101 Spellbooks, Tomes Of Knowledge, And Forbidden Grimoires

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Requires the use of the Dungeons and Dragons Player’s Handbook, Third Edition,Published by Wizards of the Coast. IntroductionOpen Game ContentAll wizards possess spellbooks. Even the lowest ofapprentices keep a spellbook in which they note not onlythe spells they have learned but also the lessons taught tothem by their mentors. Some spellbooks detail the creation of life, the secrets of slaying dragons, and evengreater knowledge. Others are cursed, or trapped, orharmful to the unsuspecting in some way or another.Every book is unique.This book is designed for the use of players andgamemasters. These pages present 101 different books foruse in any d20 fantasy campaign as well as the spells,feats, and skills presented in some of the books. Like alld20 supplements it is the duty of the gamemaster to determine what material, if any, is permissible in his campaign.Player’s may argue for the inclusion of some (or all) of thematerial in this book into their current campaign but asalways the GM is the final arbiter of the rules used in hisgames.All of the text in this book is presented as open gamecontent. You may use this content in your own work aslong as you follow the terms of the license. The OpenGame License is printed at the end of this book.The layout, graphics, and illustrations presented in thisbook are not open game content. You may not distributethis PDF without permission of the author.101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires iscopyright 2002 Philip Reed. Artwork copy ri g h twww.arttoday.com and Elmore Productions, used with permission.All text in this book is designated as open game content. You maynot distribute this PDF without permission of the author.Dungeons & Dragons and Wizards of the Coast are RegisteredTrademarks of Wizards of the Coast and are used with permission.1

101 Spellbooks, Tomes of Knowledge, and Forbidden GrimoiresContentsThe books are on pages 3 through 22 and average 5books to a page. The individual book titles are not listedhere.Bone Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25Burrowing Bony Digits . . . . . . . . . . . . . . . . . . . . .26Call Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Cannibalize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Chatterbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Claws of the Demon . . . . . . . . . . . . . . . . . . . . . . .27Crushing Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .27Darkhood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Dead Man’s Eyes . . . . . . . . . . . . . . . . . . . . . . . . . .28Desiccate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Dragon Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Evasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28False Flavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Flame Bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Focus of the Magical Mind . . . . . . . . . . . . . . . . . .29Grasping Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Grave Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Greater Chill Touch . . . . . . . . . . . . . . . . . . . . . . . .30Harvest Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Hideous Laughter . . . . . . . . . . . . . . . . . . . . . . . . . .30Horrific Aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Identify Undead . . . . . . . . . . . . . . . . . . . . . . . . . . .31Keen Eyes of the Hunter . . . . . . . . . . . . . . . . . . . .31Moonspray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Prolong Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Rot Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Secret Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Shadowbound . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Shadow Aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Shadow Horror . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Shatter Bone . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Skeletal Spikes . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Snake's Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Spider Bite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Spirit Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Sudden Grave . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Sumarlidi’s Uncontrollable Fire . . . . . . . . . . . . . . .34Summon Shadow Raven . . . . . . . . . . . . . . . . . . . . .34Temporal Slam . . . . . . . . . . . . . . . . . . . . . . . . . . . .35Tiny Hut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35Touch of the Wraith . . . . . . . . . . . . . . . . . . . . . . . .35Uncontrollable Weeping . . . . . . . . . . . . . . . . . . . . .35Undetectable Aura . . . . . . . . . . . . . . . . . . . . . . . . .36FeatsConcealed Spell (Metamagic) . . . . . . . . . . . . . . . .20Craft of the Wise (General) . . . . . . . . . . . . . . . . . .20Deep Wound (General) . . . . . . . . . . . . . . . . . . . . . .11Grave Claws Strike (General) . . . . . . . . . . . . . . . . .18Improved Caster Level (General) . . . . . . . . . . . . . .15Secrets of Spellcraft (General) . . . . . . . . . . . . . . . .21Sustain Incantation (Metamagic) . . . . . . . . . . . . . .22Magic ItemsAmulet of Balance . . . . . . . . . . . . . . . . . . . . . . . . .18Arrow of Animate Dead . . . . . . . . . . . . . . . . . . . . .17Arrow of Domination . . . . . . . . . . . . . . . . . . . . . . .17Arrow of Internal Agony . . . . . . . . . . . . . . . . . . . .17Arrow of Multiple Strikes . . . . . . . . . . . . . . . . . . .17Explosive Arrow . . . . . . . . . . . . . . . . . . . . . . . . . .17Infinite Quill . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Ring of Psi-Sense . . . . . . . . . . . . . . . . . . . . . . . . . .14Ring of Rage . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Steinthor’s Tool . . . . . . . . . . . . . . . . . . . . . . . . . . .18PoisonsGreen Rot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Minotaur’s Blood . . . . . . . . . . . . . . . . . . . . . . . . . .22Ninstill’s Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Skull’s Breath . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4SkillsCraft (Poison) . . . . . . . . . . . . . . . . . . . . . . . . . . . .23Knowledge (Dwarves) . . . . . . . . . . . . . . . . . . . . . .23Knowledge (Necrology) . . . . . . . . . . . . . . . . . . . . .23Knowledge (Spirit Lore) . . . . . . . . . . . . . . . . . . . .23SpellsAbsorb Dead Flesh . . . . . . . . . . . . . . . . . . . . . . . . .24Acid Arrow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Acidic Vapors . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Black Lightning . . . . . . . . . . . . . . . . . . . . . . . . . .24Black Tentacles . . . . . . . . . . . . . . . . . . . . . . . . . . .24Bleeding Wound . . . . . . . . . . . . . . . . . . . . . . . . . . .25Blood Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25Boiling Blood . . . . . . . . . . . . . . . . . . . . . . . . . . . .252

