101 spellbooks tomes of knowledge and forbidden grimoires

36
1 All wizards possess spellbooks. Even the lowest of apprentices keep a spellbook in which they note not only the spells they have learned but also the lessons taught to them by their mentors. Some spellbooks detail the cre- ation of life, the secrets of slaying dragons, and even greater knowledge. Others are cursed, or trapped, or harmful to the unsuspecting in some way or another. Every book is unique. This book is designed for the use of players and gamemasters. These pages present 101 different books for use in any d20 fantasy campaign as well as the spells, feats, and skills presented in some of the books. Like all d20 supplements it is the duty of the gamemaster to deter- mine what material, if any, is permissible in his campaign. Player’s may argue for the inclusion of some (or all) of the material in this book into their current campaign but as always the GM is the final arbiter of the rules used in his games. Open Game Content All of the text in this book is presented as open game content. You may use this content in your own work as long as you follow the terms of the license. The Open Game License is printed at the end of this book. The layout, graphics, and illustrations presented in this book are not open game content. You may not distribute this PDF without permission of the author. Requires the use of the Dungeons and Dragons ® Player’s Handbook, Third Edition, Published by Wizards of the Coast. ® Introduction 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires is copyright © 2002 Philip Reed. Artwork copyright www.arttoday.com and Elmore Productions, used with permission. All text in this book is designated as open game content. You may not distribute this PDF without permission of the author. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast and are used with permission.

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Page 1: 101 Spellbooks Tomes of Knowledge and Forbidden Grimoires

1

All wizards possess spellbooks. Even the lowest ofapprentices keep a spellbook in which they note not onlythe spells they have learned but also the lessons taught tothem by their mentors. Some spellbooks detail the cre-ation of life, the secrets of slaying dragons, and evengreater knowledge. Others are cursed, or trapped, orharmful to the unsuspecting in some way or another.

Every book is unique.This book is designed for the use of players and

gamemasters. These pages present 101 different books foruse in any d20 fantasy campaign as well as the spells,feats, and skills presented in some of the books. Like alld20 supplements it is the duty of the gamemaster to deter-mine what material, if any, is permissible in his campaign.Player’s may argue for the inclusion of some (or all) of thematerial in this book into their current campaign but asalways the GM is the final arbiter of the rules used in hisgames.

Open Game ContentAll of the text in this book is presented as open game

content. You may use this content in your own work aslong as you follow the terms of the license. The OpenGame License is printed at the end of this book.

The layout, graphics, and illustrations presented in thisbook are not open game content. You may not distributethis PDF without permission of the author.

Requires the use of the Dungeons and Dragons®

Player’s Handbook, Third Edition,Published by Wizards of the Coast.®

Introduction

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires isc o py right © 2002 Philip Reed. A rt wo rk copy ri g h twww.arttoday.com and Elmore Productions, used with permission.All text in this book is designated as open game content. You maynot distribute this PDF without permission of the author.

Dungeons & Dragons® and Wizards of the Coast® are RegisteredTrademarks of Wizards of the Coast and are used with permission.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

The books are on pages 3 through 22 and average 5books to a page. The individual book titles are not listedhere.

FeatsConcealed Spell (Metamagic) . . . . . . . . . . . . . . . .20Craft of the Wise (General) . . . . . . . . . . . . . . . . . .20Deep Wound (General) . . . . . . . . . . . . . . . . . . . . . .11Grave Claws Strike (General) . . . . . . . . . . . . . . . . .18Improved Caster Level (General) . . . . . . . . . . . . . .15Secrets of Spellcraft (General) . . . . . . . . . . . . . . . .21Sustain Incantation (Metamagic) . . . . . . . . . . . . . .22

Magic ItemsAmulet of Balance . . . . . . . . . . . . . . . . . . . . . . . . .18Arrow of Animate Dead . . . . . . . . . . . . . . . . . . . . .17Arrow of Domination . . . . . . . . . . . . . . . . . . . . . . .17Arrow of Internal Agony . . . . . . . . . . . . . . . . . . . .17Arrow of Multiple Strikes . . . . . . . . . . . . . . . . . . .17Explosive Arrow . . . . . . . . . . . . . . . . . . . . . . . . . .17Infinite Quill . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Ring of Psi-Sense . . . . . . . . . . . . . . . . . . . . . . . . . .14Ring of Rage . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14Steinthor’s Tool . . . . . . . . . . . . . . . . . . . . . . . . . . .18

PoisonsGreen Rot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Minotaur’s Blood . . . . . . . . . . . . . . . . . . . . . . . . . .22Ninstill’s Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Skull’s Breath . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

