The campaign chapter also contains a bunch of amusing rules for magical research – not only can you create your own spells, but you can also cross-breed monsters and turn yourself into a lich! Perhaps the best part, though, is the conceit that wizards can build dungeons somewhere (probably not directly under their tower), wait for monsters to settle inside, and then send adventurers inside to harvest their parts. It sounds tremendously inefficient both for the PC (hoping you get a sufficiently interesting creature!) and the player (dungeons get stocked by making wandering monster roll…after roll…after roll).