101 Spellbooks, Tomes of Knowledge, and Forbidden GrimoiresThe BooksThe following books comprise the bulk of this book. These books are a mixture of spellbooks and books ofknowledge. Gamemasters will use these books as treasure items, possessions of important NPCs, books available for sale in different shops, books to be found in libraries, or in any number of other ways. It is advised thatthe GM make a mark next to a book when he uses it in his campaign so that he does not accidentally introducethe same book twice.Skill or spell names marked with an asterix (*) are described later in this book. Other new rules are presented in the “special features” section of each book when necessary.1. The Dark Scrolls3. Magaria’s EnchantmentsAppearance: The Dark Scrolls are a collection of 14scrolls rolled tightly together and stored in a case constructed of platinum and inlaid with silver decorative patterns. The case is completely sealed on one and and astopper on the opposite end allows access to the scrollsinside. Each scroll is long and narrow (approximately 40”x 10”) and several are worn and fraying around the edgesthough not to a point that information is lost. The scrollsthemselves are parchment. The case, when stoppered, iscompletely sealed against the elements.Spells: Each scroll contains a single spell. The spellsare: Boiling Blood*, Dispel Magic, Explosive Runes,Fear, Fire Trap, Ghoul Touch, Ice Storm, Lightning Bolt,Mind Fog, Shades, Shadowbound*, Shield, ShockingGrasp, and Web.Special Features: None.Appearance: A square, slender tome 8” on a side. Thebook is bound in leather and secured with a thin piece ofsilk that is wrapped tightly around it. Inside are a dozenvellum pages.Spells: Confusion, Daze, Hideous Laughter*, andLesser Geas, Sleep, Suggestion.Special Features: The book is guarded by protectionfrom evil and is further enchanted so that any evil-alignedcharacter or creature holding it suffers 1d4 damage perround (Will save DC 20 for half damage).4. The Book of Dwarven WisdomAppearance: A small book with a cover constructed ofmithril and adorned with a dozen fine gems. The pages ofthe book are sheets of electrum with dwarven runesetched into them. The book is extremely heavy, weighing60 pounds. It’s a valuable work of art that would fetch ahigh price from anyone interested in rare antiquities.Spells: None.Special Features: The book details the history and battle tactics of a long dead dwarven warrior. Any dwarfstudying the book for one week without interruption gainsa bonus rank in Knowledge (Dwarf)*. If the dwarf doesnot already have that skill he gains it for free immediately after reading the book. Non-dwarf characters studyingthe book must do so for two weeks in order to gain thebonus (or, again, the skill if the character did not alreadypossess it).2. Liber ArcanusAppearance: Liber Arcanus is a thick tome of over 100parchment pages protected within covers built from heavyoak, silver fasteners, and thick leather straps that doublysecure it when closed. The pages are written in a shakyhand with a silver ink. The first 50 pa ges of the book aresoaked through with blood and are unreadable. Of theremaining pages, only 20 are used – the other pages arecompletely blank (but see below).Spells: Alarm, Alter Self, Darkness, and Flame Arrow.Special Features: The blank pages of the book are, infact, not blank at all. If the book is opened beneath a fullmoon all of the blank pages flash briefly with a magicalradiance which fades seconds later, revealing notes onlichdom. The writing remains visible for 2d6 hours afterthe opened book has been exposed to a full moon. If thebook is studied for at least 3 hours the reader must makea Knowledge (Arcana) or Knowledge (Necrology)* check(DC 25). If the check is successful the reader has a betterunderstanding of liches and gains a permanent 2 bonusto weapon damage rolls when combating a lich. Only onereader may study the book at a time.5. Hollow ThreatsAppearance: The book is presented in landscape format, bound along the narrower edge. It is over 30” widewhen opened and difficult to use without a table or othermeans of support. The cover is simple cloth while thepages are nothing more than the cheapest of papers.Spells: Bone Armor*, Cause Fear, and Obscuring Fist.Special Features: None.3