SkillsCraft (Poison) . . . . . . . . . . . . . . . . . . . . . . . . . . . .23Knowledge (Dwarves) . . . . . . . . . . . . . . . . . . . . . .23Knowledge (Necrology) . . . . . . . . . . . . . . . . . . . . .23Knowledge (Spirit Lore) . . . . . . . . . . . . . . . . . . . .23

SpellsAbsorb Dead Flesh . . . . . . . . . . . . . . . . . . . . . . . . .24Acid Arrow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Acidic Vapors . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Black Lightning . . . . . . . . . . . . . . . . . . . . . . . . . .24Black Tentacles . . . . . . . . . . . . . . . . . . . . . . . . . . .24Bleeding Wound . . . . . . . . . . . . . . . . . . . . . . . . . . .25Blood Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25Boiling Blood . . . . . . . . . . . . . . . . . . . . . . . . . . . .25

Bone Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25Burrowing Bony Digits . . . . . . . . . . . . . . . . . . . . .26Call Undead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Cannibalize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Chatterbox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Claws of the Demon . . . . . . . . . . . . . . . . . . . . . . .27Crushing Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .27Darkhood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Dead Man’s Eyes . . . . . . . . . . . . . . . . . . . . . . . . . .28Desiccate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Dragon Skin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Evasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28False Flavor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Flame Bolt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Focus of the Magical Mind . . . . . . . . . . . . . . . . . .29Grasping Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Grave Claws . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Greater Chill Touch . . . . . . . . . . . . . . . . . . . . . . . .30Harvest Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Hideous Laughter . . . . . . . . . . . . . . . . . . . . . . . . . .30Horrific Aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Identify Undead . . . . . . . . . . . . . . . . . . . . . . . . . . .31Keen Eyes of the Hunter . . . . . . . . . . . . . . . . . . . .31Moonspray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Prolong Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Rot Flesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Secret Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Shadowbound . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Shadow Aura . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Shadow Horror . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Shatter Bone . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Skeletal Spikes . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Snake's Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Spider Bite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Spirit Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Sudden Grave . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Sumarlidi’s Uncontrollable Fire . . . . . . . . . . . . . . .34Summon Shadow Raven . . . . . . . . . . . . . . . . . . . . .34Temporal Slam . . . . . . . . . . . . . . . . . . . . . . . . . . . .35Tiny Hut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35Touch of the Wraith . . . . . . . . . . . . . . . . . . . . . . . .35Uncontrollable Weeping . . . . . . . . . . . . . . . . . . . . .35Undetectable Aura . . . . . . . . . . . . . . . . . . . . . . . . .36

Contents

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1. The Dark ScrollsAppearance: The Dark Scrolls are a collection of 14

scrolls rolled tightly together and stored in a case con-structed of platinum and inlaid with silver decorative pat-terns. The case is completely sealed on one and and astopper on the opposite end allows access to the scrollsinside. Each scroll is long and narrow (approximately 40”x 10”) and several are worn and fraying around the edgesthough not to a point that information is lost. The scrollsthemselves are parchment. The case, when stoppered, iscompletely sealed against the elements.

Spells: Each scroll contains a single spell. The spellsare: Boiling Blood*, Dispel Magic, Explosive Runes,Fear, Fire Trap, Ghoul Touch, Ice Storm, Lightning Bolt,Mind Fog, Shades, Shadowbound*, Shield, ShockingGrasp, and Web.

Special Features: None.

2. Liber ArcanusAppearance: Liber Arcanus is a thick tome of over 100

parchment pages protected within covers built from heavyoak, silver fasteners, and thick leather straps that doublysecure it when closed. The pages are written in a shakyhand with a silver ink. The first 50 pages of the book aresoaked through with blood and are unreadable. Of theremaining pages, only 20 are used – the other pages arecompletely blank (but see below).

Spells: Alarm, Alter Self, Darkness, and Flame Arrow.Special Features: The blank pages of the book are, in

fact, not blank at all. If the book is opened beneath a fullmoon all of the blank pages flash briefly with a magicalradiance which fades seconds later, revealing notes onlichdom. The writing remains visible for 2d6 hours afterthe opened book has been exposed to a full moon. If thebook is studied for at least 3 hours the reader must makea Knowledge (Arcana) or Knowledge (Necrology)* check(DC 25). If the check is successful the reader has a betterunderstanding of liches and gains a permanent +2 bonusto weapon damage rolls when combating a lich. Only onereader may study the book at a time.

3. Magaria’s EnchantmentsAppearance: A square, slender tome 8” on a side. The

book is bound in leather and secured with a thin piece ofsilk that is wrapped tightly around it. Inside are a dozenvellum pages.

Spells: Confusion, Daze, Hideous Laughter*, andLesser Geas, Sleep, Suggestion.

Special Features: The book is guarded by protectionfrom evil and is further enchanted so that any evil-alignedcharacter or creature holding it suffers 1d4 damage perround (Will save DC 20 for half damage).

