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written by Philip Reed

illustrated by Christopher Shy

Requires the use of the Dungeons and Dragons


Players Handbook, Third Edition,
Published by Wizards of the Coast.
101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

philip reed
author Available Now!
kev i n o r o u r ke
editor 101 Mundane Treasures
$4.00
Every gamemaster has hundreds of
christopher shy magic items to choose from when select-
illustrator ing treasure but how many mundane
treasures are available?
Additional material by Krag Kadera This book helps remedy that minor
Book prices calculated by Soren Kristensen problem. With 101 treasure items, each
Playtesting and feedback by Joe Kushner, one written specifically for this book,
Christian Mangelsdorf, Mocking Bird gamemasters may now start adding vari-
and several visitors to my website and ous mundane armors, shields, articles of clothing, pieces of jewelry, and even
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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoirs is copyright 2002, There are three PDFs included (a 22
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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Contents Introduction
Introduction ............................................3
All wizards possess spellbooks. Even the lowest of apprentices keep a spellbook in which
The Books................................................4 they note not only the spells they have learned but also the lessons taught to them by their men-
Spellbooks .............................................4 tors. Some spellbooks detail the creation of life, the secrets
Special Books ......................................15 of slaying dragons, and even greater knowledge.
Mundane Books...................................25 Others are cursed, or trapped, or harmful to
the unsuspecting in some way or another.
Spell Descriptions .................................27 Every book is unique.
Feats .......................................................47 This book is designed for the use of play-
ers and gamemasters. These pages present
Poisons ...................................................51
101 different books (and then some)
Skills.......................................................56 for use in any d20 fantasy campaign as
Random Book Selection .......................56 well as the spells, feats, and skills pre-
sented in some of the books. Like all
OGL .......................................................59 d20 supplements it is the duty of the
gamemaster to determine what materi-
al, if any, is permissible in his cam-
paign. Players may argue for the
inclusion of some (or all) of the mate-
This revision is dedicated rial in this book into their current cam-
to everyone who has supported paign but as always the GM is the final
arbiter of the rules used in his games.
the 101 series of PDFs.
Open Game Content
All of the text in this PDF is presented as
Without your support open game content. You may use this content in
your own work as long as you follow the terms
and encouragement this would of the license. The Open Game License is printed
at the end of this PDF.
have never happened. The layout, graphics, and illustrations presented
in this PDF are not open game content. You may
not distribute this PDF without permission of the
Thank you. author.

Philip Reed and Christopher Shy

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

The Books
Every book is unique. detailed starting on p. 27. Wizard characters will be very interested in spell-
There are childrens books, art books, and books that should not be read. books.
There are spell books, prayer books, work books, and books that dont even Special Books: These are books with unique or special qualities. These
look like books. are often very powerful, very valuable books. Note that some spellbooks
The following books are divided into three categories. are also special books.
Spellbooks: These are books used by arcane spellcasters. Each book Mundane Books: Books that have value but no magical or special prop-
includes a variety of spell descriptions, including some new spells that are erties.

Spellbooks
The Conjurations of Hedeon The Journal of the Wandering Hermit
Appearance: This book is small in size, about 8 by 6 and very slen- Appearance: This pocket-sized journal is constructed of leather with
der. The cover is made of black leather that has been horribly scuffed and parchment pages. Inside are the detailed notes of a crazed spellcaster
torn and stained on one side by a dark liquid (that may very well have been known to bards as The Wandering Hermit.
blood). The 20 pages inside are gray paper that has been folded over and Spells: Arcane Mark, Daze, Detect Magic, Hold Portal, Read Magic,
sewn to the cover. The writing is in blue ink and the words are difficult to Shield, Sleep, and Web.
read on the page without sufficient light (a torch or campfire would not be Special Features: None.
bright enough). Value: 300 gp.
Spells: Grease, Mage Armor, and Summon Monster II.
Special Features: None. Lexicon of Gnome Illusions
Value: 200 gp. Appearance: The book is small in size and obviously created with one
of the smaller humanoid races in mind. Its leather-bound with the cover
Hollow Threats dyed blue and the pages inside edged in silver.
Appearance: The book is presented in landscape format, bound along Spells: Dancing Light, False Flavor*, Ghost Sound, Hypnotic Pattern,
the narrower edge. It is over 30 wide when opened and difficult to use Phantasmal Killer, and Silent Image.
without a table or other means of support. The cover is simple cloth while Special Features: None.
the pages are nothing more than the cheapest of papers. Value: 1,000 gp.
Spells: Bone Armor*, Cause Fear, and Obscuring Fist.
Special Features: None.
Value: 200 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Jaizkis Traveling Spellbook Elvish Writings


Appearance: The edges of this spellbook are protected by iron strips that Appearance: Elvish Writings is a traveling spellbook, small and com-
are joined at the corners through crude craftsmanship. The pages inside are pact, without any elaborate materials used in its construction. All of the
also of poor quality. Overall, the book is of very low quality and has been script on the pages is written in a flowing hand and alternates between
though great stress evidenced by the missing pages, tattered back cover, elvish and detailed magical symbols and inscriptions. Both read magic and
and burn marks along the upper right corner of the front cover. knowledge of elvish are required to decipher the spells in this book.
Spells: Desiccate*, Fog Cloud, Protection from Elements, Shield, and Spells: Change Self, Color Spray, Darkhood*, Dispel Magic, Focus of
True Strike. the Magical Mind*, Haste, Magic Missile, Read Magic, and Solid Fog.
Special Features: None. Special Features: None.
Value: 1,000 gp. Value: 1,750 gp.

The Tome of Illusory Magick Godrics Workbook


Appearance: This small book is simply a small selection of pages kept Appearance: A mages workbook is a less formal book, one in which the
safely inside a metallic folder polished to a mirrored surface. The pages are mage records observations during experiments. Godrics Workbook is typ-
loose and, upon reading, anyone perusing the tome will determine that sever- ical of this type of book with 90 parchment pages secured to a leather spine
al are missing. with two simple wooden covers.
Spells: There are several fragments of spells but the only spells that are Spells: Several partial spells and attempts at spells. The only complete
completely detailed in this tome are Illusory Script and Shadow Conjuration. spells in the book are Dispel Magic, Persistent Image, and True Strike.
Special Features: None. Special Features: None.
Value: 1,100 gp. Value: 1,800 gp.

Book of Charms Ivar Kolbeinssens Spellbook


Appearance: One of the smaller books ever created, the Book of Charms Appearance: This pyramid-shaped book is bound along one edge with
is a square book 3 on a side. The 100 pages between the leather covers brass rings. The 200 parchment pages inside contain spells, notes on a few
house only a single spell (the name is misleading). It is unknown why this different magic items, and a personal journal.
book was created. Spells: Fly, Gentle Repose, Identify, Nondetection, Secret Page, and
Spells: Dominate Monster. Web.
Special Features: None. Special Features: None.
Value: 1,100 gp. Value: 1,900 gp.

The Book of Minor Spells and Assassins Flame


Incantations Appearance: This book is nothing more than a stack of parchment
Appearance: This slender tome is bound in the skin of an unidentified sheets bound with copper rings along the top edge. Several pages are dam-
planar creature slain over 100 years ago. The book was constructed for a aged and there is a 25% chance per spell that the spell is unusable.
master wizard but, before he could use it, it was stolen by his apprentice Spells: Burning Hands, Fireball, Fire Shield, Flame Arrow, and Flame
who wasted the quality book on a collection of 0-level spells he stole from Strike.
his master. What the book could have been, if the master had been given the Special Features: None.
chance to use it, will always remain unknown. Value: 2,000 gp.
Spells: All 0-level arcane spells from the Players Handbook.
Special Features: None.
Value: 1,200 gp.
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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Humanoid Anatomical Studies of an eye and a halo and this symbol is repeated at random intervals through-
out the book. All of the writing is in black and red ink.
Appearance: This white leather book has a thick strap and lock that
secures it when not in use. The key is long lost. The pages inside, bleached Spells: Read Magic.
parchment, consist of a small selection of spells and a detailed study of the Special Features: The book holds the knowledge necessary to create an
anatomy of dozens of humanoid races. Each study is complete with illus- Infinite Quill.
trations and written descriptions of the various parts of the body. An autop- Infinite Quill: This item is often given as a gift to particularly skilled
sy was performed on each race discussed and the results of those operations and scholarly graduates of a magical school. It is a quill, usually of an exot-
are recorded here. ic creature such as a pegasus, which writes without any need of ink. The
Spells: Bleeding Wound*, Disrupt Undead, Gentle Repose, and Magic user simply begins writing and ink appears from the pen. At a command,
Jar. the ink can change to any color. The infinite quill writes so smoothly and
Special Features: The notes in this book can be used in conjunction with so well that it grants a +2 competence bonus to any Craft (Scribe) or simi-
the Heal skill, doubling the amount of time necessary to use the skill but lar checks, including Spellcraft checks to successfully copy a spell.
granting the reader a +5 bonus. This is usable by any race. Caster Level: 3rd, Prerequisites: Craft Wondrous Item, quill. Market
Value: 2,600 gp. Price: 500 gp; Weight: .
Value: 2,750 gp.
Tome of Stitches
Appearance: The covers of Bertils Invisible
this book are fabricated from Research
human skin that has been stitched Appearance: Invisible Research is a smallish
together and then wrapped tightly tome, 8 at its widest dimension. The covers are
over a wooden frame. Human lips fashioned of thin marble slaps that have been
have been stitched into the front fastened together with iron and leather. The
cover and two ears have been sewn back cover of the book is broken along the bot-
to the spine. All of the pieces of tom edge and a small fragment is missing
flesh involved in the covers con- from it. The pages inside are stitched to the
struction come from different bodies. leather and are made of a high-quality paper.
Inside the book are 100 parchment There are 40 pages in the book.
pages. The writing in the book is in Spells: Ghost Sound, Invisibility,
human blood. Invisibility Sphere, and Spirit Knife.*
Spells: Animate Dead, Cannibalize*, Special Features: None.
Harvest Flesh*, Identify Undead*, Value: 3,000 gp.
Mending, and Spectral Hand.
Special Features: None. Eysteins Book of Magics
Value: 2,750 gp. Appearance: The red leather cover of this book is locked with a brass
mechanism that is shaped like a tentacle. The key is missing. Anyone able
Thorgrims Opuscule to open the book (DC 25) reveals the 20 vellum pages within, each written
Appearance: This black leather book is hinged with gold and contains 20 on with basic black ink. The last page of the book is blank.
parchment pages. The cover is protected with gold corner caps and a small Spells: Blink, Cats Grace, Legend Lore, Ray of Frost, Remove Curse,
mechanism consisting of two skeletal hands that keep the book closed when and Tongues.
they are joined. The book does not lock. The first page features an illustration Special Features: None.
Value: 3,500 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Ingjalds Notes black embroidered patterns of bats, teeth, skulls, and eyes. Black silk rope
at each end of the sheet is tied together when the book is rolled to keep it
Appearance: This book is 24 x 18 and contains 130 vellum pages. Its
closed. All of the writing on the silk sheet is embroidered with red silk
a fairly common book with cheap leather covers without any writing or
thread.
symbols. The corner caps, made of bronze, are green with age and one of
them is missing from the front cover. A lot of the text inside the book has Spells: Animate Rope, Bone Armor*, Dragon Skin*, Iron Body, Mage
faded with age. Armor, and Stoneskin.
Spells: Dozens of partial spells but only the following are usable: Acid Special Features: None.
Fog, False Vision, and Rainbow Pattern. Value: 5,700 gp.
Special Features: None.
Value: 3,800 gp. Zerouns Deconstructions
Appearance: This book is 16 x 7 with a cover of giant lizard scales
Bite of the Snake nailed to a wooded backing. The spine is a thick leather to which 100 vel-
lum pages have been sewn. There are no markings on the out-
Appearance: The evil-looking tome is bound in snakeskin
side of the book though the front of the cover has been
that has been stitched together to create one large sheet. The edges
stained with blood on one corner.
of the covers are decorated with snake teeth of all lengths and
from dozens of different snakes. The pages are gray parch- Spells: Acidic Vapors*, Black Lightning*, Fireball,
ment and are written on with red ink. Obscuring Mist, Protection from Spells, and Reverse
Gravity.
Spells: Arcane Poison*, Poisoned Goblet*, and
Venomous Strike.* Special Features: None.
Special Features: None. Value: 6,600 gp.
Value: 4,500 gp.
Secrets of the Spider
Sumarlidis Workbook Appearance: This is a leather-bound
tome about 12 x 9, with a cover that is
Appearance: The Workbook is constructed of cow hide
adorned with hundreds of tiny diamond
nailed to a wooden frame. The spine of the book is a richer-
fragments arranged in the pattern of a spi-
quality leather secured to the two covers with nails and thick
ders web. The interior pages are neatly
thread. The 200 pages inside the book are folded parchment
written and the pages bordered in an intricate
that has been stitched along the center to join the spine. The
web pattern that was hand illustrated over a
binding is durable though the book has suffered slight
period of years by the mad wizard who created
disfigurement from the elements.
the book. The book has 40 pages, 12 of which
Spells: Fire Shield, Grease, Guards and Wards, are blank.
Lightning Bolt, Locate Object, Mislead,
Spells: Cause Fear, Deeper Darkness,
Sumarlidis Uncontrollable Fire*, and
Rot Flesh*, Spider Bite*, Spider Climb,
Undetectable Aura.*
and Web.
Special Features: None.
Special Features: None.
Value: 5,000 gp.
Value: 7,500 gp.

Codex Chalemos
Appearance: This book is a 48 x 12
sheet of rolled white silk trimmed with

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Kolenkas Volume of Magicks Compendium of Evil


Appearance: This book is made of twenty platinum plates, each 14 x Appearance: This book is bound in dull gray leather and has silver sym-
5, fastened together with twenty gold rings. Each plate is polished and bols along the spine. The 400 pages within are made of parchment bleached
shines brightly in light. At night, under torchlight or candlight, red writing as white as bones and the writing drips and flows across the pages, seem-
forms on each plate. The writing disappears again if any light brighter than ing to move as the words are looked at. Characters of good alignment can-
a torchlight or candlight touches it. not even read the words since they shift and blur, refusing to remain in
Spells: Analyze Dweomer, Black Tentacles*, Mage Hand, Obscuring place on the page.
Mist, Spell Turning, and Sudden Grave.* Spells: Burning Hands, Dead Mans Eyes*, Dimension Door, Erase,
Special Features: None. Harvest Flesh*, Prying Eyes, Scare, and Shatter Bone.*
Value: 8,000 gp. Special Features: Any evil-aligned character reading from this book
who succeeds a Spellcraft check (DC 30) sends out waves of negative ener-
Liber Vesania gy, attacking everyone in a 20 radius causing 1d6 points of damage imme-
diately (no attack roll required). If the target makes a Will save against DC
Appearance: The oak covers of this book are decorated with silver cor-
10 plus the readers highest caster level damage is reduced to 1 point. This
ner caps and small emeralds that have been mounted along the top edge of
ability may only be used once per day.
the front. The words Liber Vesania are stamped into the front cover. The
pages are held to the covers with leather straps that have been threaded Value: 9,200 gp.
through them and knotted off.
Spells: Confusion, Detect Thoughts, Forgetfulness*, Hideous Laughter*, Magarias Enchantments
Misdirection, Suggestion. Appearance: This is a square, slender tome 8 on a side. The book is
Special Features: Touching this book can drive someone mad. Anyone bound in leather and secured with a thin piece of silk that is wrapped tight-
touching it must make a successful Will save (DC 25) or suffer effects sim- ly around it. Inside are a dozen vellum pages.
ilar to the spell insanity. This is a not an exact duplicate of that spell since Spells: Confusion, Daze, Hideous Laughter*, and Lesser Geas, Sleep,
its effects can be cancelled with remove curse. Suggestion.
Value: 8,500 gp. Special Features: The book is guarded by protection from evil and is fur-
ther enchanted so that any evil-aligned character or creature holding it suf-
The Codex of Arnlaug fers 1d4 damage per round (Will save DC 20 for half damage).
Appearance: This book has a wooden cover wrapped in leather with the Value: 10,000 gp.
image of a gauntlet stamped into the front. The interior pages are rough
paper that has yellowed with age, the outer edges torn and showing light The Libram of Aldred
water damage. Each page of the book, when it is opened, exhibits further Appearance: Not so much a book as the remnants of one, The Libram
signs of water damage with the ink smeared in places and none of the pages of Aldred is a back cover constructed of oak, silver, and brass, and 18 tat-
lying flat. tered parchment pages sewn to what remains of the books spine. The name
Spells: Cloudkill, Dimensional Anchor, Pyrotechnics, and Scrying. of the book is derived from the writing on the last page. How the book
Special Features: Once per day, on command, this book shifts form and came to be in its current condition is unknown.
becomes a single metal gauntlet. The book remains in this shape for a peri- Spells: A few partial illusion spells and one complete spell, Chatterbox.*
od of five minutes and may be worn by any medium-sized humanoid (the Special Features: The remaining portions of the book are immune to
gauntlets exact shape adjusts to fit that of the wearer). During this period harm. Anything short of a wish spell cannot harm the pages or back cover.
the Strength of the wearer is increased by 2 and the wearer may cast burn- Value: 10,000 gp.
ing hands once per minute as a full round action.
Value: 9,000 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

The Unbearable Grimoire


Appearance: This hideous-looking tome actually changes the imagery
on the covers before the viewers eyes, twisting and distorting to show an
endless number of different grotesque images and scenes. Opening the
book reveals a dozen pages, each scribbled on so horribly that the pages are
difficult to read. All the time the book is being held open the covers con-
tinue to change, never stopping and never showing the same image twice.
Spells: Crushing Hand* and Grasping Hand.*
Special Features: To open the book the reader must succeed at a Will
save (DC 25) or fall victim to a power much like hypnotism. The books
only command to those who fall under the spell-like affect is to place the
book down. For 2d4 rounds after succumbing to the hypnotism affect the
victim will not want to look at the book or pick it up.
Value: 10,000 gp.

Spellbook of the Unknown Caster


Appearance: This unmarked spellbook is a large, metal-bound tome
with 37 wrinkled parchment pages.
Spells: Banishment, Cone of Cold, Evasion*, Explosive Runes, Statue,
and Vanish.
Special Features: The secrets within this book assist a spellcaster in the
creation of new spells.
Secrets of Spellcraft (General): The caster has gained access to secret,
hidden, or forgotten lore that assists him in the research of original spells.
Prerequisites: Spellcaster capable of casting 4th-level spells or higher,
Knowledge (Arcana) 6+.
Benefit: The caster gains a +4 bonus to Spellcraft checks but only for the
purpose of researching new spells.
Special: A character may only take this feat after three weeks of study-
ing this book.
Value: 10,000 gp.

Garaonas Traveling Spellbook


Appearance: The cover of this thin book is manufactured of goblinskin.
The skin has been attached to a wooden frame using fine nails and leather
straps that are threaded through the spine of the book, holding the 30 parch-
ment pages in place. The writing inside is hurried and sloppy.
Spells: Fog Cloud, Goblin Stench*, Obscuring Mist, Ray of Frost, and
Stinking Cloud.
Special Features: None.
Value: 10,000 gp.

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Liber Arcanus The Magestone Manifesto


Appearance: Liber Arcanus is a thick tome of over 100 parchment pages Appearance: The copper hinges of this square book are a visual contrast to
protected within covers built from heavy oak, silver fasteners, and thick the bleached white bone-crafted cover. The cover is made from bones of all types
leather straps that doubly secure it when closed. The pages are written in a and sizes that have been lashed together with the intestines of something, the
shaky hand with a silver ink. The first 50 pages of the book are soaked through entire contraption then bleached and strengthened with a clear glue. The edges
with blood and are unreadable. Of the remaining pages, only 20 are used the have all been sanded off to give the book perfectly smooth edges and a perfect-
other pages are completely blank (but see below). ly square shape. Vellum pages inside are written on in an average black ink.
Spells: Alarm, Alter Self, Darkness, and Flame Arrow. Spells: All 0-level Sorcerer and Wizard spells, Acid Arrow*, Bulls
Special Features: The blank pages of the book are, in fact, not blank at all. Strength, Contagion, Detect Secret Doors, Fabricate, Mount,
If the book is opened beneath a full moon all of the blank pages flash briefly Suggestion,Ventriloquism, and Wall of Ice.
with a magical radiance which fades seconds later, revealing notes on lich- Special Features: When held high overhead and the command word spo-
dom. The writing remains visible for 2d6 hours after the opened book has ken the book grants the person holding it the ability to speak with dead once
been exposed to a full moon. If the book is studied for at least 3 hours the read- per day for 5 minutes. The command word is unknown.
er must make a Knowledge (Arcana) or Value: 14,000 gp.
Knowledge (Necrology)* check (DC 25). If the
check is successful the reader has a better under-
standing of liches and gains a permanent +2 bonus
Guide to Monster
to weapon damage rolls when combating a lich. Summoning
Only one reader may study the book at a time. Appearance: Its hard to believe that such a
Value: 11,000 gp. beautiful tome could be so dangerous. The book
was constructed with a plain wooden cover, bound
along the spine with leather, that was then painted
Codex of Prestidigitation by a master artist centuries ago. The cover depicts
Appearance: The red leather covers of this a serene nature scene much like those most nobles
spellbook, and its 100 gray pages, are in pristine have hanging in their homes. Opening the book,
condition the book looks as if it was crafted less the pages are a dirty brown in color and the writ-
than a day ago. 20 of the pages within are written ing was done using human blood for ink. The
on in black ink, the other 80 are blank. Anyone smell of death surrounds the book and all animals
attempting to write in the book finds that it is are frightened when it is brought within 5 feet of
resistant to ink and it is impossible to add anything them.
to the book, even on the blank pages.
Spells: All monster summoning spells from the
Spells: Dream, Endure Elements, Guards and Players Handbook.
Wards, Lesser Geas, Locate Creature, Stinking
Special Features: If this book is used during
Cloud, Suggestion, and True Strike.
any monster summoning the casting time is
Special Features: Besides the previously men- increased to five rounds but the spell functions as
tioned ability to resist new writing, the book is if it were one level higher than it actually is.
immune to the effects of fire, both natural and (Example: Summon Monster III would be treated
magical. as Summon Monster IV.) One page of the books
The Codex of Prestidigitation also has the abili- remaining pages is destroyed each time it is used in
ty to walk. On speaking the command word three bony legs grow from the this way, the page bursting into flames as soon as the spell is completed.
spine of the book, each ending in a clawed foot. The book follows the person When found the book will have 2d10+10 pages.
who spoke the command word and it has a base speed of 20 feet. Value: 14,000-23,000 gp depending on pages remaining.
Value: 14,000 gp.