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires6. The Tome of Illusory MagickAppearance: A small selection of pages kept safelyinside a metallic folder polished to a mirrored surface.The pages are loose and, upon reading, anyone perusingthe tome will determine that several are missing.Spells: There are several fragments of spells but theonly spells that are completely detailed in this tome areIllusory Script and Shadow Configuration.Special Features: None.7. Book of ThornsAppearance: The Book of Thorns is a darktome, the covers constructed of obsidiansheets that have been enchanted tostrengthen them. The pages of the bookare simple parchment and there are over300 pages total in the book. Magicallyfused to the covers are several bony spikesthat make the book dangerous to the touch(Reflex save DC 15 to avoid suffering 1d4damage if picking up the book without gloves orother protection).Spells: Blood Knife*, Burrowing Bony Digits*, ChillTouch, Contagion, Darkvision, Disrupt Undead, Emotion,Fear, Hold Portal, Incendiary Cloud, Magic CircleAgainst Good, Mirage Arcana, Phase Door, and SkeletalSpikes*.Special Features: The Book of Thorns is a living, evilcreature that sleeps for 100 years at a time. When sleeping, the book acts like any other spellbook but it does radiate evil if a check is made.When it does awaken, the booktransforms, changing into a skeletal humanoid that is covered in hundreds of spiky protrusions and has the abilityto cast any of the spells listed above, each one once perday.Mesmerize: This is a greater form of Fascinate that canonly be used by a bard who has studied the contents ofthis book. It follows all of the rules of the Fascinate ability except that the modifier to Spot and Listen checks is ata -6 penalty.9. Poisoner’s HandbookAppearance: This emerald-studded book’s electrumcover is obviously worth a great deal but it’s the information inside that is most valuable to those with an interestin the art of poison. 30 parchment pages detail the recipesnecessary to craft three different fantasy poisons. TheCraft (Poison)* skill is necessary to create these foul poisons.Spells: None.Special Features: The Poisoner’s Handbook instructssomeone with Craft (Poison) in the art of creating the following three poisons. Skull’s Breath: This poison in a whitish powderground from the skull on an animated skeleton. The skullmost be ground down within five minutes of the skeleton’s destruction. The resulting powder can then be usedto coat the victim’s skin. On contact the skin of the victimbegins to burn and itch but it is only after a minute of timehas passed that the poison’s real damage comes into play.The victim’s skin begins to decompose at the area of contact, causing one point of dama ge per round to the victimfor 1d6 6 rounds. Craft DC 15. Save DC 19. 1,200 gp.8. Lanereal’s SongbookAppearance: A small book that could be easily confused for an accountant’s ledger or a shopkeeper’s inventory listing, Lanereal’s Songbook is one of the plainest ofspellbooks. There are approximately 50 paper pagesinside and the book’s covers (constructed of stiff leather)are sewn directly to the front and back of the book, leaving it without a spine.Spells: Detect Thoughts, Mage Armor, Mage Hand,Sleep, and Whispering Wind.Special Features: Over half of the pages in Lanereal’sSongbook are devoted to careful study of the BardicMusic ability possessed by all bards. Any bard with accessto Lanereal’s Songbook who studies it for a solid weekwithout interruption (other than for sleeping and eating)gains the new bardic music ability, Mesmerize.4