4. The Book of Dwarven WisdomAppearance: A small book with a cover constructed of

mithril and adorned with a dozen fine gems. The pages ofthe book are sheets of electrum with dwarven runesetched into them. The book is extremely heavy, weighing60 pounds. It’s a valuable work of art that would fetch ahigh price from anyone interested in rare antiquities.

Spells: None.Special Features: The book details the history and bat-

tle tactics of a long dead dwarven warrior. Any dwarfstudying the book for one week without interruption gainsa bonus rank in Knowledge (Dwarf)*. If the dwarf doesnot already have that skill he gains it for free immediate-ly after reading the book. Non-dwarf characters studyingthe book must do so for two weeks in order to gain thebonus (or, again, the skill if the character did not alreadypossess it).

5. Hollow ThreatsAppearance: The book is presented in landscape for-

mat, bound along the narrower edge. It is over 30” widewhen opened and difficult to use without a table or othermeans of support. The cover is simple cloth while thepages are nothing more than the cheapest of papers.

Spells: Bone Armor*, Cause Fear, and Obscuring Fist. Special Features: None.

The BooksThe following books comprise the bulk of this book. These books are a mixture of spellbooks and books of

knowledge. Gamemasters will use these books as treasure items, possessions of important NPCs, books avail-able for sale in different shops, books to be found in libraries, or in any number of other ways. It is advised thatthe GM make a mark next to a book when he uses it in his campaign so that he does not accidentally introducethe same book twice.

Skill or spell names marked with an asterix (*) are described later in this book. Other new rules are present-ed in the “special features” section of each book when necessary.

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6. The Tome of Illusory MagickAppearance: A small selection of pages kept safely

inside a metallic folder polished to a mirrored surface.The pages are loose and, upon reading, anyone perusingthe tome will determine that several are missing.

Spells: There are several fragments of spells but theonly spells that are completely detailed in this tome areIllusory Script and Shadow Configuration.

Special Features: None.

7. Book of ThornsAppearance: The Book of Thorns is a dark

tome, the covers constructed of obsidiansheets that have been enchanted tostrengthen them. The pages of the bookare simple parchment and there are over300 pages total in the book. Magically-fused to the covers are several bony spikesthat make the book dangerous to the touch(Reflex save DC 15 to avoid suffering 1d4damage if picking up the book without gloves orother protection).

Spells: Blood Knife*, Burrowing Bony Digits*, ChillTouch, Contagion, Darkvision, Disrupt Undead, Emotion,Fe a r, Hold Po rt a l , I n c e n d i a ry Cloud, M agic Circl eAgainst Good, Mirage Arcana, Phase Door, and SkeletalSpikes*.

Special Features: The Book of Thorns is a living, evilcreature that sleeps for 100 years at a time. When sleep-ing, the book acts like any other spellbook but it does radi-ate evil if a check is made.When it does awaken, the booktransforms, changing into a skeletal humanoid that is cov-ered in hundreds of spiky protrusions and has the abilityto cast any of the spells listed above, each one once perday.

8. Lanereal’s SongbookAppearance: A small book that could be easily con-

fused for an accountant’s ledger or a shopkeeper’s inven-tory listing, Lanereal’s Songbook is one of the plainest ofspellbooks. There are approximately 50 paper pagesinside and the book’s covers (constructed of stiff leather)are sewn directly to the front and back of the book, leav-ing it without a spine.

Spells: Detect Thoughts, Mage Armor, Mage Hand,Sleep, and Whispering Wind.

Special Features: Over half of the pages in Lanereal’sSongbook are devoted to careful study of the BardicMusic ability possessed by all bards. Any bard with accessto Lanereal’s Songbook who studies it for a solid weekwithout interruption (other than for sleeping and eating)gains the new bardic music ability, Mesmerize.

Mesmerize: This is a greater form of Fascinate that canonly be used by a bard who has studied the contents ofthis book. It follows all of the rules of the Fascinate abil-ity except that the modifier to Spot and Listen checks is ata -6 penalty.

9. Poisoner’s HandbookAppearance: This emerald-studded book’s electrum

cover is obviously worth a great deal but it’s the informa-tion inside that is most valuable to those with an interestin the art of poison. 30 parchment pages detail the recipesnecessary to craft three different fantasy poisons. TheCraft (Poison)* skill is necessary to create these foul poi-sons.

Spells: None.Special Features: The Poisoner’s Handbook instructs

someone with Craft (Poison) in the art of creating the fol-lowing three poisons.