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The Grimoire of Silban The Dark Scrolls


Appearance: Silbans Grimoire is composed of hundreds of parchment Appearance: The Dark Scrolls are a collection of 14 scrolls rolled tight-
pages, each carefully written with numerous sketches, symbols, and notes ly together and stored in a case constructed of platinum and inlaid with sil-
covering the margins. Some notes, in a blue ink, are by a completely dif- ver decorative patterns. The case is completely sealed on one end and a
ferent hand and appear to be expansions upon ideas and spells detailed in stopper on the opposite end allows access to the scrolls inside. Each scroll
the more carefully crafted text. The book is stitched along one edge and is long and narrow (approximately 40 x 10) and several are worn and
bound to a leather spine that is all that remains of the cover. fraying around the edges though not to a point that information is lost.
Spells: All Divination spells in the Players Handbook, The scrolls themselves are parchment. The case, when stop-
Keen Eyes of the Hunter*, and Summarize. pered, is completely sealed against the elements.
Special Features: One of the sections of the Spells: Each scroll contains a single spell. The
book describes ways in which to damage spells are: Boiling Blood*, Dispel Magic,
opponents, identifying the location of vital Explosive Runes, Fear, Fire Trap, Ghoul
organs and how to overcome the protec- Touch, Ice Storm, Lightning Bolt, Mind
tion of different armors. These abilities Fog, Shades, Shadowbound*, Shield,
are represented by the feat Deep Shocking Grasp, and Web.
Wound. Special Features: None.
Value: 15,000 gp. Value: 18,000 gp.

Book of Physical The Red Book


Prowess Appearance: This is a leather-
Appearance: This book is bound book, dyed red, with 120
carefully crafted, the covers built parchment pages inside, all of
from silver and the interior pages which are also dyed red. The
made of silk sheets sewn to a writing, in black ink, is difficult
parchment backing. The symbol to read and makes it difficult to
of a fist, cast of gold, is affixed to copy spells. It takes two days and
the cover with a series of tiny silver a Spellcraft check (DC 25 + spells
rings. The writing inside details a level) to copy a spell from this
series of spells that improve the recip- book.
ients physical capabilities. Spells: Arcane Mark, Contagion,
Spells: Bulls Strength, Cats Grace, Enervation, Globe of Invulnerability,
Endurance, Endure Elements, Minotaurs Horrid Wilting, Invisibility Sphere, Secret
Might*, and Stoneskin. Chest*, and Tiny Hut.*
Special Features: One of the pages has been Special Features: This evil tome is a trap.
magically enchanted with the ability to permanently Anyone opening it and reading from its pages must
improve the Strength of a single individual. Upon reading make a Will save (DC 30) or lose 1d4 points of
this page and succeeding an Intelligence check (DC 35) the readers Intelligence for a 24 hour period. Only on a successful Will save
Strength is increased by 1 point. The page instantly vanishes when the suc- can the reader attempt to copy spells or use this book in any other manner.
cessful check is made and there is a 35% chance per spell that the pages This save must be made each time the book is read though checks after the
containing the spell are also destroyed. first successful save are easier (DC 18).
Value: 16,000 gp. Value: 18,000 gp.

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Broken Teeth Crows Grimoire


Appearance: Humanoid teeth are glued to the wooden covers of this Appearance: The covers of Crows Grimoire are constructed on bone,
book, covering the entire surface of the front, back, and spine of the book. flesh, and wood. The two pieces are joined along the spine with treated
The pages inside are sewn to the leather binding that is nailed securely to flesh that has been cut into strips, each piece run through holes in the cov-
the covers with rusted nails. This is an evil clerical tome. ers and the pages of the book and knotted. The pages inside, bleached white
Spells: All Evil Domain from the Players Handbook. parchment, are covered with necromantic symbols and scratchy writing.
Special Features: When held by a good-aligned character the book auto- Spells: Animate Dead, Disrupt Undead, Fear, Magic Jar, Shadow Aura*,
matically attacks, the teeth and wood warping into the shape of a mouth. Shadow Horror*, Spectral Hand, and Vampiric Touch.
This attack succeeds automatically, dealing 1d4 points of damage per Special Features: Besides the spells listed above, this book also presents
round the book is held. a method of sustaining spell length. To use this in your campaign, use the
Value: 18,000 gp. feat, sustained incantation.
Value: 20,000 gp.
Of Skulls and Night
Appearance: This leather-bound book is decorated with a series of danc- Book of Alendawen
ing skeletons, flying sculls, and a crescent moon symbol all on the front Appearance: This book is warm to the touch, unusually so. Its cover is
cover. The spine bears a second crescent moon symbol and 8 stars while the crafted from the scales of an unknown beast that have been formed into
back cover is completely blank. The pages inside are of varying degrees of plates about 14 x 8 in size. These have been pierced along one edge and
quality ranging from poor paper to expensive vellum. The higher quality four iron rings hold the covers together and secure them to the 40 parch-
pages have been bound into the book after its initial constructed and the ment pages inside. In sharp contrast to the cover, the pages of the book feel
spine shows where it was cut and widened with a piece of calf skin. cool when touched. The writing is in elvish.
Spells: Animate Dead, Ghost Sound, Ghoul Touch, and Grave Claws.* Spells: Gust of Wind, Jump, Legend Lore, Open/Close, and Protection
Special Features: Besides the spells, this book also reveals the myster- from Spells.
ies of a new feat, Grave Claws Strike. Special Features: While most of the writing in the book is spent on spell
Value: 18,000 gp. descriptions and casting instructions there is a small section near the end of
the book that the feat, Improved Caster Level.
The Spellbook of Vladiassim Value: 20,000 gp.
Appearance: This small book is not in any way impressive to look at.
About 9 x 7, this leather-bound tome is red with the symbol of a raven Majestic Magics
painted on the cover. The 100 pages inside, all parchment, include a selec- Appearance: This book is made of dragon-scale covers and pages fash-
tion of transmutation spells and general notes regarding magic, spellcast- ioned from the leathery wings of dragons. The writing inside is done with
ing, and all things arcane. silver ink that glows red under a full moon.
Spells: Claws of the Demon*, Greater Magic Weapon, Passwall, Plane Spells: Dispel Magic, Light, Magic Circle Against Evil, Scrying, and
Shift, Slow, Snakes Speed*, and Teleport. Teleportation Circle.
Special Features: Some of the passages in this text reveal the secrets of Special Features: Majestic Magics contains, besides the previously list-
concealing some aspects of spellcrafting. The feat, concealed spell, covers ed spells, an explanation to arcane spellcasters on the functionality and use
the game rules for these secrets. of wisdom as a basis for magic. The feat Craft of the Wise details this infor-
Value: 19,500 gp. mation in game terms.
Value: 23,000 gp.

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Dweomercraf t of Ziramond Mesmerize: This is a greater form of Fascinate that can only be used by a
bard who has studied the contents of this book. It follows all of the rules of
Appearance: The covers of this book are maple boards that have been
the Fascinate ability except that the modifier to Spot and Listen checks is at
finished with a dark paint. The pages, plain white paper, can only be seen
a -6 penalty.
by elves or arcane spellcasters who cast read magic on the book.
Value: 44,000 gp.
Spells: Mind Blank, Moon Spray*, and Wish.
Special Features: Other than the previous requirements for reading the
contents, none. Rushnaks Grimoire of Dark Arts
Value: 32,500. Appearance: This book consists of 306 parchment sheets bound with
cord and two heavy plates of stone. The sides of the stone plates that touch
the parchment have been sanded down to a fine surface while the outer sides
Book of Thorns have been left rough and natural.
Appearance: The Book of Thorns is a dark tome, the covers constructed Spells: All necromancy spells from the Players Handbook.
of obsidian sheets that have been enchanted to strengthen them. The pages
Special Features: None.
of the book are simple parchment and there are over 300 pages total in the
book. Magically-fused to the covers are several bony spikes that make the Value: 47,000 gp.
book dangerous to the touch (Reflex save DC 15 to avoid suffering 1d4
damage if picking up the book without gloves or other protection). The Guide to Experimental Summoning
Spells: Blood Knife*, Burrowing Bony Digits*, Chill Touch, Contagion, Appearance: The Guide to Experimental Summoning is battered, the
Darkvision, Disrupt Undead, Emotion, Fear, Hold Portal, Incendiary Cloud, cover worn, scarred, and destroyed in places. The pages inside are all soiled
Magic Circle Against Good, Mirage Arcana, Phase Door, and Skeletal in some way with everything from mud to blood. Of the 100 pages inside,
Spikes*. only 30 of them are intact. The rest of the pages are so damaged that they
Special Features: The Book of Thorns is a living, evil creature that sleeps are unusable.
for 100 years at a time. When sleeping, the book acts like any other spell- Spells: All Summon Monster spells from the Players Handbook, Call
book but it does radiate evil if a check is made. When it does awaken, the Undead*, and Summon Shadow Raven.*
book transforms, changing into a skeletal humanoid that is covered in hun- Special Features: The notes within the book, if properly understood,
dreds of spiky protrusions and has the ability to cast any of the spells listed make the readers summoning spells more powerful. After two weeks of
above, each one once per day. studying, and on a successful Spellcraft check (DC 35), the reader, if
Value: 37,500 gp. already an arcane spellcaster, gains a +1 level bonus when determining the
effects of any Conjuration (Summoning) spell. If the check is failed the
Lanereals Songbook reader may not retry.
Appearance: A small book that could be easily confused for an accoun- Value: 64,000 gp.
tants ledger or a shopkeepers inventory listing, Lanereals Songbook is one
of the plainest of spellbooks. There are approximately 50 paper pages inside Album of Misery
and the books covers (constructed of stiff leather) are sewn directly to the Appearance: The Album of Misery smells of fire. The book is only 8
front and back of the book, leaving it without a spine. pages of thin paper held in a leather folder that is held closed with silver
Spells: Detect Thoughts, Mage Armor, Mage Hand, Sleep, and clips on the three open edges.
Whispering Wind. Spells: Cause Fear, Fear, Horrific Aspect*, and Scare.
Special Features: Over half of the pages in Lanereals Songbook are Special Features: Any character opening the book must succeed a Will
devoted to careful study of the Bardic Music ability possessed by all bards. save (DC 20) or immediately suffer the effects of Finger of Death as if cast
Any bard with access to Lanereals Songbook who studies it for a solid by a 20th level spellcaster.
week without interruption (other than for sleeping and eating) gains the new Value: 77,500 gp.
bardic music ability, Mesmerize.

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Planar Writings end among the necromantic community and bards have often told its tale
with more than a little embellishment.
Appearance: Planar Writings is the size of a traveling spellbook but it is
obvious from looking at it that it is something more. The covers are made Spells: All sor/wiz necromancy spells from the Players Handbook plus
of black leather and, stitched directly to the front and back, is a circle of Absorb Dead Flesh.*
gold that is decorated with gemstones. Between the covers, the pages of the Special Features: Any good-aligned character or creature touching the
book are sheets of parchment, each one stamped with a wax seal showing book suffers 1 hp of damage per round he is in contact with the book or car-
a crescent moon and three small stars orbiting it. The writing is done with rying the book on his person (including a backpack). The book heals evil-
a metallic ink that glows brightly in the dark. There are over 100 pages in aligned characters and creatures at a rate of 1 hp/minute though this heal-
the book, 33 of which are completely blank. ing requires that the character actually be touching the book and not just
Spells: Gate, Phase Door, Plane Shift, Prolong Life*, Teleport, carrying it in a pack or satchel. The book resists all attempts to destroy it
Teleportation Circle, Teleport Without Error, and Temporal Slam.* and anything short of a wish spell cannot do it any harm. The first use of
wish on the book destroys 50% of the spells contained within and the sec-
Special Features: The notes within the book imbue the reader with the
ond wish destroys the book completely.
ability to cast gate once per day. A Spellcraft check (DC 35) is necessary.
On a failed check the gate miss-fires and instead functions as Summon Value: 168,000 gp.
Monster VIII and brings in one creature for the 8th-level list. The creature
is not controlled. On a successful check the gate spell allows planar travel Low-Energy Casting
and functions as if cast by a 20th level spellcaster. Appearance: The covers of this book are made of a fine leather, dyed
This check must be made each time the ability is used and the book blue, and stamped in silver ink with a crescent moon on the front cover. The
grants the ability only once per day. The book must be held in two hands to 300 pages inside are the finest of papers, so thin as to be semi-transparent.
activate this ability. Not all pages are written on and most only contain three or four letters or
There is a 5% chance each time this ability is used that the book will be symbols.
completely destroyed. This destruction takes place 24 hours after the abil- Spells: Read Magic
ity is used and, when it happens, all characters, creatures, and objects with- Special Features: The book contains secrets of spellcasting that, once
in 10 feet of the book take 1d6 points of damage. deciphered, make the reader a more powerful arcane spellcaster. The writ-
Value: 100,000 gp. ing on the semi-transparent pages must not be read a page at a time but
instead in groups of 6 to 10 pages at a time, reading through the different
The Spells of Athelstan pages at once. Any arcane spellcaster who succeeds at a Spellcraft check
(DC 35) after one month of studying may memorize spells of one school
Appearance: This book is constructed of iron covers that have been
(selected before the period of studying begins) as if they were of one spell
joined to a leather spine with copper spikes. The pages, sewn to the leather,
level lower than they actually are.
are tan-colored parchment. The symbol of an hourglass has been engraved
into the front cover of the book. Example: An arcane spellcaster locks himself within his tower for one
month, studying the Evocation information within the book. At the end of
Spells: All arcane spells from the Players Handbook involving time.
that time, if the Spellcraft check is successful, the spellcaster could now
Special Features: Athelstan spent decades perfecting his spellcasting memorize magic Missile as if it were a 0-level spell, delayed blast fireball
speed and kept detailed notes of his studies and the final methods he estab- as if it were a 6th-level spell, and meteor swarm as if it were an 8th-level
lished. This is represented with the feat, Fast Spell. spell.
Value: 100,000 gp. The book specifically addresses the schools of Divination, Evocation,
and Illusion. The special feature of this book may be used multiple times,
Advanced Necromantic Academics but only once for each school. If the Spellcraft check fails the spellcaster
Appearance: This evil tome is a collection of parchment pages held may never gain this special feature for the school of magic being studied
inside a case built of bone, obsidian, and steel. The chests lock was broken when the check failed.
long ago and it is held closed by a short length of rope. The book is a leg- Value: 1,000,000 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Special Books
Liber Praevalida and black metal corner caps. All of the pages inside are filled with notes
and maps. The maps detail most of the surrounding lands, the seas and
Appearance: A large, heavy book with wooden covers and 100 parch-
islands to the west, and a small unnamed valley. The metal pieces affixed
ment pages that are laced together with thick leather along the narrower
to the cover are all made of copper plated with silver and then painted
edge of the book. The book does not contain any spell information but it
black. The paint is wearing off of the metal.
does contain numerous essays on knowledge and intelligence.
Special Features: On a successful Knowledge (Geography) check (DC
Special Features: This book of knowledge may increase the Intelligence
25) the contents of this book grant the user a +2 bonus to future Knowledge
score of anyone who reads it for a temporary period. After one day of study
(Geography) checks when in the lands the book details.
the reader must succeed an Intelligence check (DC 15) and, on success, the
Weight: 12 lbs.
readers Intelligence score is increased by 2 for 48 hours. The
book may be used any number of times but, Value: 300 gp.
each time after the first, there is a 5% chance
that use of the book will permanently reduce Of Traps and Their Disarming
the Intelligence score of the reader by 2. Appearance: This tome of thieves is about 6 x 12 with
Value: 50 gp. a dull brown leather cover and yellowed parchment pages.
The Pages contain detailed schematics and mechanical
The Book of Drinks specifications on hundreds of mechanical traps.
Appearance: This heavy book is illustrated Special Features: A character with the Disable Device
and filled with an unparalleled amount of infor- skill who takes five minutes to study the book before
mation regarding alcoholic beverages. The plain attempting a skill check gains a +2 bonus to the roll.
leather covers and parchment pages are evidence Value: 500 gp.
of a purchased blank book that was intended as a
journal or diary. Historical Inscriptions
Special Features: The book details hundreds of Appearance: The covers of this book were con-
different drinks and is an invaluable aid to taverns structed from the hollowed remains of a giant clam and
across the land. It includes the recipes for two orig- the book is approximately 12 square. The pages
inal drinks from the author of the book. The author inside are secured to the clamshell with steel rings.
was perfectly capable of recording the drink cre- The entire shell has been reinforced with a wooden
ations of others but his two contributions to the book, frame on the inside of the shell so that the outer
Winter Rogue and Scarlet Hammer, are bland and appearance is not scarred. Markings engraved in the
unoriginal. shell have worn away with time and are not decipherable.
Value: 100 gp. Special Features: The text inside this book details the history of one
small island region far away from where the book is found. The book
Ancient Atlas allows the reader to use Knowledge (Local) specific to the island detailed
Appearance: A massive, 24 x 18, leather-bound tome with about 80 as long as the book is in actual use at the time the skill check is attempted.
parchment pages. The cover is decorated with small silver-colored studs Without the book this check is not permissible.
Value: 500 gp.

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Phantom Tales Alfgeirs Journal


Appearance: This book is 20 tall and 8 wide, making it one of the Appearance: The merchant Alfgeir kept a journal of his travels, detail-
stranger-shaped books likely to be found in any collection. The books cover ing his life at the end of each day for a decade. This journal, common
is made of leather, gray in color, and bound along the spine with another strip though it may appear, is of value to bards, sages, and any who profit from
of blood red leather. The pages inside are loose, the stitching broken in many the history and experience of the lands beyond their home.
places. There is a 15% chance each time the book is opened that a random Special Features: Alfgeir was well traveled and encountered many odd
number (1d4) of pages will separate from the binding. creatures, characters, and situations all noted within this book. This book
Special Features: This book chronicles the tales of a ghost hunter who grants a +2 bonus to Bardic Knowledge, Knowledge (History), or any skill
lived over 100 years ago. It appears to be the personal diary of the man and in that relates to the history, lore, or geography of the lands Alfgeir traveled.
fact there are several passages of text that do add to the knowledge of those Value: 1,100 gp.
who read it. Any character reading this tome for two solid weeks gains the
skill Knowledge (Spirit Lore)* or, if he already has the skill, one free rank in
the skill.
The Journey
Appearance: This red leather book is about 12 x 9 and contains 57
Value: 550 gp. vellum sheets, several of them loose from the binding. The information
inside is a diary record of a sea voyage that took place 30 years ago.
The Dancing Wizards Workbook Special Features: The book includes a fairly detailed section on the use
Appearance: A human skull has been filed down and embedded in the of ropes. Any character studying this book for one week gains the skill Use
wooden cover of this book. The skull is fractured along one side, and the Rope on a successful Dexterity check (DC 15). If the character already has
wood is rotting in places. The pages inside, all cheap parchment, are cov- the skill, a successful check grants the character a +2 bonus to all future
ered in notes, sketches, and mage sigils. Use Rope checks.
Special Features: A wizard who studies this book for three solid weeks Value: 1,200 gp.
gains a Spellcraft rank on a successful Spellcraft check (DC 28). If the
check is failed the wizard is not permitted to retry. The Journal of Gurutz
Value: 750 gp. Appearance: A small leather-bound book about 8 x 5 in size with
about 200 cheap paper pages inside. The journals writing is fascinating
A Guide to Armor Manufacture reading and could prove useful to sages and bards.
Appearance: This book is common throughout the lands and several Special Features: Gurutz the sage traveled over much of the civilized
copies are known to exist, each copied from another. The book includes lands and, for a few years, journeyed deep into the western deserts. In this
numerous instructions on crafting different types of common armors. journal, Gurutz recorded the knowledge passed to him regarding desert sur-
Special Features: If this book is used by a character with Craft (Armor- vival. Anyone studying the book for two weeks who succeeds an
smithing) a +5 bonus is applied to all checks but the time is doubled. Intelligence check (DC 22) gains a +2 bonus to all Wilderness Lore checks
Value: 1,100 gp. when in a desert environment.
Value: 1,200 gp.
The High Alchemy of Deogolsson
Appearance: This green book is average in appearance, made with a Moonstone and Other Precious Gems
leather cover and 100 parchment pages. 22 of the pages are blank. Appearance: This is a thick, lavishly illustrated manual of gemstones
Special Features: The notes within this book may be of assistance to listing hundreds of gem types, possible flaws and imperfections, and val-
alchemists. Any character with the Alchemy skill who studies the book for ues.
a single day and makes a successful Intelligence check (DC 25) gains a +2 Special Features: By spending three hours with this book and any gem-
bonus to all future Alchemy skill checks. stone, the user gains a +6 bonus to all Appraise checks.
Value: 1,100 gp. Value: 1,500 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

The Gray Tome Special Features: As long as this cube is in direct contact with a psion-
ic character or creature it grants two bonus power points per day to the
Appearance: The Gray Tome is thin, constructed of an iron frame
holder. If the cube is ever not in direct contact these bonus power points are
wrapped in silk. The pages inside are all of the richest vellum, each bear-
lost (subtract two from the power points currently remaining). If the cube
ing the symbol of an open eye in the center of the page. The text is written
is physically changed in any way this ability is lost.
above and below the eye symbol on each page. There are no identifying
marks on the cover, no title page, and nothing else that could help reveal The cube grants these power points only once per day and on immediate
the creator of the book. contact with the first psionic character or creature it touches in a day. Any
psionic character or creature coming in contact with the cube after its
Special Features: The eye symbol on each page blinks slowly. The
power has been shared that day receives nothing.
effect is disturbing to say the least.
Value: 4,500 gp.
Value: 1,900 gp.