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires Green Rot: Created from a mixture of toxic plants,green rot is a liquefied poison that must be ingested by thevictim to be harmful. It’s a green, thick liquid with a natural odor much like that of a damp forest. Green rot eatsaway at the body of the victim, slowly killing him fromthe inside out. Green rot causes 2d6 Constitution loss oninitial damage and an additional 2d6 Constitution damageone minute after ingestion. Craft DC 19. Save DC 20.2,500 gp. Ninstill’s Curse: Named for the assassin who first created it some 500 years ago, Ninstill’s Curse was designedspecifically to weaken clerics. The poison, once crafted, iskept in two parts until it is ready to be used. The first, athin red liquid that looks like watered down blood, ismixed with the second part that is a thicker, sludge-likeblack concoction. Once mixed the poison if effective fortwo minutes after which it is rendered useless. The poisonmust be ingested by the target or delivered through injury(most often by coating a bladed weapon with it). Wheningested the initial damage is 1d6 Wisdom loss and secondary damage is an additional 1d6 Wisdom loss. Injurydamage isn’t as threatening, only 1d3 Wisdom loss forinitial and secondary damage. Craft DC 18. Save DC 20(ingested), 18 (injury). 500 gp.radius is of evil alignment the wave of energy deals damage to the target.11. Guide to Monster SummoningAppearance: It’s hard to believe that such a beautifultome could be so dangerous. The book was constructedwith a plain wooden cover, bound along the spine withleather, that was then painted by a master artist centuriesago. The cover depicts a serene nature scene much likethose most nobles have hanging in their homes. Openingthe book, the pages are a dirty brown in color and the writing was done using human blood for ink. The smell ofdeath surrounds the book and all animals are frightenedwhen it is brought within 5 feet of them.Spells: All monster summoning spells from thePlayer’s Handbook.Special Features: If this book is used during any monster summoning the casting time is increased to fiverounds but the spell functions as if it were one level higher than it actually is. (Example: Summon Monster IIIwould be treated as Summon Monster IV.) One page ofthe book’s remaining pages is destroyed each time it isused in this way, the page bursting into flames as soon asthe spell is completed. When found the book will have2d10 10 pages.10. Prayers and Healing12. Lexicon of Gnome IllusionsAppearance: This holy book is massive in size, weighing 50 pounds and measuring 30” x 40”. It is 12” thickand filled with 50 pages constructed from gold with silverwriting inlaid into the pages. The entire book glows witha blue aura and, at night, is so bright that it gives as muchlight as a torch. The cover is embossed with the holy symbol of a god of healing.Spells: None.Special Features: Besides the previously mentionedglow, the book has the ability to levitate on command (thecommand word being the healing god’s name spoken inreverse) and will follow the one who uttered the commandword as long as his alignment matches that of the healinggod. The book will follow for a period of 24 hours, neverstraying more than 10 ft. from the character no matterhow quickly he moves or where he moves as long as nomagic is involved in the character’s transportation. Assoon as the character moves using magical means thebook drops to the ground.Also, the book may be used to amplify the power of anyhealing spells cast by a cleric of the same alignment as thegod of healing. The healing spell must be cast on the bookat which point a wave of energy instantly blasts forth fromthe book, affecting any character or creature in a twentyfoot radius. As long as the character or creature is of goodalignment this wave of energy cures the target just as ifthe cleric had cast the spell directly on it. If a target in theAppearance: The book is small in size and obviouslycreated with one of the smaller humanoid races in mind.It’s leather-bound with the cover dyed blue and the pagesinside edged in silver.Spells: Dancing Light, False Flavor*, Ghost Sound,Hypnotic Pattern, Phantasmal Killer, and Silent Image.Special Features: None.13. The Magestone ManifestoAppearance: The copper hinges of this square book area visual contrast to the bleached white bone-crafted cover.The cover is made from bones of all types and sizes thathave been lashed together with the intestines of some thing, the entire contraption then bleached and strengthened with a clear glue. The edges have all been sanded offto give the book perfectly smooth edges and a perfectlysquare shape. Vellum pages inside

3 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires 1. The Dark Scrolls A ppearance: T he Dark Scrolls are a collection of 14 scrolls rolled tightly together and stored in a case con-

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