✠ Skull’s Breath: This poison in a whitish powderground from the skull on an animated skeleton. The skullmost be ground down within five minutes of the skele-ton’s destruction. The resulting powder can then be usedto coat the victim’s skin. On contact the skin of the victimbegins to burn and itch but it is only after a minute of timehas passed that the poison’s real damage comes into play.The victim’s skin begins to decompose at the area of con-tact, causing one point of damage per round to the victimfor 1d6+6 rounds. Craft DC 15. Save DC 19. 1,200 gp.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

✠ Green Rot: Created from a mixture of toxic plants,green rot is a liquefied poison that must be ingested by thevictim to be harmful. It’s a green, thick liquid with a nat-ural odor much like that of a damp forest. Green rot eatsaway at the body of the victim, slowly killing him fromthe inside out. Green rot causes 2d6 Constitution loss oninitial damage and an additional 2d6 Constitution damageone minute after ingestion. Craft DC 19. Save DC 20.2,500 gp.

✠ Ninstill’s Curse: Named for the assassin who first cre-ated it some 500 years ago, Ninstill’s Curse was designedspecifically to weaken clerics. The poison, once crafted, iskept in two parts until it is ready to be used. The first, athin red liquid that looks like watered down blood, ismixed with the second part that is a thicker, sludge-likeblack concoction. Once mixed the poison if effective fortwo minutes after which it is rendered useless. The poisonmust be ingested by the target or delivered through injury(most often by coating a bladed weapon with it). Wheningested the initial damage is 1d6 Wisdom loss and sec-ondary damage is an additional 1d6 Wisdom loss. Injurydamage isn’t as threatening, only 1d3 Wisdom loss forinitial and secondary damage. Craft DC 18. Save DC 20(ingested), 18 (injury). 500 gp.

10. Prayers and HealingAppearance: This holy book is massive in size, weigh-

ing 50 pounds and measuring 30” x 40”. It is 12” thickand filled with 50 pages constructed from gold with silverwriting inlaid into the pages. The entire book glows witha blue aura and, at night, is so bright that it gives as muchlight as a torch. The cover is embossed with the holy sym-bol of a god of healing.

Spells: None.Special Features: Besides the previously mentioned

glow, the book has the ability to levitate on command (thecommand word being the healing god’s name spoken inreverse) and will follow the one who uttered the commandword as long as his alignment matches that of the healinggod. The book will follow for a period of 24 hours, neverstraying more than 10 ft. from the character no matterhow quickly he moves or where he moves as long as nomagic is involved in the character’s transportation. Assoon as the character moves using magical means thebook drops to the ground.

Also, the book may be used to amplify the power of anyhealing spells cast by a cleric of the same alignment as thegod of healing. The healing spell must be cast on the bookat which point a wave of energy instantly blasts forth fromthe book, affecting any character or creature in a twentyfoot radius. As long as the character or creature is of goodalignment this wave of energy cures the target just as ifthe cleric had cast the spell directly on it. If a target in the

radius is of evil alignment the wave of energy deals dam-age to the target.

11. Guide to Monster SummoningAppearance: It’s hard to believe that such a beautiful

tome could be so dangerous. The book was constructedwith a plain wooden cover, bound along the spine withleather, that was then painted by a master artist centuriesago. The cover depicts a serene nature scene much likethose most nobles have hanging in their homes. Openingthe book, the pages are a dirty brown in color and the writ-ing was done using human blood for ink. The smell ofdeath surrounds the book and all animals are frightenedwhen it is brought within 5 feet of them.

S p e l l s : All monster summoning spells from thePlayer’s Handbook.

Special Features: If this book is used during any mon-ster summoning the casting time is increased to fiverounds but the spell functions as if it were one level high-er than it actually is. (Example: Summon Monster IIIwould be treated as Summon Monster IV.) One page ofthe book’s remaining pages is destroyed each time it isused in this way, the page bursting into flames as soon asthe spell is completed. When found the book will have2d10+10 pages.

12. Lexicon of Gnome IllusionsAppearance: The book is small in size and obviously

created with one of the smaller humanoid races in mind.It’s leather-bound with the cover dyed blue and the pagesinside edged in silver.

Spells: Dancing Light, False Flavor*, Ghost Sound,Hypnotic Pattern, Phantasmal Killer, and Silent Image.

Special Features: None.

13. The Magestone ManifestoAppearance: The copper hinges of this square book are

a visual contrast to the bleached white bone-crafted cover.The cover is made from bones of all types and sizes thathave been lashed together with the intestines of some -thing, the entire contraption then bleached and strength-ened with a clear glue. The edges have all been sanded offto give the book perfectly smooth edges and a perfectlysquare shape. Vellum pages inside are written on in anaverage black ink.

Spells: All 0-level Sorcerer and Wizard spells, AcidArrow*, Bull’s Strength, Contagion, Detect Secret Doors,Fabricate, Mount, Suggestion,Ventriloquism, and Wall ofIce.

