for the third page, instead of a 20 DC Wisdom saving throw. This includes Shadowheart, as a Cleric of Shar.
        • Astarion is given a special option: "Drink in the darkness, embracing it, and turn the page" for turning the third page, offering a Wisdom ability check with a DC of 15 (in contrast to the 20 DC Wisdom saving throw).
      • Turning at least one page permanently grants the reader Speak with Dead Speak with Dead. This can be cast as a Ritual Ritual and does not consume a Spell Slot.
      • Turning three pages, regardless of success, grants the Forbidden Knowledge tag and Forbidden Knowledge Forbidden Knowledge passive feature.
      • Closing the book before turning three pages leaves the Search the Cellar quest incomplete and allows the character to reopen the book again later.
  • Once the book has been opened by one character, it will not open for any other character. Once all three pages have been turned, the book will refuse to open again for anyone until more knowledge is gained later in the game. It will also no longer be possible to remove the book from the inventory of the character who read it.
  • After placing the Dark Amethyst in the book's cover, the item quote will change from 'It. Is. Not. Too. Late.' to 'Look. Away.'

Ico knownSpells lvl 03.png Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.

Act Three