The Key of Anavol The Book of Blades


Appearance: This 24 x 16 leather-bound book is filled with 100
Appearance: This large, leather-bound tome contains 29 parchment
pages, each filled with sketches, paintings, and some written information
sheets sewn to the spine and 4 loose sheets of a slightly different color. An
regarding several magical swords, knives, and daggers. The book describes
image of a key has been stamped on the cover and the writings inside
everything from commonly encountered swords to great artifacts.
include a map and written directions to a tower. Unfortunately, the map
does not show names or a compass point making it a near-impossibility to Special Features: Bards studying this book gain a +2 bonus to all Bardic
determine exactly where the tower is located. The map shows mountains, a Knowledge checks involving a magical blade.
wide river, and a small forest. Value: 4,500 gp.
Special Features: If the tower on the map can be located the book, when
pressed to the front door, unlocks the tower. The door resists all efforts to Guide to Dwarven Gods
bash it down, both physical and magical, and can only be opened with the Appearance: This book is a collection of stone tablets, each weighing
book. 20 pounds, that is carried in an ornate chest built of steel and coated in gold.
Value: 2,500 gp. The chest is so heavy that, when it was in the dwarven kingdoms, it was
carried by a team of no fewer than 12 dwarves. When found, there are
The Smiths Ways 1d4+1 tablets inside the chest, some in better repair than others. There is a
25% chance per tablet found that it is destroyed beyond use.
Appearance: This simple tome is a leather-bound volume that looks like
any other book that can be purchased blank from a bookcrafter. The pages Special Features: Any dwarven cleric who is left to study the tablets in
inside are written on with plain black ink and present the techniques of peace for a period of one month is smiled upon by the dwarven gods and
three different craft skills. granted one bonus spell slot per day of a level equal to the number of usable
tablets found in the chest.
Special Features: The reader of this book, after spending three weeks
studying it and succeeding an Intelligence check (DC 25) receives a +1 The chest itself disintegrates once the final tablet is destroyed.
rank bonus to any one of the following skills: Craft (Armorsmithing), Craft Value: 5,000 gp plus cost of tablets.
(Blacksmithing), or Craft (Weaponsmithing). This bonus may only be 1 tablet = 5000 gp
gained once per skill. 2 tablets = 10000 gp
Value: 2,800 gp. 3 tablets = 20000 gp
4 tablets = 30000 gp
Unbound Psionics 5 tablets = 40000 gp
Appearance: This book is a solid gold cube 3 on a side. The only
marking on the cube is a brain symbol etched into one side.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Cerdics Pages The Bible of Ozyciel the Unclean


Appearance: The covers of this book, constructed of pine boards and Appearance: This book claims to be the religious bible of a once pow-
linked together and to the pages within by iron hoops, are reinforced with erful god. The information within covers the responsibilities of clergy and
copper strips and corner caps. The 200 pages within, all gray parchment, worshippers of this evil god including everything from eating habits to
are filled with the writings from a dozen different hands. There are twenty sleep to sacrifices. Sages cannot find any proof that this god ever existed
different languages used in the book, most of them variants on ancient or was worshiped. Some speculate that the book is from another world.
elvish. Special Features: This book is, in fact, from another world. If a spell-
Spells: None. caster uses the book in the casting of gate the spell will create an opening
Special Features: The text within this book holds many secrets and to the world this book originated in. This, unfortunately, destroys the book
gives the reader a +2 bonus to all Knowledge (Arcana) checks. in the process.
Value: 5,600 gp. Value: 10,000 gp.

Folio of Aberrations
Appearance: The covers of this book are lizardman hide stretched over
a wooden frame with a brass locking mechanism. The key is stored in a
secret compartment on the back cover. The front cover of the book features
a grizzly skull that has been constructed from the bones of a dozen differ-
ent beasts. The interior pages are all made from the skins of numerous crea-
tures. There are 12 pages.
Special Features: This book describes a dozen different aberrations.
Anyone studying the book closely for three weeks who succeeds an
Intelligence check (DC 25) is rewarded with superior and insight into these
monstrosities. On a successful check there is a 15% chance (per aberration)
that the reader gains an ability comparable of that of the rangers Favored
Enemy only applied to each of the dozen aberrations. This bonus does not
increase as the character gains levels and does not stack with any other abil-
ities that affect the creature studied. Check for each monster separately.
The exact dozen aberrations detailed is the decision of the gamemaster.
Value: 6,500 gp.

The Catalog of Other Realms


Appearance: The Catalog of Other Realms is a thick volume with 300
vellum pages. The wooden covers are held to the leather spine with small
brass hinges. The pages inside detail hundreds of planes the author claims
to have personally explored. Many question the honesty of these claims
though there are a few who believe the information contained within the
book is genuine.
Special Features: Anyone using this book when on another plane has a
50% chance to use his Wilderness Lore skill without suffering any penal-
ties. The time necessary to use the skill is doubled while on another plane.
Value: 7,500 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Book of the Drow Special Features: Anyone succeeding an Intelligence check (DC 25) at the
end of two weeks of studying gains an ability comparable to that of the
Appearance: The dark elves of the underground are powerful spellcast-
rangers Favored Enemy only applied to goblinoid shamans. This bonus does
ers, knowledgeable in many different art forms. This book, written by a
not increase as the character gains levels but, if the character was already a
slave of the drow who managed to escape, is 4 x 5 in size and is nothing
ranger with the goblinoid race selected as a Favored Enemy, the +1 bonus
more than 100 parchment sheets sewn together along one edge there is no
from successfully deciphering this book does stack with his ranger ability.
cover. The book has been burned along one side, the first 50 pages are torn
along the bottom edge, and the entire thing has been soaked in water ruin- Value: 16,000 gp.
ing most of the pages. Those with the patience can, after great study, deci-
pher bits of the text inside. A Guide to Goblinoids
Special Features: While most of the text inside has been ruined after Appearance: This book is made of goblin skin that has been treated and
years of abuse, anyone studying the book for two solid weeks has a chance stretched across a finely crafted wooden frame. The 100 pages inside were cut
of understanding and benefiting from the information inside. Anyone suc- from the skins of numerous goblinoids, allowed to cure in the sun, and then
ceeding an Intelligence check (DC 22) at the end of this two week period sewn together to create sheets. Each page is bleached white but the stitching
gains an ability comparable of that of the rangers Favored Enemy only still shows clearly allowing anyone who looks at the page to instantly notice
applied to drow. This bonus does not increase as the character gains levels the number of patches of skin used in the construction of each page.
but, if the character was already a ranger with drow selected as a Favored Special Features: The book is filled with information on the physiology,
Enemy, the +1 bonus from successfully deciphering this book does stack culture, religion, battle tactics, and other assorted facts about goblinoid races.
with his ranger ability. Anyone succeeding an Intelligence check (DC 25) at the end of two weeks of
Value: 10,000 gp. studying gains an ability comparable of that of the rangers Favored Enemy
only applied to one goblinoid race. This bonus does not increase as the char-
Magnif icent Shadows acter gains levels but, if the character was already a ranger with the goblinoid
race selected as a Favored Enemy, the +1 bonus from successfully decipher-
Appearance: The covers of this magical book is made of polished platinum
ing this book does stack with his ranger ability.
that has been stained a deep black. The polished surface of the book reflects
little light and anyone staring closely at it can see their reflection as a faint This book contains enough information for this bonus to be gained in regard
image. The pages inside are completely blank and resist any attempts to write to 1d4+1 goblinoid races of the gamemasters determination. A character may
on them. study the book multiple times, declaring a different goblinoid race as the focus
of study each time before starting the study period. If a character fails a roll to
Spells: None.
gain the bonus he may never again attempt to learn the books secrets regard-
Special Features: The book is a trap created ages ago by an evil wizard. It ing that race.
was constructed as an exact duplicate of one of his spellbooks (long lost) and
Value: 16,000 gp.
many have fallen victim to its power. Any character looking closely at the
cover (one round or more) is the target of a hypnotic pattern spell as if cast by
a 5th level spellcaster. A character who resists the effects of the spell will never Encyclopedia of Poisons
fall victim to its effects and no longer has to check when staring at the book. Appearance: This is a thick, battered book built with wooden covers and
Value: 11,500 gp. 100 parchment pages that have been bound together with ten iron rings.
The covers have been painted green and a white skull has been painted on
the front cover. The paint is fading, revealing the wood beneath.
The Study of Goblinoids Special Features: The Encyclopedia of Poisons includes written instruc-
Appearance: The gray-leather book is completely free of cover markings.
tions regarding dozens of different poisons including sketches of necessary
The 100 pages inside, all yellowed paper, are covered in tiny handwriting and
components and possible applications for each poison. The book instructs
sketches that catalog the various goblinoid creatures in existence and cover the
someone with Craft (Poison)* in the art of creating Minotaurs Blood.
culture and combat techniques of each. 24 of the pages are damaged and
unreadable. The largest portion of the book is devoted to the spellcasting tech- Value: 16,000 gp.
niques and capabilities of goblinoid shamans.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Curse of the Ancients Anhagas Sorcerous Studies


Appearance: This unholy tome is bound in black leather and contains 50 Appearance: The tome is 7 x 12 in size with a wooden cover that has
parchment pages, many of them showing signs or fire and water damage. The been blackened by fire. Only 43 of the 100 parchment pages inside are leg-
symbol of an ancient evil deity is branded into the front cover of the book. ible, the rest damaged by fire and water.
Special Features: Any good-aligned character or creature touching the Special Features: This book details the techniques with which Anhaga
book must succeed a Will save (DC 25) or lose 1d6 Constitution points for a slaughtered sorcerers throughout his career as a slayer. Anhaga, who had
24 hour period. This check must be made once every ten minutes that the book always blamed the death of his father on a sorcerer, mastered the art of
is touched or held. combating these arcane spellcasters and, near the time of his death, record-
Anyone reading aloud from the book must make an Intelligence check (DC ed his knowledge for others.
20). On a successful check the character reading has unknowingly cast horrid Anyone succeeding an Intelligence check (DC 30) at the end of a week
wilting as if he were a 20th level cleric. There is a 15% chance each time this of studying gains an ability comparable of that of the rangers Favored
ability is used that the book will burst into flame, causing 2d6 points of dam- Enemy only applied to sorcerers. This bonus does not increase as the char-
age to anyone within a 5 ft. radius (including the reader). acter gains levels.
Value: 20,000 gp. Value: 25,000 gp.

Book of Sight Poisoners Handbook


Appearance: The most striking feature of this book is the large eye on Appearance: This emerald-studded books electrum cover is obviously
the cover that blinks at random intervals. The book is not sentient but the worth a great deal but its the information inside that is most valuable to
organic eye grafted to the front cover transmits all it sees to a long-dead those with an interest in the art of poison. 30 parchment pages detail the
wizard. Though the wizard is no longer receiving the information the eye recipes necessary to craft three different fantasy poisons. The Craft
dutifully performs, always watching the activity around it. The eye can be (Poison)* skill is necessary to create these foul poisons.
destroyed (1 hp) but doing so destroys any value the book has as a magical Special Features: The Poisoners Handbook instructs someone with
antiquity. Craft (Poison) in the art of creating the poisons Skulls Breath, Green Rot,
Special Features: Other then the previously mentioned eye, none. and Ninstills Curse.
Value: 20,000 gp. Value: 27,000 gp.

The Shield of Vladik The Collected Teachings


Appearance: This is a three foot by two foot book built of leather, steel, Appearance: This is not only one book but a series of books crafted
and wood, with 100 parchment pages between the two sturdy covers and hundreds of years ago. Each one is a thick tome of about 300 blank pages.
with two leather straps on the back cover. The front cover has a silver shield The iron and copper covers of the book are simply titled, The Collected
symbol set into it, with a ring of twelve emeralds orbiting the shield design. Teachings.
Special Features: Upon speaking the command word this heavy book Special Features: The book can sense the weakest ability of the reader
solidifies, the covers locking closed. The book cannot be opened again until and anyone spending five solid days going over the book, studying each
the second command word is spoken. blank page, may gain an ability increase. Make an ability check using the
The Shield of Vladik is a shield and, when used as one, is treated like a characters lowest ability score (gamemaster decides which ability in the
small steel shield. case of ties) and on a successful check (DC 18) that ability score is
Value: 24,000 gp. increased by one point. The book crumbles to dust as soon as it has been
studied, even if the check failed.
Value: 27,500 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Armods Spiritual Grievances be checked for each time the bonus is desired. Additional checks after the first
success are DC 20 and take only 5 minutes.
Appearance: An average book like those that can be purchased in any
specialty shop. The book has 100 pages, 47 of which are blank. The 53 used The gamemaster is advised to keep a careful list of the creatures this book
pages of the book details the suffering of a man as he goes from sane to details (and those it doesnt) as it is used in his campaign.
insane. In the book Armod chronicles his descent into madness and claims Value: 35,000 gp.
repeatedly that the gods drove him to the state he is in. He says not why he
thinks this. The last passage is nothing more than scribbling that has no The Journal of Deniska
meaning. Appearance: The book is 8 x 10 and filled with 300 vellum pages. The
Special Features: The last passage does, in fact, have meaning. Any covers, made of leather, are free of any writing or symbols and are protected
character studying the book for one week gains not only an insight into by a wooden frame, brass plates sewn on the outside, and iron corner guards.
madness but, on a successful Intelligence check (DC 30), also a +2 bonus The writing inside covers a span of 15 years and chronicles the adventures of
to all Will saves against psionics. a human fighter who lived 200 years ago. Some of the pages were used by his
Value: 27,000 gp. different companions over the years and it is those pages that contain the infor-
mation in the book that can be considered valuable.
The Book of Dwarven Wisdom Special Features: The Journal of Deniska, while at times rambling and
Appearance: A small book with a cover constructed of mithril and adorned tedious, does include some information of value. The book includes the
with a dozen fine gems. The pages of the book are sheets of electrum with instructions for these two magic items.
dwarven runes etched into them. The book is extremely heavy, weighing 60 Ring of Psi-Sense: This magical ring is made from the vertebra of a dead
pounds. Its a valuable work of art that would fetch a high price from anyone psion or psionic being. When its wearer approaches within 50 feet of any crea-
interested in rare antiquities. ture capable of manifesting psionic powers, the ring vibrates. The stronger the
Special Features: The book details the history and battle tactics of a long rings vibrations, the closer the psion. The ring also tugs slightly to the left or
dead dwarven warrior. Any dwarf studying the book for one week without right (though not strongly enough to hamper the wearers actions in any way),
interruption gains a bonus rank in Knowledge (Dwarf)*. If the dwarf does not indicating the approximate direction of the closest psionic individual within
already have that skill he gains it for free immediately after reading the book. 50 feet.
Non-dwarf characters studying the book must do so for two weeks in order to Caster Level: 3rd; Prerequisites: Forge Ring, detect magic, mage hand;
gain the bonus (or, again, the skill if the character did not already possess it). Market Price: 2,000 gp; Weight: .
Value: 30,000 gp.
Ring of Rage: This is a ring made of red gold with a ruby chip mounted
Encyclopedia of Aquatic Beasts into its face. When activated by a command word, the gem glows darkly and
the ring causes all living creatures within a 15 foot radius to fight each other
Appearance: The Encyclopedia of Aquatic Beasts is a massive tome, 24
without noticing any danger they might be in, as in the spell emotion (rage).
x 36 with a cover constructed of silver, platinum, and steel. The interior pages
The enchanted creatures get a +2 morale bonus to Strength and Constitution
have all been magically sealed against the effects of water so that the book can
scores, +1 morale bonus on Will saves, and a -1 penalty to AC. The ring does
be completely submerged without the contents being destroyed.
not affect the wearer. The effect lasts until a second command word is spoken,
Special Features: There is a 90% chance that the book contains detailed or the ring is removed from the wearers finger. A Will save DC 16 (not includ-
information about any creature that makes its home in the water. It takes 1 ing the morale bonus) negates the effect. The ring can be used once per day.
minute to determine if the beast is discussed in the book.
Caster Level: 7th; Prerequisites: Forge Ring, emotion; Market Price: 5,040
If the book does contain information about that creature there is a 25% gp; Weight: .
chance that the information is of such detail that on a successful Intelligence
Value: 35,000 gp.
check (DC 30) the reader gains valuable insight into the creature and may
apply a +2 bonus to the next skill check opposed by this creature. It takes 10
minutes of studying to gain this bonus. This is not a permanent bonus but must

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

The Manual of The Dragon 3 Everyone within 5 ft. of the book gains the ability to
cast discern lies at will for ten rounds. Use the characters
Appearance: The iron covers of this book are bound to the interior pages
level as caster level for the spell.
with a dozen iron rings, one of which is slowly breaking. A dragon is
engraved in the cover and the eyes of the dragon are two small rubies. The 4 Protection from evil, as if cast by a 10th level cleric, is
90 pages inside are all written in elvish. cast on the person holding the book.
Special Features: Once a day the book can cast the illusion of a dragon
that follows the rules of major image as if cast by a 20th level spellcaster. Value: 39,000 gp.
To cast the illusion the book must be opened to the title page and the com-
mand word spoken (the command word is the elvish word for dragon). The Tale of Halig Boneaxe
When dropped from any height the book levitates at a height of 3from Appearance: A collection of mutilated parchment pages sewn to a
the ground. It may never fall and must be purposely set down and, even leather cover and then folded over and wrapped in canvas, this book is a
then, if the book comes in contact with the ground it will levitate back to a mythical story told by bards at taverns and inns across the lands. This is the
height of 3. The book radiates magic and glows a faint green. common form of the story and was recorded 100 years ago by an unidenti-
Value: 35,500 gp. fied scholar with questionable penmanship. It is valuable to libraries and
collectors of antiquities but, to common folk, it has little to no value.
Book of Decay Special Features: Any bard who reads the book to a group of 4 or more
Appearance: This small, unassuming book looks like most others you instantly casts Healing Circle as a 20th level bard on a successful Perform
would find in any typical library or bookshop. It is 8 x 5 in size, leather- check (DC 25). This feature may be used only once per day.
bound, with 50 parchment pages. Value: 41,000 gp.
Special Features: On contact with flesh the books evil powers immedi-
ately inflict the holder with rot flesh* as if cast by a 12th level spellcaster. Book of the Monk
Value: 36,000 gp. Appearance: This is a 34 x 7 sheet of rice paper rolled on a bamboo
stick. The writing is flowery and decorative and obviously the work of a
Benef it of Bells graceful hand.
Appearance: A single gold bell, about 2 high, attached to a silver chain, Special Features: A monk studying this book for three weeks that makes
is connected to the spine of this leather-bound tome. The book, about 19 a successful Wisdom check (DC 25) is a more deadly opponent in combat.
x 12, has roughly 200 parchment pages between the two brass covers. Permanently after a successful check the monks unarmed strike ability is
treated as if the monk were two levels higher than he actually is.
Special Features: When a bell rings near this book, the bell connected
to the spine also rings, even if held in a way that it should not ring. The bell Value: 50,000 gp.
will not ring at any other time, no matter how hard a person tries to ring it.
When the bell rings a random spell-like effect is cast by the book. Roll 1d4 The Book of Bows
and consult the following: Appearance: This is an encyclopedia of magical bows. It includes most com-
monly-found enchanted bows and a few unique weapons that are of greater
Die power. The book is 12 x 8 in size and bound in leather. The pages inside
Roll Effect include detailed sketches and paintings of several of the bows discussed.
1 All characters and creatures within 10 ft. receive the Special Features: The last five pages of the book are devoted to the instruc-
benefit of cure light wounds as if cast by a 5th level cleric. tions for the construction of five different magic arrows. All of these arrows
are described below.
2 Bless, as if cast by a 10th level cleric, is cast on the
person holding the book. Arrow of Animate Dead: This barbed +1 arrow is constructed of the dark-
est wood available and then painted black. The arrowhead, painted red, is cast
from silver. On contact with the target, if it is dead, a blast of magical energy

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

surrounds the target as the animate dead spell within is released. The target is
under the control of the firer. The arrow does 1 point of damage if it strikes a
Tome of Amulets
Appearance: The cover of this tome is manufactured of enchanted glass
living target.
that has been painted black. The enchantment keeps the cover from break-
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, animate ing under common circumstances but any direct attack with a weapon will
dead; Market Price: 2,307 gp; Cost to Create: 1,153 gp 5 sp + 92 XP. destroy. The glass is connected to a metal frame. The 300 pages within are
all of plain paper.
Arrow of Domination: At first glance this arrow looks like any other but, Special Features: This book catalogs hundreds of amulets, magical and
on closer inspection, arcane writings and symbols can be seen etched along its otherwise. A small section of the book presents sketches and notes regard-
length. This +1 arrow causes no damage when it strikes its target but, instead, ing the construction of a few unique magical amulets.
forces the target to suffer the effects of the arcane spell, dominate monster. Amulet of Balance: This amulet is a diamond-shaped piece of iron
The effects of this arrow follow that spell exactly as if it were cast by a 17th that hangs from a silver chain. The amulet bears
level spellcaster. the image of a cat or
Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, domi- acrobat and
nate monster; Market Price: 7,657 gp; Cost to Create: 3,828 gp 5 sp + 306 grants a
XP. Dexterity bonus
to the wearer of
Arrow of Multiple Strikes: These +1 arrows are manufactured of only +2.
the finest woods and are tipped with gold arrowheads. The shaft of the Caster Level:
arrow has 5 arrow symbols engraved along its length that glow white. Upon 9th; Prerequisites:
firing, the arrow splits into 5 separate magical arrows that may target a sin- Craft Wondrous
gle foe or any number of creatures up to 5 (i.e., one arrow per creature). The Item, cats grace;
arrows strike their target unerringly like the spell magic missile and, like Market Price:
that spell, deal 1d4+1 points of damage each. 4,000 gp; Cost to
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, magic Create: 2,000 gp +
missile; Market Price: 457 gp; Cost to Create: 228 gp 5 sp + 18 XP. 160 XP.