Special Features: When held high overhead and thecommand word spoken the book grants the person hold-ing it the ability to speak with dead once per day for 5minutes. The command word is unknown.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

14. Phantom TalesAppearance: This book is 20” tall and 8” wide, mak-

ing it one of the stranger-shaped books likely to be foundin any collection. The book’s cover is made of leather,gray in color, and bound along the spine with another stripof blood red leather. The pages inside are loose, the stitch-ing broken in many places. There is a 15% chance eachtime the book is opened that a random number (1d4) ofpages will separate from the binding.

Spells: None.Special Features: This book chronicles the tales of a

“ghost hunter” who lived over 100 years ago. It appears tobe the personal diary of the man and in fact there are sev-eral passages of text that do add to the knowledge of thosewho read it. Any character reading this tome for two solidweeks gains the skill Knowledge (Spirit Lore)* or, if healready has the skill, one free rank in the skill.

15. Secrets of the SpiderAppearance: A leather-bound tome about 12” x 9”, the

cover adorned with hundreds of tiny diamond fragmentsarranged in the pattern of a spider’s web. The interiorpages are neatly written and the pages bordered in anintricate web pattern that was hand illustrated over a peri-od of years by the mad wizard who created the book. Thebook has 40 pages, 12 of which are blank.

Spells: Cause Fear, Deeper Darkness, Rot Flesh*,Spider Bite*, Spider Climb, and Web.

Special Features: None.

16. Magnificent ShadowsAppearance: The covers of this magical book is made

of polished platinum that has been stained a deep black.The polished surface of the book reflects little light andanyone staring closely at it can see their reflection as afaint image. The pages inside are completely blank andresist any attempts to write on them.

Spells: None.Special Features: The book is a trap created ages ago

by an evil wizard. It was constructed as an exact duplicateof one of his spellbooks (long lost) and many have fallenvictim to its power. Any character looking closely at thecover (one round or more) is the target of a hypnotic pat -tern spell as if cast by a 5th level spellcaster. A characterwho resists the effects of the spell will never fall victim toits effects and no longer has to check when staring at thebook.

17. Elvish WritingsAppearance: Elvish Writings is a traveling spellbook,

small and compact, without any elaborate materials usedin its construction. All of the script on the pages is writtenin a flowing hand and alternates between elvish anddetailed magical symbols and inscriptions. Both readmagic and knowledge of elvish are required to decipherthe spells in this book.

Spells: Change Self, Color Spray, Darkhood*, DispelM agi c, Focus of the Magical Mind*, H a s t e, M agi cMissile, Read Magic, and Solid Fog.

Special Features: None.

18. A Treatise on VirtueAp p e a ra n c e : This book of paladins is similar in

appearance to a common holy book. It is compact withleather cover and parchment pages edged in gold. Thecover of the book reads, in common, A Treatise on Virtue,and there are no other external markings to identify itfrom any number of other books.

Spells: None.Special Features: While most of the book discusses the

necessary code and conduct of paladins it is the section onmounts that is of most use to paladins. Any paladin whouses this book when calling his special mount is blessedwith a mount of greater strength. The mount’s game sta-tistics are modified as follows:

Bonus HD Str Adj. Special+2 +1 Protection from Evil

Protection from Evil: The mount is continually underthe effects of the spell, protection from evil. The effects ofthis spell do not transfer to others even when they are rid-ing the mount.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

19. Book of the DrowAppearance: The dark elves of the underground are

powerful spellcasters, knowledgeable in many differentart forms. This book, written by a slave of the drow whomanaged to escape, is 4” x 5” in size and is nothing morethan 100 parchment sheets sewn together along one edge– there is no cover. The book has been burned along oneside, the first 50 pages are torn along the bottom edge, andthe entire thing has been soaked in water ruining most ofthe pages. Those with the patience can, after great study,decipher bits of the text inside.

Spells: None.Special Features: While most of the text inside has

been ruined after years of abuse, anyone studying thebook for two solid weeks has a chance of understandingand benefiting from the information inside. Anyone suc-ceeding an Intelligence check (DC 22) at the end of thistwo week period gains an ability comparable of that of theranger’s Favored Enemy only applied to drow. This bonusdoes not increase as the character gains levels but, if thecharacter was already a ranger with drow selected as aFavored Enemy, the +1 bonus from successfully deci-phering this book does stack with his ranger ability.

20. Eystein’s Book of MagicsAppearance: The red leather cover of this book is

locked with a brass mechanism that is shaped like a ten-tacle. The key is missing. Anyone able to open the book(DC 25) reveals the 20 vellum pages within, each writtenon with basic black ink. The last page of the book isblank.

Spells: Blink, Cat’s Grace, Legend Lore, Ray of Frost,Remove Curse, and Tongues.

Special Features: None.