Explosive Arrow: Gray arrows that appear to be nothing more than Steinthors Tool:
common arrows. These +1 arrows explode when they strike their target, The amulet is constructed of a small rodents skull and hung about the
causing 6d6 points of damage to the target. All characters and creatures wearers neck with a strip of leather. All characters or creatures of the wear-
within 10 ft. that succeed a Reflex save (DC 15) suffer only half damage. ers choosing within 10 ft. must succeed a Will save (DC 12) or suffer a -2
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, explosive morale penalty.
rules; Market Price: 907 gp; Cost to Create: 453 gp 5 sp + 36 XP. Caster Level: 4th; Prerequisites: Craft Wondrous Item, cause fear;
Market Price: 8,000 gp; Cost to Create: 4,000 gp + 320 XP.
Arrow of Internal Agony: These arrows are slightly longer than normal Value: 61,000 gp.
arrows and tipped with red-painted arrowheads. When an arrow of internal
agony strikes a target it explodes in a flash of magical energy, igniting a fire A Treatise on Virtue
deep within the targets body. This does 5 points of damage per round for Appearance: This book of paladins is similar in appearance to a com-
three rounds and then the fire is extinguished. mon holy book. It is compact with leather cover and parchment pages
Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, boiling edged in gold. The cover of the book reads, in common, A Treatise on
blood*; Market Price: 757 gp; Cost to Create: 378 gp 5 sp + 30 XP. Virtue, and there are no other external markings to identify it from any
Value: 61,000 gp. number of other books.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Special Features: While most of the book discusses the necessary code Also, the book may be used to amplify the power of any healing spells
and conduct of paladins it is the section on mounts that is of most use to cast by a cleric of the same alignment as the god of healing. The healing
paladins. Any paladin who uses this book when calling his special mount spell must be cast on the book at which point a wave of energy instantly
is blessed with a mount of greater strength. The mounts game statistics are blasts forth from the book, affecting any character or creature in a twenty
modified as follows: foot radius. As long as the character or creature is of good alignment this
wave of energy cures the target just as if the cleric had cast the spell direct-
Bonus HD Str Adj. Special ly on it. If a target in the radius is of evil alignment the wave of energy deals
+2 +1 Protection from Evil damage to the target.
Value: 94,000 gp.
Protection from Evil: The mount is continually under the effects of the
spell, protection from evil. The effects of
this spell do not transfer to others even
when they are riding the mount.
Value: 64,000 gp.

Prayers and
Healing
Appearance: This holy book is mas-
sive in size, weighing 50 pounds and
measuring 30 x 40. It is 12 thick and
filled with 50 pages constructed from
gold with silver writing inlaid into the
pages. The entire book glows with a blue
aura and, at night, is so bright that it
gives as much light as a torch. The cover
is embossed with the holy symbol of a
god of healing.
Special Features: Besides the previ-
ously mentioned glow, the book has the
ability to levitate on command (the com-
mand word being the healing gods name
spoken in reverse) and will follow the
one who uttered the command word as
long as his alignment matches that of the
healing god. The book will follow for a
period of 24 hours, never straying more
than 10 ft. from the character no matter
how quickly he moves or where he
moves as long as no magic is involved in
the characters transportation. As soon as
the character moves using magical
means the book drops to the ground.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Mundane Books
The Shrinking Remains Writings of Despair
Appearance: This illustrated book, filled with crude sketches, is 12 x Appearance: This book is very tall and narrow, 36 x 10. The covers
8 in size. The cover is a rough leather, the pages a cheap parchment. Its a are made of long oak planks that are connected at the spine with a strip of
story of a corpse that has been cursed and is constantly shrinking in size leather that has been nailed to the planks, the nails bent over on the reverse
until nothing remains. side. The book is blackened and dented, some edges broken off leaving a
Value: 7 gp. jagged strip of wood that gives splinters to bare flesh. The 40 pages inside
are similarly abused though the poetry they contain is still legible.
Masters of Necromancy Value: 100 gp.
Appearance: This 12 wide by 18 tall book is manufactured of black-
ened wooden planks that are joined together along the spine with humanoid Tale of the Mountain
bones and leather straps. The interior pages are missing, instead there is a Appearance: This book has 30 papyrus pages sewn to a leather spine.
tattering of parchment sheets revealing glimmers of text here and there. The spine is fastened to a wooden frame that is mangled, twisted and bro-
Nothing within the book is usable and what it once was is completely ken in places. The remnants of silk and leather hang from the frame, evi-
unknown other than the title which is stamped on the book with small elec- dence of what constituted the covers of this book. The work inside is a fable
trum letters. about a dwarf, a mountain, and an eternity of mining. Its an old tale that
Value: 20 gp. many have heard but few have ever understood.
Value: 100 gp.
Red and Black
Appearance: This small book measures 6 x 8 and is bound in a durable, The Half lings Breakfast
dark leather. The interior pages, a cheap parchment with frayed edges and Appearance: This childrens book is filled with numerous fascinating
showing signs of weather damage, are pulling loose from the spine. illustrations that accompany the text. The story is of a halfling and his
The book is a collection of hand-written poetry. Bards may find the poems breakfast and is a tale common throughout the land. The artists name has
useful but none are so astounding as to immediately impress the reader (or lis- been obscured, as has some of the art and text, by minor water damage to
tener). the first few pages.
Value: 50 gp. Value: 100 gp.

Dungeon Mastery The Dragon and the Spell


Appearance: This very portable book measures 8 x 8 and is very Appearance: This 14 x 9 leather-bound childrens book is a favorite
common in appearance. The cover, a dull gray leather, is without any title throughout the lands of man. The story is hundreds of years old and has
or marking while the interior pages are an off-white color. The text in the been passed down from generation to generation. This is a rare book that
book details common methods of dungeon construction and management was specially created for a noblemans son decades ago. The book is beau-
including a section on the handling of prisoners. The book specifically tifully illustrated and includes dozens of color paintings.
addresses real dungeons and not the empty caverns, caves, and aban- Value: 100 gp.
doned underground fortresses that adventurers classify as dungeons.
Value: 100 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Book of Unlimited Power Mining Techniques of the Dwarvish


Appearance: This is a slender book with an iron cover that it joined to Kingdoms
the spine with magically-fused joints. The spine, a leather-wrapped metal Appearance: This large stone book, with twenty stone pages, is 25 x
frame, is marked with faded elvish writing that can no longer be read. 18 in size and weighs 135 lbs. The book is always transported within a
Opening the book reveals approximately 200 blank parchment pages. At stone chest that is covered in dwarvish runes. The information inside is of
the beginning of the book a section of about 50 pages has been ripped from extreme value to any who practice the art of mining deep beneath the earth.
the binding. What these pages con-
Value: 600 gp.
tained is unknown.
Value: 100 gp.
Gem-Studded Manual
Appearance: A heavy, leather tome with
The Golden Book of 300 parchment pages. The spine of the book
Dwarven Prayers is in perfect condition but the cover is ragged
Appearance: This heavy book with cov- and worn. Decorating the cover are dozens
ers manufactured from sheets of gold is of emerald and ruby stones. The pages inside
engraved in dwarvish runes. The twenty detail the history of a long-forgotten noble
pages within are each silver sheets that have family.
been carefully crafted and polished to a shine. Value: 650 gp.
The runes, when read, are the prayers of an
ancient dwarven diety. The Book of Vanechka
Value: 360 gp.
Danyaski
Appearance: This slipcased volume is a thin
Blank Book leather-bound book of 30 pages. The slipcase,
Appearance: A fairly standard constructed of wood with the carving of a man-
leather-bound tome with metal corner ticore on the front and no writing, offers the
caps, hinges, and a locking mecha- book some protection in traveling which is
nism that does not require a key. The evident from the many scratches and abra-
pages inside are high quality sheets sions on it. The book obviously held many
that are stitched to the books spine. more pages at one time over 50 pages have
Eight bright red gemstones adorn the been torn from the binding and are missing.
spine of the book. All of the remaining pages inside are without
This finely crafted book is valuable any writing, each one filled with an elaborate
as it is. The corner caps, hinges, and illustration of a monstrous creature.
lock on the book are all made of silver Spells: None.
while the ruby fragments and vellum
Special Features: None.
pages only add to the books value.
Value: 2,500 gp.
Value: 600 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Spell Descriptions
Absorb Dead Flesh Acid Shield
Necromancy (Evil) Conjuration (Creation) [Acid]
Level: Sor/Wiz 2 Level: Sor/Wiz 2
Components: S, M Components: V, S, M
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Target: Caster Target: One creature
Duration: Instantaneous Duration: 1 round +1 round/level
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No
By placing a hand upon a corpse (a dead, and not undead, body) the cast- A magical shield of acid surrounds the targeted creature or character. The
er absorbs the flesh of the corpse, healing himself for 1d6 points plus 1 targets worn belongings are unharmed. As long as it is in effect, the shield
point per level of the caster. reduces all damage from physical attacks by 1 point per die of damage.
Once cast on a corpse, the corpse shrivels and decomposes rapidly, leav- Anyone touching the shielded creature or character suffers 1 point of dam-
ing only a bare skeleton. This spell may only be used once on any corpse. age per level of the spellcaster.
Absorb Dead Flesh does not work on any corpse that does not have some The acid shield gives off a faint green light. This is not enough light to
rotten meat hanging from its bones. illuminate a dark area clearly.
Material Component: A corpse. Material Component: The tounge of a poisonous snake.

Acid Arrow Acidic Vapors


Conjuration (Creation) [Acid] Transmutation (Acid)
Level: Sor/Wiz 2 Level: Sor/Wiz 2
Components: V, S, M, F Components: V, S, M
Casting Time: 1 action Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level) Range: Close (25 ft. + 5 ft./2 levels)
Effect: One arrow of acid Effect: One for or gas type spell already in effect at time of casting
Duration: 1 round +1 round/three levels Duration: 1 round/level or until affected spell expires
Saving Throw: None Saving Throw: Fort half
Spell Resistance: Yes Spell Resistance: Yes
A magical arrow of acid springs from the character's hand and speeds to The spell turns any pre-existing for or gas-related spell (obscuring mist,
its target. The character must succeed at a ranged touch attack to hit the stinking cloud, etc.) into corrosive fumes. The properties and effects of the
character's target. The arrow deals 2d4 points of acid damage. There is no existing spell remain unchanged. In addition to those effects, all creatures
splash damage. For every three caster levels (maximum 18), the acid, within the fog take 1d6 points of damage for every 3 caster levels each
unless somehow neutralized, lasts for another round, dealing another 2d4 round they remain within its confines.
points of damage for that round. At 3rd5th level, the acid lasts for 2 Material Component: The stomach of a poisonous toad.
rounds; at 6th8th level, the acid lasts for 3 rounds, to a maximum of 7
rounds at 18th level.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Arcane Poison Duration: 1 hour/level


Saving Throw: None
Necromancy
Level: Sor/Wiz 5 Spell Resistance: No
Components: S, M This spell conjures many rubbery black tentacles. These waving members
Casting Time: 1 action seem to spring forth from the earth, floor, or whatever surface is underfoot
Range: Touch including water. There are 1d4 such tentacles, plus one per caster level,
Target: Living creature touched appearing randomly scattered about the area. Each tentacle is 10 feet long
Duration: Instantaneous (Large) and saves as the character does. It has AC 16, 1 hit point/per caster
Saving Throw: Fortitude (half) level, an attack bonus of +1/per caster level, and a Strength score of 19 (+4
Spell Resistance: Yes bonus). It is immune to spells that dont cause damage (other than disinte-
With this spell the caster infects the target creature with a deadly poison. grate).
The successful touch attack inflicts 2d6 Constitution damage and then one Each round that a tentacle is not already grappling someone or something,
minute later the target suffers 1d6 Constitution damage. Each time damage starting the round after it appears, it makes a grapple attack at a random crea-
may occur the target makes a Fortitude check (DC 10 + caster level) and, ture or object within 10 feet of it. These attacks take place on the character's
on a successful check, the target suffers only half damage. turn. The tentacles do not attack each other, nor do they attack objects that are
Material Component: The head of a poisonous snake. smaller than a Medium-size creature. The attacks are like regular grappling
attacks, except that they dont provoke attacks of opportunity from opponents.
Also, they cause 1d6 points of normal damage (+4 for Strength), not subdual
Black Lightning damage. A tentacle maintains its grapple even after its subject is dying or dead.
Evocation (Death, Electricity, Evil)
Level: Sor/Wiz 2
Components: V, S, M Bleeding Wound
Necromancy
Casting Time: 1 action
Level: Sor/Wiz 2 Note
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature Components: V, S, M About
Duration: Instantaneous Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
NEC
Saving Throw: Reflex half Several spells in
Spell Resistance: Yes Target: One creature this book are listed as
Duration: 2 rounds/level Nec spells. These are
With this spell the caster launches crackling black lightning at the target necromancer spells
Saving Throw: None
creature, dealing 1d6 points of damage per 2 caster levels (maximum that may be cast by
Spell Resistance: Yes
10d6). Half the damage is electricity damage, but the rest is evil energy any number of necro-
from the lower planes which is not affected by resistance to electricity (evil This powerful necromantic spell accelerates injuries to mancer core classes
creatures, creatures native to evil planes, and creatures immune to death living tissue, making wounds more serious. With this spell, or prestige classes
even a small cut can cause a subject to bleed to death, as already available in
effects are not affected by the profane energy). numerous source-
the wound resists all attempts to stop the flow of blood.
Material Component: A piece of humanoid scalp and a rod of black crystal. books. Specialist wiz-
A ranged touch attack must be made against the subject. ards (necromancy)
If successful, the subject will lose one extra hit point every may also use these
Black Tentacles time it takes damage from any source, each round, for the spells.
Conjuration (Creation) duration of the spell. This effect does not apply to subdual For campaigns that
Level: Sor/Wiz 4 damage. Stopping this bleeding requires magical healing do not use necro-
Components: V, S, M mancer as a class, all
or a Heal check (DC 15). This spell has no affect on Nec spells are also
Casting Time: 1 action undead, animated objects, or outsiders. considered Sor/Wiz
Range: Medium (100 ft. + 10 ft./level) spells.
Material Component: Bladed weapon buried with a
Effect: 1d4 tentacles + one tentacle/level, all within 15 ft. of a central point
corpse for at least one year.

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Blood Knife Bone Armor


Necromancy Necromancy
Level: Sor/Wiz 3 Level: Clr 2, Nec 1
Components: V, M Components: V, S, M
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Caster
Target: One pool of blood Effect: Protect caster
Duration: 1 minute/level Duration: 10 minutes/level
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: No
With this spell the caster trans- This spell creates a layer of bony ribs on the casters arms, legs,
forms a small pool of blood into a and torso, as well as a skull-like helmet. The effect is to provide
crimson-colored knife almost a foot the caster with a +7 natural armor bonus (AC 17) against all phys-
in length. The weapon does 1d6 + the ical forms of attack. The bone armor is destroyed by the attacks it
caster's character level in damage and absorbs; when it has absorbed hp of damage equal to twice the
remains solid for a number of casters level, the armor falls into useless brittle shards.
minute's equal to the caster's character Material Component: A rib bone from a humanoid slain
level. If the spellcaster uses the within the last seven days.
weapon to attack he is granted a +1
bonus to all attack rolls. Someone
other than the caster for may use the
Burrowing Bony Digits
Necromancy
weapon as long as it exists. Level: Sor/Wiz 4
When the spell expires the weapon Components: V, S, M
reverts back to blood and drips slowly Casting Time: 1 action
down the hand of whomever is currently holding it. The blood may not be Range: Medium (100 ft. + 10 ft./level)
reformed into a second knife or used in conjunction with any other spell. Target: Up to five creatures, no two of which can be more than 15 ft. apart.
Material Component: Blood. At least eight ounces of blood must be used. Duration: See text
Saving Throw: Reflex partial
Spell Resistance: Yes
Boiling Blood By means of this spell, the caster causes up to five skeletal fingers to
Necromancy streak forth and imbed themselves in the flesh of the targets. Each digit
Level: Sor/Wiz 3 inflicts 1d6 points of damage upon striking its target. They do not stop
Components: S there, though.
Casting Time: 1 action Any creature that failed its Reflex save was unable to extract the bony
Range: Touch digit before it could lodge itself into the wound. The bony digit continues
Targets: One opponent to penetrate the creatures body for one round for every three levels of the
Duration: Instantaneous caster, dealing 1d6 damage per round. Once the bony digit is lodged in the
Saving Throw: Will negates wound, it cannot be extracted.
Spell Resistance: Yes Material Components: Five humanoid fingers stripped of flesh and
The caster must make a successful touch attack when casting this spell. On muscle. The individual finger bones must then be tied together with black
a successful strike the targets blood instantly begins boiling, causing a num- thread.
ber of points of damage equal to three times the casters level, maximum of
48 points.