21. The Book of Vanechka DanyaskiAppearance: This slipcased volume is a thin leather-

bound book of 30 pages. The slipcase, constructed ofwood with the carving of a manticore on the front and nowriting, offers the book some protection in travelingwhich is evident from the many scratches and abrasionson it. The book obviously held many more pages at onetime – over 50 pages have been torn from the binding andare missing. All of the remaining pages inside are withoutany writing, each one filled with an elaborate illustrationof a monstrous creature.

Spells: None.Special Features: None.

22. Alfgeir’s JournalAppearance: The merchant Alfgeir kept a journal of

his travels, detailing his life at the end of each day for adecade. This journal, common though it may appear, is ofvalue to bards, sages, and any who profit from the historyand experience of the lands beyond their home.

Spells: None.Special Fe at u re s : A l f geir was well traveled and

encountered many odd creatures, characters, and situa-tions all noted within this book. This book grants a +2bonus to Bardic Knowledge, Knowledge (History), or anyskill that relates to the history, lore, or geography of thelands Alfgeir traveled.

23. Book of SightAppearance: The most striking feature of this book is

the large eye on the cover that blinks at random intervals.The book is not sentient but the organic eye grafted to thefront cover transmits all it sees to a long-dead wizard.Though the wizard is no longer receiving the informationthe eye dutifully performs, always watching the activityaround it. The eye can be destroyed (1 hp) but doing sodestroys any value the book has as a magical antiquity.

Spells: None.Special Features: Other then the previously mentioned

eye, none.

24. Assassin’s FlameAppearance: This book is nothing more than a stack of

parchment sheets bound with copper rings along the topedge. Several pages are damaged and there is a 25%chance per spell that the spell is unusable.

Spells: Burning Hands, Fireball, Fire Shield, FlameArrow, and Flame Strike.

Special Features: None.

25. The Dancing Wizard’s WorkbookAppearance: A human skull has been filed down and

embedded in the wooden cover of this book. The skull isfractured along one side, and the wood is rotting in places.The pages inside, all cheap parchment, are covered innotes, sketches, and mage sigils.

Spells: None.Special Features: A wizard who studies this book for

three solid weeks gains a Spellcraft rank on a successfulSpellcraft check (DC 28). If the check is failed the wizardis not permitted to retry.

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26. The Manual of The DragonAppearance: The iron covers of this book are bound to

the interior pages with a dozen iron rings, one of which isslowly breaking. A dragon is engraved in the cover andthe eyes of the dragon are two small rubies. The 90 pagesinside are all written in elvish.

Spells: None.Special Features: Once a day the book can cast the

illusion of a dragon that follows the rules of major imageas if cast by a 20th level spellcaster. To cast the illusionthe book must be opened to the title page and the com-mand word spoken (the command word is the elvish wordfor dragon).

When dropped from any height the book levitates at aheight of 3’from the ground. It may never fall and must bepurposely set down and, even then, if the book comes incontact with the ground it will levitate back to a height of3’. The book radiates magic and glows a faint green.

27. Hafgrim’s SpellbookAppearance: This book is a collection of parchment

pages wrapped neatly in blue silk that is then secured witha gold silk cord knotted about it. Over the ages severalpages have been lost, loaned, or just destroyed and all thatremains are 42 pages, several of them containing partialinformation on spells.

S p e l l s : The only complete spells in the book are ChainL i g h t n i n g, M i s l e a d, S c a re, and Uncontro l l abl e

We ep i n g * .Special Features: The wizard Hafgrim con-

structed this spellbook near the end of his life400 years ago. The book originally contained300 pages and, in addition to his completelibrary of spells, Hafgrim noted the time he spent

enslaved to a mind flayer colony. It is those pagesregarding the mind flayers that are most valuable

and, if they can be located, could help the reader gain anadvantage when combating mind flayers.

Reading and carefully studying the pages detailingmind flayers for a period of one month grants the reader a+2 bonus to all damage rolls against mind flayers. In addi-tion, on a successful Intelligence check (DC 30) gains a+2bonus to Will saves against a mind flayer.

28. Book of CharmsAppearance: One of the smaller books ever created,

the Book of Charms is a square book 3” on a side. The100 pages between the leather covers house only a singlespell (the name is misleading). It is unknown why thisbook was created.

Spells: Dominate Monster.Special Features: None.

29. The Codex of ArnlaugAppearance: This book has a wooden cover wrapped

in leather with the image of a gauntlet stamped into thefront. The interior pages are rough paper that has yel-lowed with age, the outer edges torn and showing lightwater damage. Each page of the book, when it is opened,exhibits further signs of water damage with the inksmeared in places and none of the pages lying flat.

Spells: Cloudkill, Dimensional Anchor, Pyrotechnics,and Scrying.

Special Features: Once per day, on command, thisbook shifts form and becomes a single metal gauntlet. Thebook remains in this shape for a period of five minutesand may be worn by any medium-sized humanoid (thegauntlet’s exact shape adjusts to fit that of the wearer).During this period the Strength of the wearer is increasedby 2 and the wearer may cast burning hands once perminute as a full round action.

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30. Of Traps and Their DisarmingAppearance: This tome of thieves is about 6” x 12”

with a dull brown leather cover and yellowed parchmentp ages. The Pages contain detailed sch e m atics andmechanical specifications on hundreds of mechanicaltraps.

Spells: None.Special Features: A character with the Disable Device

skill who takes five minutes to study the book beforeattempting a skill check gains a +2 bonus to the roll.

31. Encyclopedia of Aquatic BeastsAppearance: The Encyclopedia of Aquatic Beasts is a

massive tome, 24” x 36” with a cover constructed of sil-ver, platinum, and steel. The interior pages have all beenmagically sealed against the effects of water so that thebook can be completely submerged without the contentsbeing destroyed.

Spells: None.Special Features: There is a 90% chance that the book

contains detailed information about any creature thatmakes its home in the water. It takes 1 minute to deter-mine if the beast is discussed in the book.

If the book does contain information about that creaturethere is a 25% chance that the information is of suchdetail that on a successful Intelligence check (DC 30) thereader gains valuable insight into the creature and mayapply a +2 bonus to the next skill check opposed by thiscreature. It takes 10 minutes of studying to gain thisbonus. This is not a permanent bonus but must be checkedfor each time the bonus is desired. Additional checks afterthe first success are DC 20 and take only 5 minutes.

The gamemaster is advised to keep a careful list of thecreatures this book details (and those it doesn’t) as it isused in his campaign.

32. Eindridi’s Essential MageryAppearance: The covers of this book are fashioned

from the scales of a dragon and reinforced with themandibles of an umber hulk. The interior pages are wovenplants that have been bleached and magically combinedwith bat wings. The book cost a fortune to create beforeanything was written on its pages. There are 40 blankpages inside.

Spells: Explosive Runes, Flame Bolt*, Haste, KeenEdge, and Nightmare.

Special Features: The book grants the holder the abil-ity to case Eyebite once per day on speaking the commandword. The spell is treated as if cast by a 20th level spell-caster.

33. The High Alchemy of DeogolssonAppearance: This green book is average in appear-

ance, made with a leather cover and 100 parchment pages.22 of the pages are blank.

Spells: None.Special Features: The notes within this book may be of

assistance to alchemists. Any character with the Alchemyskill who studies the book for a single day and makes asuccessful Intelligence check (DC 25) gains a +2 bonus toall future Alchemy skill checks.

34. Advanced Necromantic AcademicsAppearance: This evil tome is a collection of parch-

ment pages held inside a case built of bone, obsidian, andsteel. The chest’s lock was broken long ago and it is heldclosed by a short length of rope. The book is a legendamong the necromantic community and bards have oftentold its tale with more than a little embellishment.

Spells: All sor/wiz necromancy spells from the Player’sHandbook plus Absorb Dead Flesh.*

Special Features: Any good-aligned character or crea-ture touching the book suffers 1 hp of damage per roundhe is in contact with the book or carrying the book on hisperson (including a backpack). The book heals evil-aligned characters and creatures at a rate of 1 hp/minutethough this healing requires that the character actually betouching the book and not just carrying it in a pack orsatchel. The book resists all attempts to destroy it and any-thing short of a wish spell cannot do it any harm. The firstuse of wish on the book destroys 50% of the spells con-tained within and the second wish destroys the book com-pletely.

35. Historical InscriptionsAppearance: The covers of this book were constructed

from the hollowed remains of a giant clam and the bookis approximately 12” square.The pages inside are securedto the clamshell with steel rings. The entire shell has beenreinforced with a wooden frame on the inside of the shellso that the outer appearance is not scarred. Markingsengraved in the shell have worn away with time and arenot decipherable.

Spells: None.Special Features: The text inside this book details the

history of one small island region far away from wherethe book is found. The book allows the reader to useKnowledge (Local) specific to the island detailed as longas the book is in actual use at the time the skill check isattempted.Without the book this check is not permissible.

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36. Bertil’s Invisible ResearchAppearance: Invisible Research is a smallish tome, 8”

at its widest dimension. The covers are fashioned of thinmarble slaps that have been fastened together with ironand leather. The back cover of the book is broken alongthe bottom edge and a small fragment is missing from it.The pages inside are stitched to the leather and are madeof a high-quality paper. There are 40 pages in the book.

Spells: Ghost Sound, Invisibility, Invisibility Sphere,and Spirit Knife.*

Special Features: None.