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Call Spirits the undead go first to the site and then follow after the caster for the
remainder of the spell duration, unerringly sensing his current location. In
Necromancy [Language-Dependant]
Level: Clr 0, Drd 0, Sor/Wiz 0 such a case, the control roll is made for each undead whenever it first
Components: V, S, M/DF encounters the caster. Should any undead fail to reach the caster before the
Casting Time: 1 minute spell duration elapses, each returns to its own lair.
Range: Personal The effects of this spell are keyed to the casters level with regard to the
Target: Caster potency of the undead so contacted. If the casters level is 1st through 5th,
Duration: 1d4 hours only skeletons and zombies will answer the summons. Once the caster
Saving Throw: None reaches 6th level, ghouls, ghasts, and shadows will also respond. At 11th
Spell Resistance: None level, the caster can compel wights, wraiths, and mummies to come, and at
Call Spirits enables the caster to gather local spirits, which appear to the 15th level and above even vampires, spectres, and ghosts must make the
caster as small ghostly disembodied heads, and listen to their tales about journey. Liches are immune to this spell, although they will hear the call
the surrounding land and people. Treat this as a Gather Information check and may investigate on their own accord out of curiosity.
that can be used anywhere without the need for interaction with the living. Material Component: A small funerary bell (1 gp).
Special: Characters who fail by five or less hear nothing but endless ram-
blings and chattering, possibly in an unknown or ancient language, that Candle
have nothing to with the subject at hand. Those who fail by more then five Conjuration (Creation)
hear nothing. A roll of a natural one provides completely false and mali- Level: Clr 0, Drd 0, Sor/Wiz 0
ciously misleading information. Components: V, S, M, DF
Material Components: Like a normal Gather Information roll the cast- Casting Time: 1 action
er must pay for the information with offerings of food, alcoholic bever- Range: 0 ft.
ages, incense, song and pleasant conversation. The offering should total at Effect: Creates a candle
least 1 gp. Duration: Permanent
Saving Throw: None
Spell Resistance: None
Call Undead Candle creates one ordinary tallow or beeswax candle that is already lit.
Necromancy, Enchantment (Compulsion)
Level: Nec 1 The flame can be extinguished normally and the candle stored to be used
Components: V, S, M at a later date. The candle can bet be lit normally once it has been extin-
Casting Time: 1 hour guished.
Range: Medium 1 mile/level Material Component: A single copper piece, which vanishes in the
Effect: Attracts undead casting.
Duration: 8 hours
Saving Throw: Yes Cannibalize
Spell Resistance: Yes Necromancy
With this spell the caster creates an invisible magical beacon that attracts Level: Nec 3
undead like moths to a flame. Once the ritual is properly performed, any Components: V, S, M
undead within range make their way directly to the site without delay. Once Casting Time: 1 action
there, they remain in the area for the remainder of the spells duration. Range: Close (25 ft. + 5 ft./2 levels)
There is no guarantee that the undead are friendly, but the caster may Effect: Hp transfer from undead
attempt to awe or control the undead through normal means. Duration: Instantaneous
Uncontrolled undead attack the caster, returning to their lairs if they suc- Saving Throw: See below
ceed in killing the one who disturbed their rest. If the caster leaves the site, Spell Resistance: Yes

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The caster steals hit points from low-level undead to heal his injuries. For Attempting to cast spells or activate command word magic items
each HD of undead destroyed by the spell, the caster gains 1d3 hit points. within the spells area requires a Concentration check with a -4 penalty
The caster cannot gain hit points beyond his maximum, merely replace to the roll. Speaking and hearing within the area are also difficult.
those lost by injury or disease. The spell affects undead of up to 4 HD. Creatures trying to communicate with anyone outside the radius of the
However, the process is dangerous, because it infuses negative energy spell are foiled, unable to get their messages out through the incessant
into a living body. If the caster gains hit points equal to two-thirds of his talking. If two creatures within the spells area attempt to communicate,
total by this method, he must make a Fortitude save (DC 19). Failure results the receiver must make a Listen check (DC 15) in order to decipher the
in immediate transformation into an undead state as a free-willed creature message.
of darkness typically an intelligent skeleton or zombie. Despite the dan- A bards countersong ability suppresses
ger, this spell can be immensely handy in a tight spot, buy- chatterbox for as long as he sings, up to his
ing a necromancer time to escape or normal limit.
regroup by sacrificing mindless minions. Objects worn or carried by another crea-
ture are unaffected by this spell, though a
Chatterbox creature picking up an affected object
Illusion (Glamer) does not break the enchantment.
Level: Brd 2, Sor/Wiz 3
Components: V, S Claws of the Demon
Casting Time: 1 action Transmutation
Range: Close (25 ft. + 5 ft./2 levels) Level: Clr 1, Evil 1, Sor/Wiz 1
Target: One object Components: V, S, M/DF
Duration: 1 minute/level Casting Time: 1 action
Saving Throw: Will negates (object) Range: Touch
Spell Resistance: Yes (object) Target: Creature touched
This spell imbues the chosen object with Duration: 3 rounds/level
an enchanted mouth that immediately Saving Throw: Fortitude negates
begins to speak a non-stop stream of inane Spell Resistance: Yes
chatter, old stories, and broken fragments of This spell transforms the targets hands
conversation. The caster chooses the type of into long, sharp claws. The subject is
voice, whether male or female, deep or soft, able to inflict 2d8 points of slashing
but cannot mimic a known voice. If cast on damage as a normal melee attack, and is
two objects near one another, the voices hold considered armed for the duration of this
a complete conversation, with both objects spell.
constantly interrupting each other and allow- The subject also suffers a -2 circum-
ing no moment of silence. stance bonus to all Charisma-based
All creatures within 30 ft. of the object checks for the duration of this spell, due
must make a Will save each round or be dis- to the fearsome appearance of the
tracted by the constant chatter. Affected crea- claws.
tures stand dumbfounded, attempting to Material Component: The hand or
remember what they were doing before the paw of any clawed creature.
chattering began. Any creature that is attacked
automatically succeeds at his next save
attempt.

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Cobble A very strong creature could not push the hand out of its way, but it could
push the hand up against the character by successfully bull rushing the
Transmutation
Level: Brd 0, Clr 0, Sor/Wiz 0 hand.
Components: V, S When grappling the hand can grapple one opponent that the character
Casting Time: 1 action selects. The hand gets one grappling attack per round. Its attack bonus to
Range: Touch make contact is the character's level + the character's Intelligence, Wisdom,
Target: One pair of footwear or Charisma modifier (for wizards, clerics, and sorcerers, respectively),
Duration: Instantaneous +12 for the hand's Strength score (35), -1 for being Large. Its grapple check
Saving Throw: Will negates (harmless) is this same figure, except with +4 for being Large instead of -1. The hand
Spell Resistance: Yes (harmless, object) deals 2d6+12 points of grapple damage (normal, not subdual).
Cobble will repair and restore any damaged footwear to working con- The hand is 10 feet long and about that wide with its fingers outstretched.
dition. It will also resole worn footwear and even give them a good pol- It has as many hit points as the character when undamaged, and its AC is
ishing if desired. This spell does not restore the footwear to new con- 20 (-1 size, +11 natural). It takes damage as a normal creature, but most
dition, it simply repairs them as if they were taken to a professional cob- magical effects that don't cause damage do not affect it. The hand cannot
bler. push through a wall of force or enter an antimagic field. It suffers the full
effects of a prismatic wall or prismatic sphere. The hand makes saving
throws as its caster. Disintegrate or a successful dispel magic destroys the
Crushing Hand hand.
Evocation
Level: Sor/Wiz 9, Strength 9 Arcane Focus: A glove worth no less than 40 gp.
Components: V, S, M, F/DF
Casting Time: 1 action Darkhood
Range: Medium (100 ft. + 10 ft./level) Conjuration (Creation)
Effect: 10-ft. hand Level: Bard 1, Sor/Wiz 1
Duration: 1 round/level (D) Components: V, S, M
Saving Throw: None Casting Time: 1 action
Spell Resistance: Yes Range: Medium (100 ft + 10 ft/level)
Creates a Large magic hand that appears between the character and one Target: One living creature
opponent. Duration: 1 round/level (D)
The hand can interpose itself, push, or crush one opponent that the char- Saving Throw: Fortitude negates
acter selects. Spell Resistance: Yes
When interposing the floating, disembodied hand moves to remain The target of this spell has its head (or visual apparatus) covered in a
between the character and the opponent, regardless of where the character hood or blindfold of magical darkness and is considered blinded for the
moves or how the opponent tries to get around it, providing nine-tenths duration of the spell. The hood disappears when the spell expires. Creatures
cover (+10 AC) for the character against that opponent. Nothing can fool who possess the exceptional abilities blindsight or tremor sense are unaf-
the hand-it sticks with the selected opponent in spite of darkness, invisibil- fected by this spell.
ity, polymorphing, or any other attempt to hide or disguise himself. The
hand does not pursue an opponent, however.
When pushing, the hand pursues and pushes away the opponent that the
character designates. Treat this as a bull rush with a +18 bonus on the
Strength check (+12 for Strength 35, +4 for being Large, and +2 for charg-
ing bonus, which it always gets). The hand always moves with the oppo-
nent to push him back the full distance allowed, and it has no speed limit.

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Dead Mans Eyes Detect Patron


Necromancy, Divination Divination
Level: Nec 1, Sor/Wiz 1 Level: Clr 1, Drd 1
Components: V, S, M Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 60 ft.
Effect: See dying vision Target: One object or person
Duration: 1 round Duration: Instantaneous
Saving Throw: None Saving Throw: None
Spell Resistance: No Spell Resistance: None
With this spell the caster sees the last thing seen by the target corpse. The Detect Patron enables the caster to detect the faith of an object or person
body cannot be more than 3 days old per level of the caster. The point of that has been Sanctified to a deity. This spell causes the symbol of the deity
view is the same as the last moment of the targets life; anything behind the to appear above the object or person (Possible Knowledge, Religion DC10
target or outside its range of vision cannot be seen. The spell does not to recognize familiar symbols, DC15+ for those which are rarer or no
improve the targets vision, so someone who died in darkness reveals only longer used). The symbol is only visible to the caster.
blackness, even if the caster has darkvision. However, if the deceased has
special vision then the caster will see events with that sight. Dragon Skin
Visions created by this spell are very vivid, emotionally charged, and Abjuration
often extremely unpleasant. The caster must make a Fortitude saving throw Level: Sor/Wiz 5
at the end of the vision (i.e., the moment of death) or pass out for 1d10 Components: V, S, M
rounds from the psychic shock of sharing in the targets death. Casting Time: 1 action
Material Component: A whole eye from the target creature. Range: Touch
Targets: Creature touched
Desiccate Duration: 10 minutes/level or until discharged
Evocation (Air) Saving Throw: Will negates (harmless)
Level: Air 3, Sor/Wiz 3 Spell Resistance: Yes (harmless)
Components: V, S, M/DF Much like stoneskin, the warded creature gains resistance to blows, cuts,
Casting Time: 1 action stabs, and slashes. The subject gains all of the effects of stoneskin plus a +5
Range: Medium (100 ft. +10 ft./level) AC bonus.
Area: 30-ft. radius square Material Component: A piece of a dragon's scale, worth no less than
Duration: Instantaneous 300 gp.
Saving Throw: Fort half
Spell Resistance: Yes Drain Life
This spell removes moisture from all inanimate objects in the area of Necromancy [Evil]
effect. Wooden objects in the area become dry and brittle, possibly crush- Level: Sor/Wiz 9
ing themselves under their own weight. Food becomes stale and hard, Components: S, M, XP
though still edible. In the case of fruits this can actually increase the Casting Time: 2 rounds
amount of time they are edible. Affected items worn by creatures and all Range: Close (25 ft. +5 ft./2 levels)
magical items receive saving throws to avoid the effects of this spell. Target: One creature
Failure causes 3d6 points of damage to the object. Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

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The subject permanently loses a number of hit points equal to 1d6 plus
one-half the casters level. Only a wish or similar ability of a major artifact
Flame Bolt
Evocation (Fire)
may reverse the effect of this spell. Level: Sor/Wiz 1
Material Component: A crushed gemstone worth no less than 5,000 gp Components: V, S, M
and 2,000 XP. Casting Time: 1 action
Range: Medium (100 ft. +10 ft./level)
Evasion Target: One or more creatures, no two of which can be more than 15 ft.
Transmutation apart.
Level: Brd 3, Sor/Wiz 3 Duration: Instantaneous
Components: V, S Saving Throw: None
Casting Time: 1 action Spell Resistance: Yes
Range: Touch With this spell the caster creates two flaming missiles, plus one for every
Target: Creature touched two levels of experience past first. Thus, a caster will have two bolts at 1st
Duration: 1 minute/level level, three bolts at 3rd, four bolts at 5th, etc.
Saving Throw: None This spell differs from the more common magic missile in that it provides
Spell Resistance: Yes more missiles, does fire damage, requires a ranged touch attack roll for
This spell grants the subject the benefit of the evasion ability. Evasion each bolt, and has no upper limit on the number of bolts created. Each
allows a character who makes a successful Reflex save for half damage flame bolt that hits its target does 1d4+1 points of damage.
against an affect to take no damage instead. Evasion does not work in Material Component: A pinch of sulfur.
armor heavier than light armor. Characters who already have the evasion
ability gain no benefit from this spell.
Focus of the Magical Mind
Divination
Level: Brd 2, Magic , Sor/Wiz 2
False Flavor Components: V, S, F/DF
Illusion (Glamer) Casting Time: 1 action
Level: Brd 0, Sor/Wiz 0 Range: Personal
Components: V, S Target: Caster
Casting Time: 1 action Duration: 1 round/level
Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: None
Target: 1 cubic foot/level of food or drink Spell Resistance: No
Duration: 1 minute/level This spell grants the caster increased magical focus and concentration.
Saving Throw: Will disbelief (if tasted) The caster gains a +1 bonus to Will saving throws, and a +2 enhancement
Spell Resistance: Yes (object) bonus to all Concentration checks and caster level checks to beat spell
This spell gives an edible object any sort of flavor desired by the caster. resistance for the duration of the spell.
For example, oatmeal can be made to taste like rare steak or smoked floun- Arcane Focus: Small glass lens worth at least 100 gp.
der, and vinegar could taste just like ale or fruit juice. The spell cant
change the actual nature or quality of the food or drink. Spoiled food
remains spoiled, and poisoned food is still deadly, but any taste of poison
or spoilage can be hidden with this spell.

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Forgetfulness
Transmutation (Mind-Affecting)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One humanoid
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
By means of this spell, the caster inflicts a humanoid with a temporary
case of absentmindedness. The victim suffers a -2 circumstance penalty on
all Intelligence checks and Intelligence-based skill checks. If he is a spell-
caster, he might also botch his magic due to some forgotten phrase, gesture,
or component. To successfully cast a spell, the target must make a
Concentration check. A failed check means that he has lost the spell.

Goblin Stench
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Effect: Cloud that spreads to fill a 20 ft. radius, 15 ft. high
Duration: 1 round/2 levels
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
This spell creates a smaller fog for a shorter time than the similar spell,
stinking cloud, but is otherwise identical to that spell.
Material Component: A goblins finger or ear.

Grasping Hand
Evocation
Level: Sor/Wiz 7, Strength 7
Components: V, S, F/DF
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

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Creates a Large magic hand that appears between the character and one Spell Resistance: No
opponent. This floating, disembodied hand then moves to remain between the The casters hands grow sharp, blackened claws, capable of tearing iron
two, regardless of where the character moves or how the opponent tries to get and shredding flesh. He gains a natural attack form with his usual base
around it. attack bonus, inflicting 1d6 points of damage per attack. Since the caster
The hand can grapple one opponent that the character selects. The grasping temporarily gains natural weaponry, he suffers no attack of opportunity for
hand gets one grappling attack per round. Its attack bonus to make contact is unarmed attacks. Grave claws can combine with other touch attack spells,
the character's level + the character's Intelligence, Wisdom, or Charisma mod- such as chill touch, ghoul touch, greater chill touch*, shocking grasp, and
ifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand's Touch of the Wraith.*
Strength score (31), -1 for being Large. Its grapple check is this same figure, Grave claws allow the caster to dig through soft dirt and clay at a rate of
except with +4 for being Large instead of -1. It holds but does not harm crea- 5 ft./round.
tures it grapples.
The hand can also bull rush an opponent. The hand pursues and pushes Greater Chill Touch
away the opponent that the character designates. Treat this as a bull rush with Necromancy
a +16 bonus on the Strength check (+10 for Strength 31, +4 for being Large, Level: Sor/Wiz 3
and +2 for charging bonus, which it always gets). The hand always moves Components: V, S
with the opponent to push him back the full distance allowed, and it has no Casting Time: 1 action
speed limit. Range: Touch
A very strong creature could not push the hand out of its way, but it could Targets: Creature or creatures touched (up to one/level)
push the hand up against the character by successfully bull rushing the hand. Duration: Instantaneous
The hand can interpose itself between the caster and the opponent. Saving Throw: Fortitude half
Interposing provides nine-tenths cover (+10 AC) for the character against that Spell Resistance: Yes
opponent. Nothing can fool the hand-it sticks with the selected opponent in As chill touch except that it deals 2d6 points of damage and 2 points of
spite of darkness, invisibility, polymorphing, or any other attempt to hide or temporary Strength damage. A successful Fortitude saving throw reduces
disguise himself. The hand does not pursue an opponent, however. hp and Strength damage to half.
The hand is 10 feet long and about that wide with its fingers outstretched. It
has as many hit points as the character when undamaged, and its AC is 20 (-1 Groom
size, +11 natural). It takes damage as a normal creature, but most magical Transmutation
effects that don't cause damage do not affect it. The hand cannot push through Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
a wall of force or enter an antimagic field. It suffers the full effects of a pris- Components: V, S, M
matic wall or prismatic sphere. The hand makes saving throws as its caster. Casting Time: 1 action
Disintegrate or a successful dispel magic destroys the hand. Range: Personal
Arcane Focus: A glove worth no less than 20 gp. Target: Caster
Duration: Instantaneous
Grave Claws Saving Throw: None
Necromancy Spell Resistance: None
Level: Nec 1 Groom cleans all manners of soiling and filth from the body, nails, teeth,
Components: V, S and hair of the caster. The caster can further specify that the cleaning
Casting Time: 1 action include a shave, manicure, pedicure, hair cut and or fashioning and color,
Range: Personal as well as a light makeup application and a hint of fragrance.
Effect: Hands become claws Material Component: A small mirror or reflective item in which the
Duration: 1d3 rounds caster can see themselves.
Saving Throw: None

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Harvest Flesh Spell Resistance: Yes


Necromancy By means of this spell, the caster changes his appearance to that or a hor-
Level: Sor/Wiz 2 rifying humanoid monster, complete with skeletal head, burning eyes, and
Components: V, S wicked claws and fangs. So unnerving and convincing is the illusion, which
Casting Time: 1 action includes visual, audible, tactile, and thermal components, that it has the fol-
Range: Close (25 ft. + 5 ft./2 levels) lowing effects on creatures within 30 ft. who see the caster:
Target: One creature
Duration: Instantaneous Hit Dice of ViewerEffect on Creature
Saving Throw: Will negates Under 2 (no saving throw)Cowering
Spell Resistance: Yes 2 to 4 (Will save negates) Panicked
This horrible spell rips the flesh from a single creature, exposing the 5 to 6 (Will save negates)Frightened
meat beneath. The target must succeed a Will check or suffer 1d6 points of 7 to 8 (Will save negates) Shaken
damage + 1 point per caster level as the flesh is peeled instantly from one
limb of the targets body. This damage takes twice as long to heal unless
Creatures above 8 HD are unaffected by horrific aspect. Those entering
magical healing is used.
the area during the spells duration must make a save, but creatures that
make their save and later reenter the spells area do not have to make a new
Hideous Laughter save.
Enchantment (Compulsion)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Identify Undead
Necromancy
Casting Time: 1 action
Level: Sor/Wiz 0
Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S
Target: One creature (see text)
Casting Time: 1 action
Duration: 1d3 rounds
Range: 60 ft. quarter-circle emanating from the caster
Saving Throw: Will negates
Area: 30-ft. radius sphere centered on the caster
Spell Resistance: Yes
Duration: Instantaneous
This spell afflicts the subject with uncontrollable laughter. It collapses Saving Throw: None
into gales of manical laughter, falling prone. The subject can take no Spell Resistance: No
actions while laughing. After the spell ends, it can act normally.
Through the use of this spell, the caster may divine the nature of any
Creatures with Intelligence scores of 2 or lower are not affected. A crea- undead he faces. This spell immediately informs the caster of the type of
ture whose type is different from the casters receives a +4 bonus on its sav- all undead within the area of effect with Hit Dice no greater than his cast-
ing throw, because humor doesnt translate well. er level.

Horrif ic Aspect
Illusion (Phantasm) (Fear, Mind-Affecting)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: 30 ft.
Area: 30-ft. radius sphere centered on the caster
Duration: 1 round/level
Saving Throw: See text

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Invoke the Word Launder cleans, dries, and makes minor repairs to one suit of clothes. The
caster can also have the spell remove wrinkles, iron, fold, and even restore
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 0 the color to faded clothes.
Components: V, S, DF
Casting Time: 1 minute Minotaurs Might
Range: 50 ft. Transmutation
Target: 1d4 allies (per level) within 50 ft. Level: Brd 6, Sor/Wiz 5
Duration: Until discharged Components: V, S, M
Saving Throw: None Casting Time: 1 action
Spell Resistance: None Range: Touch
Invoke the Word endows those who hear the casters small sermon with Target: Creature touched
a small portion of their Deities essence. This power can be tapped by invok- Duration: 1 hour/level
ing the name of the deity. This invocation enables them to affect one out- Saving Throw: Will negates (harmless)
come of one random event (They receive a +1 on one roll). Spell Resistance: Yes
Note: Multiple castings do not stack. The target touched when this spell is cast becomes stronger. Minotaurs
Might grants a bonus of 2d4 points to the targets Strength score for the
spells duration.
Keen Eyes of the Hunter Material Component: A small pinch of powder made from the horn of
Divination
Level: Drd 2, Rgr 2, Sor/Wiz 2 a minotaur that has been ground to a fine dust.
Components: V, S, M/DF
Casting Time: 1 action Moonspray
Range: Personal Evocation (Light)
Target: Caster Level: Brd 2, Sor/Wiz 2
Duration: 1 minute/level Components: V, S, M
Saving Throw: None Casting Time: 1 action
Spell Resistance: No Range: Medium (100 ft + 10 ft/level)
The casters hunting senses are temporarily enhanced by this spell. He Area: 10' radius burst
receives a +2 insight bonus to all Search, Spot and Wilderness Lore checks, Duration: Instantaneous
and a +1 insight bonus to all non-magical ranged attacks. The caster gains Saving Throw: Reflex negates and half (see text)
these benefits only if he is outdoors. Spell Resistance: Yes
Arcane Material Component: A feather from an eagle, falcon, or hawk.
With this spell, the caster creates brilliant beams of moon-light that
explode outward from a designated point, dealing 1d8 points of damage +1
Launder point per caster level to all creatures in the area (maximum +20 damage).
Transmutation
In addition, all creatures caught in the burst of moonlight are blinded for
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
1d4 rounds. A successful Reflex saving throw negates the blindness and
Components: V, S
reduces the damage by half. Moonspray does not deal extra damage to
Casting Time: 1 action
undead or creatures adversely affected by sunlight.
Range: Touch
Target: 1 outfit of clothing Material Component: A crystal or glass bead.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

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Negative Energy Burn The caster magically coats a small, inanimate object (the object need not be
a goblet, despite the spells name) with contact poison. The object to be coat-
Necromancy [Evil]
Level: Sor/Wiz 4 ed cannot weigh more than two pounds or be larger than one cubic foot. It
Components: S, XP must be within range of the spell and visible to the caster. The contact poison
Casting Time: 1 round on the object is black lotus extract, and the spell creates an amount sufficient
Range: Close (25 ft. +5 ft./2 levels) for one poisoning. A Fortitude save is allowed against poison, which can be
Target: One creature detected with a successful Spot check (DC 29).
Duration: Instantaneous Material Component: A black lotus flower.
Saving Throw: None
Spell Resistance: Yes Prolong Life
A visible aura of negative energy surrounds the target creature, horribly Necromancy
burning the target with evil negative energy. This causes the target 2d4 Level: Clr 7, Sor/Wiz 7
points of damage plus one point per spellcaster level. Components: V, S, M
XP Cost: 250 XP. Casting Time: 1 action
Range: Touch
Target: Living creature touched.
Oration Duration: 1d10 years
Illusion (Glamer)
Saving Throw: Fort negates (harmless)
Level: Clr 0
Spell Resistance: Yes (harmless)
Components: V, S
Casting Time: 1 action This spell temporarily stops all aging in the target. For 1d10 years, the tar-
Range: Medium (100ft. +10ft./level) get does not grow physically older. Additionally, any magical aging is
Target: Personal absorbed by prolong life. Absorbed years shorten the duration of prolong life
Duration: Concentration by the number of years absorbed. A Fortitude save prevents the pause in aging.
Saving Throw: None Material Component: A handful of sand from an hourglass.
Spell Resistance: None
Oration enables the caster to speak above the surrounding background Protection from Pests
noise. The spell can only affect those in its radius that desire to hear what Abjuration
the caster is saying. The caster must unflinchingly ignore the surrounding Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
noise and happenings, possibly requiring a Concentration check, in order Components: V, S, M/DF
to maintain this spell. Casting Time: 1 action
Range: Personal
Poisoned Goblet Target: Caster
Conjuration (Creation)
Level: Sor/Wiz 4 Duration: 1 hour/level
Components: V, S, M Saving Throw: None
Casting Time: 1 action Spell Resistance: None
Range: Close (25 ft. +5 ft./2 levels) Protection from Pests protects the caster and his/her immediate belongings
Target: One small object from any type of normal parasitic pests from mosquitoes to fleas and ticks. The
Duration: Permanent caster also gains a +1 deflection bonus versus giant sized versions of these
Saving Throw: None (see text) pests.
Spell Resistance: No Material component: A dash of crushed marigold leaves or at least a dram
of vinegar.

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Rosewater Saving Throw: Will negates (harmless)


Spell Resistance: Yes (harmless)
Conjuration (Creation)
Level: Clr 0 (Lathander) Sanctify dedicates the person or object to the faith of the caster. Objects
Components: V, S, DF that are sanctified are considered property of the deity, while people are
Casting Time: 1 action considered part of the flock and are given the benefits available to them. A
Range: Touch previously Sanctified object or person can be rededicated to the casters
Target: 1 cup of water deity with this spell.
Duration: Instantaneous
Saving Throw: None Secret Chest
Spell Resistance: None Conjuration (Summoning)
Rosewater transforms a normal cup of water into a faintly luminescent Level: Sor/Wiz 5
lavender rosewater tea. This aromatic brew removes fatigue and heals Components: V, S, F
bumps and bruises (1d8 +1/per level subdual points damage). This tea can Casting Time: 10 minutes
be created both hot and cold and remains potent until the next dawn, when Range: See text
it returns to normal water. Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: 60 days or until discharged
Rot Flesh Saving Throw: None
Spell Resistance: No
Necromancy
Level: Nec 6 The caster hides a chest on the Ethereal Plane for up to 60 days and can
Components: V, S, M retrieve it at will. The chest can contain up to 1 cubic foot of material per
Casting Time: 1 action caster level (regardless of the chests actual size, which is about 3 feet by 2
Range: 1-ft. radius/level feet by 2 feet). If any living creatures are in the chest, there is a 75% chance
Effect: Corrupts living flesh that the spell simply fails. Once the chest is hidden, the character can
Duration: Permanent retrieve it by concentrating (a standard action), and it appears next to the
Saving Throw: Fort half character.
Spell Resistance: Yes The chest must be exceptionally well crafted and expensive, constructed
Putrefecation and decay are familiar effects to practitioners of the necroman- for the character by master crafters. The cost of such a chest is never less
tic arts. By casting this spell, the caster creates a field of corruption that speeds than 5,000 gp. Once it is constructed, the character must make a tiny repli-
up the breakdown of all living flesh (except his own) within range. All living ca (of the same materials and perfect in every detail), so that the miniature
creatures within the area of effect must make a Fortitude save. Those who fail of the chest appears to be a perfect copy. (The replica costs 50 gp.) The
suffer 1d6 hp damage/caster level; those who succeed suffer only half that character can have but one pair of these chests at any given timeeven
amount. This damage cannot be healed by magical means short of a heal spell. wishes do not allow exceptions. The chests themselves are nonmagical and
Material Component: A piece of rotten flesh taken from a corpse no more can be fitted with locks, wards, and so on, just as any normal chest can be.
than three days old. To hide the chest, the character casts the spell while touching both the
chest and the replica. The chest vanishes into the Ethereal Plane. The char-
acter needs the replica to recall the chest. After 60 days, there is a cumula-
Sanctify tive chance of 5% per day that the chest is irretrievably lost. If the minia-
Evocation
ture of the chest is lost or destroyed, there is no way, not even with a wish
Level: Clr 0, Drd 0
spell, that the large chest can be summoned back, although it could be found
Components: V, S, DF
by going to the Ethereal Plane.
Casting Time: 1 action
Range: Touch Living things in the chest eat, sleep, and age normally; and they die if
Target: 1 person or object they run out of food, air, water, or whatever they need to survive.
Duration: Permanent Focus: The chest and its replica.

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Shadowbound Range: Close (25 ft. + 5 ft./2 levels)


Target: One creature
Evocation (Darkness)
Level: Sor/Wiz 4 Duration: Special
Components: V, S Saving Throw: Will negates (special)
Casting Time: 1 action Spell Resistance: Yes
Range: Close (25 ft. + 5 ft./2 levels) Through this spell, the caster gathers a small amount of negative energy
Target: One living creature/casters level, maximum of 6. and unleashes it as a ball of dark power. This force flares for just the
Duration: 1 day/level briefest instant, weakening and stunning the victim as it is enveloped by a
Saving Throw: Will negates swirling cloud of darkness.
Spell Resistance: Yes The target temporarily loses 1d4 points of Strength and is treated as
When the caster invokes this spell, he must select up to six creatures stunned on its next round. In addition, the subject suffers a -2 morale penal-
within range. Those who fail a Will save are bound to each other, their ty to attack rolls, ability checks, skill checks, and saving throws for 1 round
shadows merged into a single unit, and unable to move more than 5 feet per 2 caster levels. Strength is regained at the rate of 1 point per day.
away from each other. This does not prevent them from moving together,
but coordinating such movement is difficult, and all such movement is at Shatter Bone
half rate. Necromancy
Level: Sor/Wiz 3
Shadow Aura Components: V, S, M
Illusion Casting Time: 1 action
Level: Sor/Wiz 2, Clr 2 Range: Touch
Components: V, S, M, DF Target: One
Casting Time: 1 action creature
Range: Touch Duration:
Target: Creature touched Instantaneous
Duration: 10 minutes / level Saving Throw:
Saving Throw: Will negates (harmless) Fort half
Spell Resistance: Yes (harmless) Spell Resistance:
This spell envelopes the target in a dark, frightening aura that manifests Yes
itself as dark shadows. The darkness radiating from the target makes him With this spell the
appear larger and somewhat indistinct, and grants the benefit of one-quarter caster snaps the
concealment (a 10% miss chance). It also makes the target appear more fright- bones of the target,
ening and powerful (providing a +4 circumstance bonus to Intimidate checks splintering them with
and making all opponents suffer a -1 moral penalty on attacks against the tar- a single touch. The tar-
get). get takes 3d4 points of
Material Component: The skull from a slain infernal creature or fiendish damage plus 1 point per
animal. level of the caster. On a
successful Fort save the
target takes only 1/2
Shadow Horror damage from this spell.
Necromancy
Material Component:
Level: Sor/Wiz 3
A small piece of human
Components: V, S
bone.
Casting Time: 1 action

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Shield of Shadows The use of this spell causes the casters bones to warp and writhe, until
large, wickedly sharp spikes burst forth from under his skin. These bony
Illusion (Shadow)
Level: Sor/Wiz 2 spikes make it exceedingly difficult for any enemy to approach without suf-
Components: V, S fering nasty wounds. The caster is granted 1d3 additional gore attacks per
Casting Time: 1 action round that count as natural weaponry and cause 1d6 damage.
Range: Personal NOTE: Only undead spellcasters may use this spell without penalty. If
Target: Caster used by a living creature, it will automatically be reduced to 0 hit points.
Duration: 1 round/level Material Component: A horn or spike from a creature of at least 3 HD.
The caster surrounds himself in a cloak of dense shadows that obscures visi-
bility for others. As long as shield of shadows is in effect the caster is considered Snake's Speed
to be under half-cover. Transmutation
In addition to one-half cover, shield of shadows negates all magic missile attacks Level: Brd 3, Sor/Wiz 2
directed at the caster and provides +5 AC enhancement bonus to the caster. Components: V, S, M
The spell completely surrounds the caster, providing these benefits no matter Casting Time: 1 action
the direction an attack is launched from. Range: Touch
Target: Creature touched
Duration: 1 minute/level
Simple Bed Saving Throw: None
Alteration
Spell Resistance: Yes
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S The subject gains the benefit of the Dodge, Mobility, and Quick Draw
Casting Time: 1 action feats. If the subject already has one or more of these feats, there is no addi-
Range: Close (25 ft. + 5 ft./2 levels) tional benefit from gaining it through this spell. For example, a subject that
Area: Ground where caster will sleep already has the Dodge feat does not get an additional +1 AC if this spell is
Duration: Until caster awakens cast upon him, although he still gains the benefits of the Mobility and Quick
Saving Throw: None Draw feats.
Spell Resistance: None Material Component: A scale from a living snake that is swallowed when
Simple Bed gathers, loosens, and flattens surrounding vegetation, dead the spell is cast.
leaves, and loose soil in order to create a very comfortable bed, which gives
the caster a pleasant, restful night. The caster gains a bonus of 1hp to their Spider Bite
normal healing rate for bed rest over eight consecutive hours. Evocation
Level: Sor/Wiz 1
Skeletal Spikes Components: V, S, M
Casting Time: 1 action
Necromancy
Level: Sor/Wiz 5 Range: Touch
Components: V, S, M Target: One creature
Casting Time: 1 action Duration: Instantaneous
Range: Personal Saving Throw: None
Target: Caster Spell Resistance: No
Duration: 10 minutes/level This spell inflicts minor damage on the target, 1 point per level of the cast-
Saving Throw: None er. This touch attack leaves the mark of a spider bite on the targets skin and
Spell Resistance: No it takes three days for this mark to fade. As long as the target is marked, all
spider bite attacks deal an extra 2 points of damage.

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Example: A character who suffered spider bite is hit again by the


spell in less than 24 hours. The caster, 4th level, inflicts 4 points of
Sudden Grave
Necromancy
damage with the spell and the target suffers another 2 points due to the
Level: Sor/Wiz 1
already existing spider bite mark. The target now has two marks and if
Components: S, M
a third spider bite touched him while the those
Casting Time: 1 action
marks remain he would suffer an additional 4
Range: Close (25 ft. + 5 ft./2 levels)
points of damage over that of the attack (2
Target: One creature
for each mark).
Duration: Instantaneous
Material Component: A spiders leg. Saving Throw: Reflex negates
Spell Resistance: Yes
Spirit Knife With this spell the caster causes a grave to be opened
Necromancy (Death) beneath the targets feet. The target must make a
Level: Clr 7, Sor/Wiz 7 Reflex save (DC 15) or fall into this 6 ft. deep grave.
Components: V, S, F If the target fails the save he is stunned for one
Casting Time: 1 action round.
Range: 0 ft. Material Component: A pinch of dirt from
Effect: One knife. an occupied grave that is still fresh (the body
Duration: 1 round/5 levels has been buried less than a week).
Saving Throw: Fort partial
Spell Resistance: Yes
This spell creates a knife of
Sumarlidis Uncontrollable
crackling necromantic energy Fire
that the caster uses to slay or Evocation (Fire)
severely injure his opponents. Level: Sor/Wiz 2, Fire 2
The caster must succeed at a Components: V, S
melee attack against his opponent, at Casting Time: 1 action
which time the target must make a suc- Range: Medium (100 ft. +10 ft./level)
cessful Fortitude save or die. If the Target: One creature per round.
save is successful, the target still Duration: 1 round/level
receives 1d6 points of temporary Saving Throw: Reflex half
Constitution damage. Spell Resistance: Yes
Focus: A knife or dagger. This spell creates a ball of flame that
attempts to attack a random target anywhere
within range each round. The caster must
make a Will save (DC 12) each round. If he
succeeds, then he may select any target within
range; if he fails, then the fire attacks a random
target. The caster is never targeted by the
spell, but his allies may be. The ball inflicts
4d4 points of fire damage on a successful
hit; a Reflex save halves the damage.

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Summon Shadow Raven This spell summons a shadow raven from the Demi-Plane of Shadow
(seebox). Once the raven in on the spellcasters plane, the spellcaster may
Conjuration (Summoning)
Level: Clr 3, Sor/Wiz 3 attempt to bind it as a familiar.
Components: V, S, F/DF The shadow raven enters this world through any shadow within range of
Casting Time: 1 full round the spell, so the spell wont work in total darkness or total light. The shad-
Range: Close (25 ft. +5 ft./2 levels) ow raven serves faithfully for the spells duration. If the spellcaster has the
Effect: Summons shadow raven. proper tribute, the shadow raven may serve as a familiar. The GM is the
Duration: 1 round/level of caster final arbiter for what tribute is appropriate.
Saving Throw: None Arcane Foci: A small, shiny object and a shadow.
Spell Resistance: No
Temporal Slam
Transmutation
Level: Sor/Wiz 8
cries are screeching whispers. They
Components: V, S
Shadow Raven will obey their masters but are willful Casting Time: 1 full round
Small Undead Animal (Incorporeal) and sly. They are always looking to Range: Close (25 ft. +5 ft./2 levels)
Hit Dice: 2d8+2 (11) feed (see below).
Initiative: +3 (Dex) Target: One creature or object.
Speed: fly 60 ft. (Good) Combat Duration: 1 hour/level
Armor Class: 15 (+3 Dex, +1 size, +1 Shadow ravens love to attack out Saving Throw: Will negates (harmless, object)
deflection) of the night sky, dive-bombing the Spell Resistance: Yes (harmless, object)
Attacks: Incorporeal claw +3 unaware. When indoors, they lie in
Damage: Incorporeal claw 1d2 tem- wait in high, dark corners, always For whatever duration he desires up to the spells maximum, the caster
porary Strength watchful for opportunities. pushes that target creature and its carried gear (or any one object of medi-
Face/Reach: 5 ft. x 5 ft. x 5 ft. Strength Damage: On a success- um-size or smaller) out of time. The target vanishes immediately, and it no
Special Attacks: Strength Damage ful strike, a living creature suffers longer exists in the worlds normal time stream while the spell lasts. If the
Saves: Fort +1, Ref +4, Will +2 1d2 points of temporary Strength target is a caster, any spells or effects the target was maintaining are affect-
Abilities: Str , Dex 16, Con , Int 2, damage. A creature reduced to 0
Wis 11, Cha 12 Strength in this way dies. This is the ed as though the target just died.
Skills: Hide +10, Listen +5, Spot +5 only way a shadow raven can feed. During the period in which it is outside time, the target cannot be locat-
Feats: Flyby attack Undead: The shadow raven is ed with scrying or similar divinations. Not even a wish or miracle can bring
undead, and is immune to all mind- the target back earlier or dispel the temporal slam, since no magic remains
Climate/Terrain: Any affecting spells, disease, stunning within the normal flow of time to dispel.
Organization: Solitary attacks, critical hits, poison, paraly-
Challenge Rating: 2 sis, subdual damage, or death from When the spell ends, the target returns to the same location from which
Treasure: None massive attack. it disappeared. If some other object occupies that space, the target is harm-
Alignment: Always Chaotic Evil Incorporeal: The shadow raven is lessly shunted into the nearest open space. For the target, no time has
Advancement: 2-3 HD (small) impervious to damage except by elapsed. A target creature will have effectively been transported into the
enchanted weapons, magic, or other future from its perspective. When the target returns, any timed phenome-
Shadow ravens are undead birds incorporeal creatures. Any damage
created to serve as familiars and pets. sustained from a corporeal source non such as poison onset or the duration of abjuration spells will pick up
Most are gifts fom evil gods or man- has a 50% chance of not affecting the from the point when the target vanished.
ufactured by necromancers by some shadow raven. Shadow ravens may
unknown ritual. They have the gener- pass through solid objects at will.
al size and shape of regular ravens,
but are entirely made of shadows.
Their eyes glow dark red, and their

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Timely Awakening basis (thus, if its 20 outside, inside itll be 50). The hut also provides
protection against the elements, such as rain, dust, and sandstorms. The hut
Divination
Level: Clr 0, Drd 0, Sor/Wiz 0 withstands any wind of less than hurricane force, but a hurricane (75+ mph
Components: V, S, F/DF wind speed) or greater force destroys it.
Casting Time: 1 action The interior of the hut is a hemisphere. The character can illuminate it
Range: Personal dimly upon command or extinguish the light as desired. Note that although
Target: Caster the force field is opaque from the outside, it is transparent from within.
Duration: Up to 24 hours Missiles, weapons, and most spell effects can pass through the hut without
Saving Throw: None affecting it, although the occupants cannot be seen from outside the hut
Spell Resistance: None (they have total concealment).
Timely Awakening enables the character to awaken from a slumber at a
predetermined time. The awakening is natural and instantaneous. Torrent of Blood
Characters can act normally the round after awakening. Conjuration
Note: This does not ensure a comfortable sleep, it only ensures that they Level: Sor/Wiz 2
awaken at a precise time. Components: V, S, M
Focus: Some sort of a time piece (A simple sundial drawn in the dirt with Casting Time: 1 action
a stick or rock for a gnomon, or center pin, will do in a pinch). The focus Range: Close (25 ft. +5 ft./2 levels)
is not consumed in the casting. Area: 20 ft.-radius
Duration: Instantaneous
Saving Throw: None
Tiny Hut Spell Resistance: No
Evocation [Force]
The caster calls down a rain of blood that completely coats everything in
Level: Brd 3, Sor/Wiz 3
a 20 ft.-radius, centered anywhere within the spells range.
Components: V, S, M
Casting Time: 1 action All creatures in the target area suffer a -3 circumstance penalty to all rolls
Range: 20 ft. until they clean the blood from their bodies. The slickness of the area slows
Effect: 20-ft.-radius sphere centered on the character's location all movement within the area of effect to 1/2 the creatures base speed.
Duration: 2 hours/level (D) Material Component: A drop of the casters blood.
Saving Throw: None
Spell Resistance: No Touch of the Wraith
The caster creates an unmoving, opaque sphere of force of any color the Necromancy
character desires around his or her self. Half of the sphere projects above Level: Sor/Wiz 3
the ground, and the lower hemisphere passes through the ground. Up to Components: V, S
nine other Medium-size creatures can fit into the field with the character; Casting Time: 1 round
they can freely pass into and out of the hut without harming it. However, if Range: Touch
the character removes him or her self from the hut, the spell ends. Target: One living creature
The temperature inside the hut is 70 F if the exterior temperature is Duration: Instantaneous
between 0 and 100 F. An exterior temperature below 0 or above 100 Saving Throw: Fortitude half
lowers or raises, respectively, the interior temperature on a 1-degree-for-1 Spell Resistance: Yes

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When this spell is cast, crackling necromantic energy wreathes around


the casters hand. A successful touch attack deals 1d6+1 points of
Venomous Strike
Necromancy
Constitution damage for every two levels of the casters experience. A tar- Level: Sor/Wiz 7
gets Fortitude save halves the normal damage. A target whose Constitution Components: V, S, M
score is reduced to 0 by this spell is so overwhelmed by necromantic ener- Casting Time: 1 action
gies, he falls unconscious (instead of dying, as normal) until he regains at Range: Touch
least one point of Constitution. Touch of the Wraith has no effect on Target: Living creature touched
undead, constructs, and similar beings. Duration: Instantaneous
Saving Throw: Fortitude (half)
Uncontrollable Weeping Spell Resistance: Yes
Enchantment (Compulsion) Exactly like arcane poison
Level: Sor/Wiz 2 except initial damage is 3d6
Components: V, S, M Constitution and sec-
Casting Time: 1 action ondary dam-
Range: Close (25 ft. +5 ft./2 levels) age is 2d4
Target: One living creature Constitution.
Duration: 1 round/level Material
Saving Throw: Will negates Component:
Spell Resistance: Yes The head of a
A weeping character is considered helpless (see DMG), but can still poisonous
move 5 ft./round by crawling across the floor while sobbing. A weeping snake and a poi-
character that attempts to communicate verbally must make a second Will sonous leaf.
save or be unable to speak intelligibly. Success allows the target to speak,
but does not negate this spell.
Material Component: A tiny piece of onion.

Undetectable Aura
Illusion (Glamer)
Level: Magic 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: Object touched weighing up to 5 lb./level
Duration: 1 day/level
Saving Throw: None (see text)
Spell Resistance: No
This spell allows the caster to mask a magic items aura from detection.
If the object bearing undetectable aura has identify cast on it or is similar-
ly examined, the examiner recognizes that the aura is false and detects the
objects actual qualities if he succeeds at a Will save.

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Feats
Arcane Weave Mastery [Metamagic] Concealed Spell [Metamagic]
Magical energy has been frequently refered to as a weave by many The caster has learned to pass off manipulating the components of cast-
spellcasters and sages. In some areas of magic, your mastery of this ing a spell as some other activity.
weave is superior to most other spellcasters. Prerequisites: Dex 15+
Prerequisite: Ability to cast arcane spells, character level 3+, Benefits: Whenever the caster casts a concealed spell, it's obvious he is
Intelligence 15+. doing something, but observers must make a Spot check opposed by his
Benefit: Select one spell descriptor. Any spells you cast with that dis- Perform check to realize he is casting a spell. Spells that have obvious
criptor are cast at a level one higher than your actual caster level. effects (such as a fireball) are just as obvious once they have been cast.
Special: You may take this feat multiple times, but never more than once Characters who make Spellcraft checks to determine what spell he is cast-
for each spell descriptor. ing suffer a -2 penalty to their roll.
A Concealed spell takes up a spell slot 0 levels higher (it uses the same
spell slot as normal).

Craf t of the Wise [General]


The casters magic is rooted in his Wisdom and insight.
Prerequisites: Ability to cast arcane spells without preparation, Wisdom
13+.
Benefit: The caster uses his Wisdom score as the key ability score for all
arcane spell use, including maximum level of spells he can cast and bonus
spells per day. This feat only affects arcane spells that he casts without
preparation (such as the spells of a bard or sorcerer), not arcane spells that
require preparation (such as those of a wizard).
Special: The caster can take this feat only at 1st level.

Deep Wound [General]


The character skilled at delivering deep thrusts with swords, brutally
tearing at the vital organs of his opponents be they humanoid or beast.
Blood of Dragons [General] Prerequisite: Character level 6+, Str 13+.
One of your ancient ancestors was a dragon. Benefit: When the character attacks an opponent he does +1 damage on
a successful hit with any sword.
Benefit: For purposes of determining bonus spells per day add 2 to your
Intelligence or Charisma score (whichever ability governs your bonus Special: This feat works with swords only. If used with a magic sword
spells). this feat adds +2 damage to a successful attack.
Special: This feat may only be chosen at first level unless you get your
game masters permission to take it at a higher level. The discovery of the
characters ancestors would make an excellent roleplaying opportunity.

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Enhanced Summoning [Metamagic]


Dwarven Fighting Mug Your conjuration spells are more powerful.
Appearance: The Dwarven Fighting Mug is a sturdy, often steel, large Prerequisites: Spell, Spell Focus (Conjuration).
mug with a weighted bottom. To the untrained eye, the mug seems to be noth-
Benefit: All arcane conjuration spells that you prepare use a spell slot of
ing more then a rather large, often scratched and dented, mug. To the trained
one level lower than the spells listed level. These spells are, in all other
mug fighter, it is a magnificent multifunction vessel, which not only holds a
ways, treated as per the normal rules for that spell.
large quantity of beer and ale, but can function as a superb clubbing weapon
and defensive shield. Most Dwarven Mug Fighters prefer to leave their Mugs
simple and unadorned in order to accent the dents and scratches they accu- Extend Poison [General]
mulate over their years of battle. Marred mugs are symbols of prestige among You can delay the initial onset time of a poison.
these clannish fighters. Those mugs, which are damaged beyond repair, are Prerequisites: Poison Use, Base attack bonus +2.
ritually laid to rest in their favorite tavern (Tavern owners consider this a great Benefit: If you spend a full-round action to prepare a poison, you can
privilege and prominently display the mug as a symbol that their establish- delay its initial onset time by up to one hour. This has no effect on second-
ment is highly considered amongst the fighters). ary damage, which occurs one minute later, as usual.
Appraise Information: DC 12. The dwarven fighting mug is a rare item.
This is the basic version. Several are easily worth another 100 to 200 gp. Fast Spell [Metamagic]
Value: 26 gp. Cuts the casting time of your spells.
Special Rules: Exotic Weapon, Dmg. 1-6, Crit. x 2, Rng. 10 ft., Wgt. 5 Benefit: A Fast Spell has its casting time halved, to a minimum of one
lbs., Type B. See the feats chapter for feats related to this weapon. action. This is only a benefit for spells that normally have a long casting
time. A spell with a casting time of "one full round" now takes a standard
action to cast. A spell with a casting time longer than one round has it's
Dwarven Mug Fighting [General] casting time halved. A Fast Spell uses up a spell slot one level higher than
the spell's actual level.
Dwarven Mug Fighting is thought to have been created by a small
obscure temple to one of the lesser-known Dwarven brewing deities. It Notes: For a spontaneous spellcaster such as a sorcerer or bard, the meta-
combines of a variety of smashing and punching attacks with defensive magic rule still cuts in and changes the standard action into a full-round
movements that allow them to utilize its well-constructed body to deflect action, which is still not the same as a 1 full-round casting time.
oncoming attacks.
Prerequisite: Base attack bonus +1 or higher. Grave Claws Strike
Benefit: You can use a Dwarven Fighting Mug with enough skill to wield Improves the casters abilities when using grave claws.
it as a weapon and a shield. Prerequisite: Must cast grave claws.
Normal: A character that uses a Dwarven Fighting Mug without being Benefit: When attacking with grave claws this character inflicts an extra
proficient with it suffers a 4 penalty in attack rolls and cannot use it as a 1d4 damage.
shield.
Improved Caster Level [General]
Empower Poison [General] The caster can compensate for a lack of focus in his magical develop-
You can use poisons to greater effect. ment
Prerequisites: Poison Use, Base attack bonus +4. Prerequisite: Multiclass spellcaster
Benefit: If you spend a full-round action to prepare a poison, all variable, Benefit: The casters level in one spellcasting class is increased by one,
numeric effects are increased by one-half. An empowered poison deals half but no higher than his character level. This applies only to the effects of
again as much initial damage and secondary damage. Non-variable effects spell casting and not purposes of legal number of prepared spells, hit dice,
such as blindness or death are not affected. or any special abilities of the spellcasting class.

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Special: This feat can be learned several times and stacks with itself. Maximize Poison [General]
Example: Yushu is a fifth level sorcerer. She advances in character level You can use poisons to maximum effect.
to six, and decides to advance as a rogue. She also acquires a new feat, and
Prerequisites: Poison Use, Base attack bonus +6.
picks this one. Her caster level as a sorcerer is now sixth, so her fireball has
range of 640' and does six dice of damage, but the number of spells she can Benefit: If you spend a full-round action to prepare a poison, all variable,
cast and learn are still those of a fifth level sorcerer. numeric effects are maximized. Example: A maximized use of twisted root
deals 2 points of damage and 12 points of Constitution damage. Non-vari-
Notes: This means that a multiclass spellcaster can increase the power of
able effects such as blindness or death are not affected.
his spells up to his character level. It does not allow him to learn, prepare,
or cast more spells. The casters level as a Paladin or Ranger (or any other
class whose caster level is half the class level) cannot be improved past half Poison Focus [General]
his character level. Choose a type of poison, such as ingested, inhaled, injury, or contact. All
poisons you deliver from that type are more potent than normal.
Improved Dwarven Mug Fighting Prerequisites: Poison Use.
Benefit: Add +2 to the DC for all saving throws against poisons from
[General] your prefered poison type.
The Dwarven Mug Fighter has improved his skills to a point where he
Special: You can gain this feat multiple times. Each time you take the
can both attack and defend himself with his mug in the same action.
feat, it applies to a new type of poison.
Prerequisite: Base attack bonus +3 or higher, Dwarven Mug Fighting
Feat.
Benefit: You can use your mug to attack an opponent and still retain the
Poison Mastery [General]
armor class bonus against one attack. Your experience with the use of poisons has made you a master of the
craft.
Normal: A character skilled in the use of a Dwarven mug can choose to
only defend or attack during their action turn. Prerequisites: Craft (Poison), Maximize Poison, Poison Use, Base
attack bonus +8.
Benefit: You get a +2 bonus on all Craft (Poison) checks. If you already
Masterful Dwarven Mug Fighting have the feat Skill Focus applied to Craft (Poison) this bonus stacks with
[General] that one for a total +4 bonus.
The Dwarven Mug Fighter has mastered the art of Mug Fighting to a
point where he is able to defend himself from any number of attacks, even
with a full mug.
Poison Use [General]
You are trained to use poisons with no risk to yourself.
Prerequisite: Base attack bonus +6 or higher, Improved Dwarven Mug
Prerequisites: Dex 13+.
Fighting Feat.
Benefit: You never risk accidentally poisoning yourself when applying
Benefit: You can use your mug to attack an opponent and still retain the
poison to a blade, or using it in combat.
armor class bonus against any number of attacks. You are also able to per-
form these actions with a full mug without spilling a drop.
Normal: A character with the Improved Dwarven Mug Fighting Feat can Quicken Poison [General]
choose to only attack and defend against one attack during their turn. They You can deliver a poison that deals its damage all at once.
cannot fight with a full mug without spilling its contents. Prerequisites: Poison Use, Base attack bonus +8, Assassin (or similar
class) level 2+.
Benefit: If you spend a full-round action to prepare a poison, it deals
both initial and secondary damage in the same round (immediately after
exposure). The victim still receives a saving throw for both effects, as nor-
mal.

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Seventh Son of a
Seventh Son
[General]
You have been born the seventh
son of a seventh son. Your natural
psionic power and magical capabil-
ities are greater than that of nor-
mal mortals.
Benefit: You gain +4 power
points and, if a spellcaster, two
bonus 0-level spell slots per day
and one bonus 1-level spell slot per
day.
Special: This feat may only be
chosen at first level unless you get
your game masters permission to
take it at a higher level. The discov-
ery of the characters ancestors
would make an excellent roleplay-
ing opportunity.

Sustain Incantation
[Metamagic]
You can sustain a spell through
concentration.
Prerequisite: Concentration 5+
Benefit: When you cast a non-
instantaneous spell with the
Concentration metamagic, you can
extend the spell duration by con-
centrating upon it. The amount of
time that you concentrate on the
spell is not counted against the total
duration of the spell. Once your
concentration is broken (purpose-
fully or otherwise) the regular dura-
tion ensues. Effectively, the spell
has a duration of Concentration +
(normal duration).

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Poisons
Acennans Rage Brutal Sting
This blue-colored liquid is the result of combining a barbarians blood This paste-like poison is created from the secretions of a rare insect that
with the saliva of a rare water snake found in large rivers. The poison must is found only along the banks of the large river to the south of the civilized
be either ingested by the victim or delivered through injury. lands. The poison is made by crushing a dozen thorny weeds (found in the
Initial damage to the target occurs two rounds after delivery of the poi- northern mountains) into a small container and then mixing in the previ-
son. The victim rages for two rounds (as per the barbarian special ability) ously mentioned insect secretions.
and cannot voluntarily end the rage period. The victim automatically The resulting mixture may be used as a contact poison, to coat bladed
attacks the nearest living target. Two rounds after the rage subsides the vic- weapons, or mixed into food and ingested by the victim. The high cost is
tim must make a second saving throw and if the save fails the target of the more a result of the difficulties in creating the poison than it is the strength
poison rages again for one round. level of the poison.

Angel Toxin Clerics Curse


This is a blue, watery liquid with a secret means of creation that has been pro- This thick liquid is usually clear in appearance, like water, though is can
tected by an assassins guild for hundreds of years. Angel Toxin causes nausea be easily dyed and, with work, made to taste like a cheap alcoholic bever-
and vomiting within hours of ingestion and leaves the victim deathly ill for two age. Clerics Curse uses unholy water as its base ingredient to which is
weeks. added an elfs tear, a wyverns blood, and a witchs eye. The entire mixture
Each day after poisoning the target loses 1 point of Constitution but will never is stirred vigorously until all of the ingredients have blended together cre-
go below a score of 1. At the end of the two week period the victim begins ating a black mixture. When left for 12 hours the mixture clears to the pre-
regaining 1 point a day unless subjected to magical healing (spells or potions) viously mentioned clear appearance and the poisoner has successfully cre-
at which point the rate increases to 1d4 recovered Constitution points/day. ated Clerics Curse.
The initial damage of the poison is a slight weakening of the victim. It is
Bitter Tea the secondary effect, that comes five rounds after administration of the poi-
Manufactured from a weed that, when studied, looks like tea leaves, Bitter son, that is most dangerous. For a period of 1d6 days any divine healing
Tea is used most often in the homes of royalty and noblemen. The poison can- magic cast on the target causes damage instead of healing. This poison
not be detected since it looks, smells, and tastes just like normal tea. must be ingested for it to affect the target. Evil-aligned characters are
immune to the effects of Clerics Curse.
Black Venom Crystal Lung
A syrupy, potion-like substance manufactured by the dark elves who live
beneath the surface, Black Venom is sold to evil surface dwellers for extreme- This fine, powdery poison is made by grinding a valuable crystal (100 gp
ly high amounts. The poison is made from water cursed by a dark elf cleric or more in value) to a fine dust. The dust is then soaked in demons blood
that is then brought to a boil at which point the severed head of an enemy is for one month then removed and let to dry in the summer sun for 10 days.
added. The head is left to boil in this water and, as the skin slowly separates Only then is Crystal Lung completed and ready for use.
from the skull, the cleric curses the water yet again. Once the water has boiled The poison can be inhaled by a victim or mixed into a drink or meal and
until there is almost nothing left the resulting mix is drained and the skull and ingested. The initial damage of the poison weakens the target while the sec-
flesh discarded (or used in some other dark ritual). ondary damage (occuring one round later) blocks off the lungs of the vic-
The substance that is saved is known as Black Venom by the surface peo- tim who instantly suffers the effects of suffocation.
ple. What the dark elves call it is unknown.

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Dark Eye It is manufactured by mixing the molds and dust of the dungeon and then
heating the mixture over an open flame. Once the concoction cools it is
A purple-colored liquid made from the boiled fat of a doppleganger, Dark
poured out and the remaining, crusty layer is collected and ground. It is this
Eye is a rare poison usually reserved for only the highest-paying of assign-
crust that is the poison.
ments. Dark Eye has the odor of wildflowers and can be mixed with almost
any food or drink. The poison is too thin to use on bladed weapons and does
not work on simple contact. It must be ingested to damage the target. Drops of Despair
The poison strikes the victim hard, draining first the life energy of the tar- This liquid poison is made of three rare herbs that grow along the west-
get and then physically weakening the target. ern banks of the great ocean. The herbs are difficult to locate and do not all
grow in the same area but, rather, across a 400 mile stretch of coast. The
herbs are brought to a boil in water and, after being allowed to cool, the top
Dark Rot layer is skimmed off and the water discarded.
This contact poison is a course, sandy material thats dark brown in color
Drops of Despair work as a powerful poison when ingested but is harm-
and is easily mistaken for common dirt. The Dark Rot poison is only found
less when used in any other way. The poisons initial damage, one hour
beneath the coffin of an evil man and must be dug up under the noon sun
after ingestion, is the onset of depression in the victim. All dice rolls by the
if it is to be potent. The dirt, removed from the grave at any time other than
victim suffer a -2 circumstance penalty. Secondary damage, occuring four
that, is harmless.
to sixteen (4d4) hours after ingestion is a deepening of this depression
(increase penalty to -4). The effects of this poison wear off naturally after
Dragon Weed a week or they can be removed with magical healing.
This is the root of a plant that grows in the northeastern forests. The root,
when crushed and mixed with just a few drops of water, forms a paste-like
substance that can be lethal when it gets into a wound or is ingested.
Goblins Puss
This greenish, thick liquid is created from the rotting flesh of a goblinoid
The smell of Dragon Weed is strong and overpowering and often likened that has been buried in a shallow grave for three weeks. The flesh is ground
to the stench emited by a tribe of orcs. This makes it difficult to hide with- to a powder and mixed with the secretions of a rare toad found only in the
in food or drink so the prefered use is to coat the poison on the blade of an southern wetlands. The poison is often used to coat blades and arrowheads
edged weapon. since it is most dangerous when combined directly with the blood of the
The poisons initial damage is the sudden onset of flu-like symptoms. victim. It can be fatal if swallowed but the stench is difficult to mask mak-
These symptoms persist for twelve hours at which point the truly damage ing it hard to get the victim to swallow the poison willingly.
effects of the poison devastate the Constitution score of the victim.
Green Dagger
Dried Blood A fine, dust-like poison that can only be created from a crushed dagger
This poison looks very much like it sounds. It is created from the sap of that was used to slay a vampire, Green Dagger is one of the rarer poisons
the dire knight tree that grows along the western edges of the great desert. that can be crafter by an assassin. While slaying a vampire with a dagger is
The sap is brought to boiling and then the poisoner mixes in the blood of a nearly impossible the act of crushing the dagger into dust is even more
dozen different previous victims all of whom must have been killed by the challenging. It takes strength and tools of a level that are not easily
same knife or dagger. acquired.
The poison must be ingested by the victim or delivered through a wound. Once the dagger has been crushed, the powder then must be mixed with
The poison is thick enough to coat bladed weapons which is most assas- the powdered poison, Plague of the Ancients. Only then does it truly
sins prefered method of delivery. become dangerous.
The dust can be delivered to a target through inhilation or contact or it
Dungeon Dust can be mixed with food or drink and ingested.
A fine powder, this poison may only be created deep beneath the ground,
preferably in an ancient dungeon. The powder is gray in color and odorless.

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Green Rot Hellstrike


Created from a mixture of toxic plants, green rot is a liquefied poison that This bright crimson paste is used as a contact poison but it can also be
must be ingested by the victim to be harmful. Its a green, thick liquid with used to coat weapons or in eaten substances. The paste is made from the
a natural odor much like that of a damp forest. Green rot eats away at the ground teeth of a slain demon that must be mixed with the blood of a sec-
body of the victim, slowly killing him from the inside out. Green rot caus- ond slain demon. Both demons must have been slain no more than three
es 2d6 Constitution loss on initial damage and an additional 2d6 days before creating the poison or else it will not function.
Constitution damage one minute after ingestion. The poison weakens the victim, draining Constitution one round after
delivery and Strength three rounds later.

Initial Secondary Initial Secondary


Craft DC Save DC Damage Damage Price Craft DC Save DC Damage Damage Price
Acennans Rage Ingested 17 20 special special 2,500 gp Hellstrike Injury 19 28 3d6 Con 2d6 Str 4,600 gp
Acennans Rage Injury 18 22 special special 2,600 gp Hellstrike Contact 21 25 2d6 Con 1d6 Str 4,500 gp
Angel Toxin Ingested 18 21 1d6 Con special 1,500 gp Hells Fury Ingested 25 21 1 level 1 level 5,000 gp
Bitter Tea Ingested 19 25 2d6 Con 1d6 Con 1,400 gp Hells Fury Injury 26 24 1d2 levels 1 level 5,300 gp
Black Venom Injury 19 20 1d6 Str 2d6 hp 5,500 gp Hells Fury Contact 22 21 1 level 1 level 5,000 gp
Black Venom Contact 24 23 2d6 Str 4d4 hp 5,700 gp Hollow Heart Injury 17 25 special special 5,000 gp
Black Venom Ingested 30 27 3d6 Str 2d10 hp 6,000 gp Hollow Heart Ingested 18 25 special special 5,000 gp
Brutal Sting Ingested 18 21 1d4 Con 1d4 Con 3,500 gp Medusas Hair Ingested
Brutal Sting Contact 20 19 1d4 Con 1d3 Con 3, 300 gp Medusas Hair (Pure) 21 25 6d6 hp 1d6 Con 3,800 gp
Brutal Sting Injury 18 22 1d6 Con 1d3 Con 3,300 gp Medusas Hair Ingested
Clerics Curse Ingested 19 24 1d4 Con special 3,400 gp Medusas Hair (Watery) 20 20 3d6 hp 1d4 Con 3,000 gp
Crystal Lung Ingested 18 25 1d6 Con special 1,700 gp Minotaurs Blood Ingested 20 23 1d6 Con 2d4 Con 3,200 gp
Crystal Lung Inhaled 18 23 1d6 Con special 1,600 gp Minotaurs Blood Injury 22 25 1d6 Con 2d4 Con 3,200 gp
Dark Eye Ingested 23 26 1 level 1d6 Con 5,400 gp Ninstills Curse Ingested 18 20 1d6 Wis 1d6 Wis 500 gp
Dark Rot Contact 15 20 1d6 Str 1d6 Str 1,000 gp Ninstills Curse Injury 18 20 1d3 Wis 1d3 Wis 500 gp
Dragon Weed Ingested 28 25 special 3d6 Con 3,500 gp Orcs Breath Inhaled 25 22 blindness 2d6 Con 2,500 gp
Dragon Weed Injury 30 25 special 2d8 Con 3,300 gp Plague of the Ancients Contact 21 25 2d6 Con 2d6 Con 4,500 gp
Dried Blood Injury 17 22 4d6 hp 2d6 hp 2,200 gp Shadow Sickness Contact 25 30 1 level 1 level 6,500 gp
Dried Blood Ingested 15 19 2d6 hp 1d6 hp 2,100 gp Skulls Breath Contact 15 19 Special Special 1,200 gp
Dungeon Dust Injury 19 21 2d6 Con 1d4 Con 1,300 gp Slow Burn Injury 15 19 1d4 hp1d4 hp/special900 gp
Dungeon Dust Ingested 19 19 1d8 Con 1d4 Con 1,250 gp Slow Burn Contact 15 18 1d4 hp1d4 hp/special800 gp
Drops of Despair Ingested 30 26 special special 5,200 gp Spiders Venom Ingested 25 25 1d6 Con 2d4 Con 1,200 gp
Goblins Puss Injury 17 21 2d6 Con 2d6 Con 1,800 gp Spine Crusher Ingested 30 26 2d6 Str 2d6 Dex 2,650 gp
Goblins Puss Ingested 17 17 1d4 Con 1d6 Con 1,800 gp Spirit Touch Injury 25 22 special special 1,800 gp
Green Dagger Ingested 30 26 2d8 Con 1d6 Str 1,200 gp Spirit Touch Contact 25 22 special special 2,100 gp
Green Dagger Ingested 30 26 2d8 Con 1d6 Str 1,200 gp Taste of the Dagger Injury 17 19 1d4 Con 1d4 Con 500 gp
Green Dagger Contact 28 22 1d6 Con 2d6 Con 1,200 gp Taste of the Dagger Ingested 15 18 1d3 Con 1d2 Con 450 gp
Green Rot Ingested 19 20 2d6 Con 2d6 Con 2,500 gp Twisted Root Ingested 22 25 1d2 hp 2d6 Con 1,200 gp

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Hells Fury ed, is kept in two parts until it is ready to be used. The first, a thin red liq-
uid that looks like watered down blood, is mixed with the second part that
When a demon dies, its body frequently bursts into flame and is returned
is a thicker, sludge-like black concoction. Once mixed the poison if effec-
to the hell from which it came. The ash left behind often is ignored.
tive for two minutes after which it is rendered useless. The poison must be
That ash is the key ingredient in the manufacture of Hells Fury. The ash, ingested by the target or delivered through injury (most often by coating a
when mixed with the crushed eye of an evil sorcerer and the blood of an bladed weapon with it).
assassin, becomes a thick, deadly liquid. Hells Fury is thick enough to be
used to coat weapons though it can also be used as a contact poison and in
food or drink. Orcs Breath
Hells Fury sucks the life force from its victim, often leaving a lifeless This poison is a gray, extremely fine dust that is harvested from the seed
shell. These negative levels can be recovered with appropriate healing mag- of the wounded orc weed that grows naturally in most mountainous
ics such as restoration. regions. The seed is pulverized and, when dried in the sun during an
extremely hot day (100+), it becomes a potent poison that causes blindness
and weakness when inhaled.
Hollow Heart
This clear liquid is only found in the heart of a cursed whale. Once har-
vested the poison is effective for only three days and there is just enough
Plague of the Ancients
for one dosage. The poison must be delivered through ingestion or injury. Named for its similarities to an ancient plague, this poison is an orange
powder that smells like burning skin. It acts as a contact poison, dying the
Hollow Heart strips the victim of compassion and love, leaving behind a
victims skin orange where touched. The coloring spreads over the victims
hollow shell of a man. The victim must succeed a Will save (DC 25) or his
entire body and, within a day, open sores start forming on every inch of the
alignment is radically and immediately changed to chaotic evil. The effects
victims skin. Only magical healing can stop the effects of this poison.
of this poison wear off slowly (one alignment step per week in the direc-
tion of the victims original alignment) and the victim will likely go If the victim is not cured he becomes contagious, spreading the sickness
through several alignment changes on the way back to his original align- to any he touches. Each day after the first the victim loses 1 point of
ment. Constitution until he is healed or dies.

Medusas Hair Shadow Sickness


This thick, muddy poison is made from the ground head of a slain When mixed within a sphere of magical darkness or shadow, the com-
medusa. The poison can only be created if the snake hair, skull, eyes and mon ingredients of this poison become a deadly toxin. On administration
all other parts of the creatures head are available to the poisoner. The the dust-like, black powder drains the life energy of the victim. Shadow
resulting poison can be watered down to create ten fatal doses or left pure Sickness is rarely available for sale and must often be created by the assas-
to create 4 extremely dangerous doses. sin.
The poison must be ingested by the victim which is difficult since it has
a foul taste and odor. Skulls Breath
This poison is a whitish powder ground from the skull on an animated
Minotaurs Blood skeleton. The skull must be ground down within five minutes of the skele-
tons destruction. The resulting powder can then be used to coat the vic-
This is a dark, thick red liquid that is created from the blood of a mino-
tims skin. On contact the skin of the victim begins to burn and itch but it
taur mixed with cyanide and ground bone fragments from any magical
is only after a minute of time has passed that the poisons real damage
creature. The poison may be delivered through injury or ingestion.
comes into play; the victims skin begins to decompose at the area of con-
tact, causing one point of damage per round to the victim for 1d6+6 rounds.
Ninstills Curse
Named for the assassin who first created it some 500 years ago, Ninstills
Curse was designed specifically to weaken clerics. The poison, once craft-

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Slow Burn
Slow burn is a paste crafted from a dozen rare weeds that grow in the arctic wasteland
north of the civilized lands. When it comes in contact with flesh it instantly begins dis-
olving the skin (initial damage takes place immediately) and keeps burning for a few min-
utes (1d4 minutes) constantly damaging the victim.

Spiders Venom
A concentrated form of poison extracted from a rare spider found only deep under-
gound, this poison is a greenish/gray in color and slightly thicker than water. Spiders
Venom is odorless when fresh but, if it has been exposed to air for more than a week, it
takes on a damp, moldy smell.

Spine Crusher
This orange liquid is derived from the root of a large tree that grows in the western
forests. The root must be crumbled and crushed, then mixed with the powdered remains
of an animated skeletons skull. The liquid, once ingested, eats away at the victims bones,
destroying them from within. Only magical healing can reverse the effects of this poison.

Spirit Touch
This gray ointment is created from the ectoplasmic secretions of a ghost or other super-
natural creature. The ectoplasm must be mixed with unholy water and cursed by an evil
priest.
The ointment works as a contact or injury poison. Initial damage takes place two rounds
after delivery and is identical to the Ghost template ability, Corrupting Touch. Secondary
damage, taking place five rounds after initial damage, is one negative level.

Taste of the Dagger


This thick, liquid poison is used by assassins and murderers to coat bladed weapons.
The poison is brown in color and has the odor of wet dog. Taste of the Dagger is made
from a mixture of the juices of a dead mans eyes and the blood of the person crafting the
poison.
The poison can also be mixed into foods or drinks though it is not as damaging when
used in this way.

Twisted Root
This is the root of a small tree that grows along the coast of large seas, often on a cliff-
side. The root is chopped into fine twigs which are then boiled to create a thin soup or
weak tea. This mixture, when ingested, creates mild stomach discomfort in the victim
which then slowly turns to great physical pain. (Initial damage takes place three rounds
after ingestion and secondary damage takes affect 24 hours later.)

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Skills
Craf t (Poison) Knowledge (Necrology)
The age-old craft of distilling toxic liquids and powders from plants, ani- This skill represents a characters entire knowledge of the realms of
mals, and minerals is dangerous to crafter and victim alike, and is often undeath and the utilization of negative energy. It may be used to identify
highly illegal in civilized lands. This sub-skill includes all forms of poison specific undead or manifestations of negative energy and predict their pos-
preparation, from grinding mineral powders to milking serpents to deliber- sible threat or abilities, as well as in more regular studies.
ately concentrating the sap inside toxic plants. DC 10: Telling the difference between a zombie and a ghoul.
Check: Crafting a poison has a base DC equal to the poisons DC, plus DC 15: Recognizing a vampire as it manifests its powers.
the following modifiers: DC 30: Recalling the history and lore of a famous lich.
Poison Type DC
Contact +2 Knowledge (Spirit Lore)
Energy Drain +6 The realm of the spirits, those who have literally gone beyond the grave,
Ingested -2 is a unique and convoluted area of knowledge, full of misconceptions and
Inhaled +0 falsehoods. A sage well-versed in spirit lore is able to separate fact from
Injury +2 fable and cut to the truth of any spirit-related dilemma that he is confront-
Permanent damage +4 ed with.
Two-stage* +4 DC 10: Telling the difference between good and evil spirits after con-
Three-stage* +6 versing with them.
*Two-stage poisons require that the victim come into contact with two DC 15: Recognizing the manifestation of a spirit in the material world.
components rather than one, and three-stage poisons require that the victim DC 30: Recognizing a spirit is lying.
come into contact with three components. The poison DC is equal to the
most difficult component of the bunch.
Raw materials for most poisons are hard to come by, and cost at least Random Book Selection
three-quarters of the market price. At the GMs discretion, some raw mate- The following pages include tables so that a GM can randomly select
rials (such as foxglove and hemlock) are actually very easy to obtain, and books for inclusion in a treasure hoard or a library. To use these tables,
cost just one-tenth the market price for the poison. roll once on the table below:
Each successful Craft (Poison) check yields one dose of poison.
Retry: If check is failed by a margin of 5 or more half the materials are d% Type of Book Add the CR of the owner to this roll.
ruined and must be purchased again. 01-50 Mundane Book
Add 10 to this roll if the owner of the
Special: If the character has 5 or more ranks in Alchemy, he gets a +2 51-75 Special Book
treasure or library is a spellcaster.
synergy bonus on Craft (Poison) checks. 76-100 Spellbook

Knowledge (Dwarves) Once youve determined the type of book roll on the appropriate table.
Roll 1d6 before checking on the table. On an even roll add the modifiers
This catch-all skill involves history, arcana, religion, heraldry, and other
knowledge as it pertains to dwarves. Bards, wizards, and all dwarves may stated above to the d% check for specific book. On an odd roll use no
take this as a class skill. modifier.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Random Spellbook Selection Table


Page Page
D% Roll Book Value Number D% Roll Book Value Number
01-05 The Conjurations of Hedeon 200 gp. 4 61 Guide to Monster Summoning (12 pages) 14,000 gp 10
06-10 Hollow Threats 200 gp. 4 62 Guide to Monster Summoning (13 pages) 14,500 gp 10
11-14 The Journal of the Wandering Hermit 300 gp. 4 63 Guide to Monster Summoning (14 pages) 15,000 gp 10
15-18 Lexicon of Gnome Illusions 1,000 gp. 4 64 The Grimoire of Silban 15,000 gp. 11
19-20 Jaizkis Traveling Spellbook 1,000 gp. 5 65 Guide to Monster Summoning (15 pages) 15,500 gp 10
21-22 The Tome of Illusory Magick 1,100 gp. 5 66 Guide to Monster Summoning (16 pages) 16,000 gp 10
23-24 Book of Charms 1,100 gp. 5 67 Book of Physical Prowess 16,000 gp. 11
25-26 The Book of Minor Spells and Incantations 1,200 gp. 5 68 Guide to Monster Summoning (17 pages) 16,500 gp 10
27-28 Elvish Writings 1,750 gp. 5 69 Guide to Monster Summoning (18 pages) 17,000 gp 10
29-30 Godrics Workbook 1,800 gp. 5 70 Guide to Monster Summoning (19 pages) 17,500 gp 10
31-32 Ivar Kolbeinssens Spellbook 1,900 gp. 5 71 Guide to Monster Summoning (20 pages) 18,000 gp 10
33-34 Assassins Flame 2,000 gp. 5 72 The Dark Scrolls 18,000 gp. 11
35 The Book of Vanechka Danyaski 2,500 gp. 6 73 The Red Book 18,000 gp. 11
36 Humanoid Anatomical Studies 2,600 gp. 6 74 Broken Teeth 18,000 gp. 12
37 Tome of Stitches 2,750 gp. 6 75 Of Skulls and Night 18,000 gp. 12
38 Thorgrims Opuscule 2,750 gp. 6 76 Guide to Monster Summoning (21 pages) 18,500 gp 10
39 Bertils Invisible Research 3,000 gp. 6 77 Guide to Monster Summoning (22 pages) 19,000 gp 10
40 Eysteins Book of Magics 3,500 gp. 6 78 Guide to Monster Summoning (23 pages) 19,500 gp 10
41 Ingjalds Notes 3,800 gp. 7 79 The Spellbook of Vladiassim 19,500 gp. 12
42 Bite of the Snake 4,500 gp. 7 80 Guide to Monster Summoning (24 pages) 20,000 gp 10
43 Sumarlidis Workbook 5,000 gp. 7 81 Crows Grimoire 20,000 gp. 12
44 Cerdics Pages 5,600 gp. 7 82 Book of Alendawen 20,000 gp. 12
45 Codex Chalemos 5,700 gp. 7 83 Guide to Monster Summoning (25 pages) 20,500 gp 10
46 Zerouns Deconstructions 6,600 gp. 7 84 Guide to Monster Summoning (26 pages) 21,000 gp 10
47 Secrets of the Spider 7,500 gp. 7 85 Guide to Monster Summoning (27 pages) 21,500 gp 10
48 Kolenkas Volume of Magicks 8,000 gp. 8 86 Guide to Monster Summoning (28 pages) 22,000 gp 10
49 Liber Vesania 8,500 gp. 8 87 Guide to Monster Summoning (29 pages) 22,500 gp 10
50 The Codex of Arnlaug 9,000 gp. 8 89 Guide to Monster Summoning (30 pages) 23,000 gp 10
51 Compendium of Evil 9,200 gp. 8 90 Majestic Magics 23,000 gp. 12
52 Magarias Enchantments 10,000 gp. 8 91 Dweomercraft of Ziramond 32,500. 13
53 The Libram of Aldred 10,000 gp. 8 92 Book of Thorns 37,500 gp. 13
54 The Unbearable Grimoire 10,000 gp. 9 93 Lanereals Songbook 44,000 gp. 13
55 Spellbook of the Unknown Caster 10,000 gp. 9 94 Rushnaks Grimoire of Dark Arts 47,000 gp. 13
56 Garaonas Traveling Spellbook 10,000 gp. 9 95 The Guide to Experimental Summoning 64,000 gp. 13
57 Liber Arcanus 11,000 gp. 10 96 Album of Misery 77,500 gp. 13
58 Magnificent Shadows 11,500 gp. 10 97 Planar Writings 100,000 gp. 14
59 Codex of Prestidigitation 14,000 gp. 10 98 The Spells of Athelstan 100,000 gp. 14
60 The Magestone Manifesto 14,000 gp. 10 99 Advanced Necromantic Academics 168,000 gp. 14
00 Low-Energy Casting 1,000,000 gp.14

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Random Special Book Selection Table


Page Page
D% Roll Book Value Number D% Roll Book Value Number
01-05 Liber Praevalida 50 gp. 15 68-69 A Guide to Goblinoids 16,000 gp. 19
06-10 The Book of Drinks 100 gp. 15 70-71 Encyclopedia of Poisons 16,000 gp. 19
11-13 Ancient Atlas 300 gp. 15 72-73 Curse of the Ancients 20,000 gp. 19
14-16 Of Traps and Their Disarming 500 gp. 15 74-75 Book of Sight 20,000 gp. 20
17-20 Historical Inscriptions 500 gp. 15 76-77 The Shield of Vladik 24,000 gp. 20
21-23 Phantom Tales 550 gp. 16 78-78 Guide to Dwarven Gods (3 tablets) 25,000 gp. 17
24-26 The Dancing Wizards Workbook 750 gp. 16 80-81 Anhagas Sorcerous Studies 25,000 gp. 20
27-29 A Guide to Armor Manufacture 1,100 gp. 16 82-83 Poisoners Handbook 27,000 gp. 20
30-31 The High Alchemy of Deogolsson 1,100 gp. 16 84-85 The Collected Teachings 27,500 gp. 20
32-33 Alfgeirs Journal 1,100 gp. 16 86 Armods Spiritual Grievances 27,000 gp. 20
34-36 The Journey 1,200 gp. 16 87 The Book of Dwarven Wisdom 30,000 gp. 21
36-37 The Journal of Gurutz 1,200 gp. 16 88 Guide to Dwarven Gods (4 tablets) 35,000 gp. 17
38-40 Moonstone and Other Precious Gems 1,500 gp. 16 89 Encyclopedia of Aquatic Beasts 35,000 gp. 21
41-43 The Gray Tome 1,900 gp. 17 90 The Journal of Deniska 35,000 gp. 21
44-46 The Key of Anavol 2,500 gp. 17 91 The Manual of The Dragon 35,500 gp. 21
47-49 The Smiths Ways 2,800 gp. 17 92 Book of Decay 36,000 gp. 22
50-51 Unbound Psionics 4,500 gp. 17 93 Benefit of Bells 39,000 gp. 22
52-53 The Book of Blades 4,500 gp. 17 94 The Tale of Halig Boneaxe 41,000 gp. 22
54-55 Folio of Aberrations 6,500 gp. 18 95 Guide to Dwarven Gods (5 tablets) 45,000 gp. 17
56-57 The Catalog of Other Realms 7,500 gp. 18 96 Book of the Monk 50,000 gp. 22
58-59 Guide to Dwarven Gods (1 tablet) 10,000 gp. 17 97 The Book of Bows 61,000 gp. 22
60-61 The Bible of Ozyciel the Unclean 10,000 gp. 18 98 Tome of Amulets 61,000 gp. 23
62-63 Book of the Drow 10,000 gp. 19 99 A Treatise on Virtue 64,000 gp. 23
64-65 Guide to Dwarven Gods (2 tablet) 15,000 gp. 17 00 Prayers and Healing 94,000 gp. 24
66-67 The Study of Goblinoids 16,000 gp. 19

Random Mundane Book Selection Table


Page Page
D% Roll Book Value Number D% Roll Book Value Number
01-10 The Shrinking Remains 7 gp. 25 71-77 Book of Unlimited Power 100 gp. 26
11-18 Masters of Necromancy 20 gp. 25 78-82 The Golden Book of Dwarven Prayers 360 gp. 26
19-27 Red and Black 50 gp. 25 83-88 Blank Book 600 gp. 26
28-39 Dungeon Mastery 100 gp. 25 89-94 Mining Techniques of the Dwarvish Kingdoms 600 gp. 26
40-48 Writings of Despair 100 gp. 25 95-00 Gem-Studded Manual 650 gp. 26
49-58 Tale of the Mountain 100 gp. 25
59-60 The Halflings Breakfast 100 gp. 25
61-70 The Dragon and the Spell 100 gp. 25

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

OPEN GAME LICENSE Version 1.0a 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. The Book of Unusual Treasures Copyright 2002, Philip Reed,
The following text is the property of Wizards of the Coast, Inc. and is Copyright www.philipjreed.com
2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 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, inde- Arcana: Societies of Magic, Copyright 2001, Kevin Brennan and James
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners pendent Agreement with the owner of each element of that Product Identity. You Maliszewski.
who have contributed Open Game Content; (b)"Derivative Material" means agree not to indicate compatibility or co-adaptability with any Trademark or
copyrighted material including derivative works and translations (including into Registered Trademark in conjunction with a work containing Open Game The Assassins Handbook, Copyright 2002, Green Ronin Publishing, Authors
other computer languages), potation, modification, correction, addition, exten- Content except as expressly licensed in another, independent Agreement with the Wolfgang Baur and David Zeb Cook.
sion, upgrade, improvement, compilation, abridgment or other form in which an owner of such Trademark or Registered Trademark. The use of any Product
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tent does not embody the Product Identity and is an enhancement over the prior 8. Identification: If you distribute Open Game Content You must clearly indicate by Larry Elmore.
art and any additional content clearly identified as Open Game Content by the which portions of the work that you are distributing are Open Game Content.
Contributor, and means any work covered by this License, including translations The Compleat Librum of Gar'Udok's Necromantic Artes Copyright 2002,
and derivative works under copyright law, but specifically excludes Product 9. Updating the License: Wizards or its designated Agents may publish updated Ambient Inc.; Authors M Jason Parent, Denise Robinson, Chester Douglas II
Identity. (e) "Product Identity" means product and product line names, logos and versions of this License. You may use any authorized version of this License to
identifying marks including trade dress; artifacts; creatures characters; stories, copy, modify and distribute any Open Game Content originally distributed under d20 Weekly August 28, 2002 Copyright 2002, Steve Jackson Games
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nesses and special abilities; places, locations, environments, creatures, equip-
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designs; and any other trademark or registered trademark clearly identified as Content using the name of any Contributor unless You have written permission Mongoose Publishing.
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13 Termination: This License will terminate automatically if You fail to comply Inc.
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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 14 Reformation: If any provision of this License is held to be unenforceable, such Moon Elves, Copyright 2002 DarkQuest, LLC
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15 COPYRIGHT NOTICE
3.Offer and Acceptance: By Using the Open Game Content You indicate Your Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Psionics Toolkit Copyright 2002, Fiery Dragon Productions, Inc., www.fiery-
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Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original materi-
4. Grant and Consideration: In consideration for agreeing to use this License, the al by E. Gary Gygax and Dave Arneson. Relics & Rituals Copyright 2001, Clark Peterson
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content. 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires Copyright Relics & Rituals II Copyright 2002, White Wolf Publishing, Inc.
2002, 2003 Philip Reed, www.philipjreed.com
5.Representation of Authority to Contribute: If You are contributing original Secret College of Necromancy, Copyright 2002, Green Ronin Publishing,
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