37. Planar WritingsAppearance: Planar Writings is the size of a traveling

spellbook but it is obvious from looking at it that it issomething more. The covers are made of black leatherand, stitched directly to the front and back, is a circle ofgold that is decorated with gemstones. Between the cov-ers, the pages of the book are sheets of parchment, eachone stamped with a wax seal showing a crescent moonand three small stars orbiting it. The writing is done witha metallic ink that glows brightly in the dark. There areover 100 pages in the book, 33 of which are completelyblank.

Spells: Gate, Phase Door, Plane Shift, Prolong Life*,Teleport, Teleportation Circle, Teleport Without Error,and Temporal Slam.*

Special Features: The notes within the book imbue thereader with the ability to cast gate once per day. ASpellcraft check (DC 35) is necessary. On a failed checkthe gate miss-fires and instead functions as SummonMonster VIII and brings in one creature for the 8th-level list. The creature is not controlled. On a suc-cessful check the gate spell allows planar traveland functions as if cast by a 20th level spell-caster.

This check must be made each time theability is used and the book grants the abil-ity only once per day. The book must beheld in two hands to activate this ability.

There is a 5% chance each time thisability is used that the book will be com-pletely destroyed. This destruction takesplace 24 hours after the ability is usedand, when it happens,all characters, crea-tures, and objects within 10 feet of thebook take 1d6 points of damage.

38. Ivar Kolbeinssen’s SpellbookAppearance: A pyramid-shaped book, bound along

one edge with brass rings. The 200 parchment pagesinside contain spells, notes on a few different magicitems, and a personal journal.

Spells: Fly, Gentle Repose, Identify, Nondetection,Secret Page, and Web.

Special Features: None.

39. Guide to Dwarven GodsAppearance: This “book” is a collection of stone

tablets, each weighing 20 pounds, that is carried in anornate chest built of steel and coated in gold. The chest isso heavy that, when it was in the dwarven kingdoms, itwas carried by a team of no fewer than 12 dwarves. Whenfound, there are 1d4+1 tablets inside the chest, some inbetter repair than others. There is a 25% chance per tabletfound that it is destroyed beyond use.

Spells: None.Special Features: Any dwarven cleric who is left to

study the tablets in peace for a period of one month issmiled upon by the dwarven gods and granted one bonusspell slot per day of a level equal to the number of usabletablets found in the chest.

The chest itself disintegrates once the final tablet isdestroyed.

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40. The Halfling’s BreakfastAppearance: This children’s book is filled with numer-

ous fascinating illustrations that accompany the text. Thestory is of a halfling and his breakfast and is a tale com-mon throughout the land. The artist’s name has beenobscured, as has some of the art and text, by minor waterdamage to the first few pages.

Spells: None.Special Features: None.

41. Armod’s Spiritual GrievancesAppearance: 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 pages of the bookdetails the suffering of a man as he goes from sane toinsane. In the book Armod chronicles his descent intomadness and claims repeatedly that the gods drove him tothe state he is in. He says not why he thinks this. The lastpassage is nothing more than scribbling that has no mean-ing.

Spells: None.Special Features: The last passage does, in fact, have

meaning. Any character studying the book for one weekgains not only an insight into madness but, on a success-ful Intelligence check (DC 30), also a +2 bonus to all Willsaves against psionics.

42. Dungeon MasteryAppearance: This very portable book measures 8” x 8”

and is very common in appearance. The cover, a dull grayleather, is without any title or marking while the interiorpages are an off-white color. The text in the book detailscommon methods of dungeon construction and manage-ment including a section on the handling of prisoners. Thebook specifically addresses “real” dungeons and not theempty cave rn s , c ave s , and abandoned undergro u n dfortresses that adventurers classify as dungeons.

Spells: None.Special Features: None.

43. The Grimoire of SilbanAppearance: Silban’s Grimoire is composed of hun-

dreds of parchment pages, each carefully written withnumerous sketches, symbols, and notes covering the mar-gins. Some notes, in a blue ink, are by a completely dif-ferent hand and appear to be expansions upon ideas andspells detailed in the more carefully crafted text. The bookis stitched along one edge and bound to a leather spinethat is all that remains of the cover.

Spells: All Divination spells in the Player’s Handbook,Keen Eyes of the Hunter*, and Summarize.

Special Features: One of the sections of the bookdescribes ways in which to damage opponents, identify-ing the location of vital organs and how to overcome theprotection of different armors. These abilities are repre-sented by the following feat:

✠ Deep Wound (General): The character skilled atdelivering deep thrusts with swords, brutally tearing at thevital organs of his opponents be they humanoid or beast.

Prerequisite: Character level 6+, Str 13+.Benefit: When the character attacks an opponent he

does +1 damage on a successful hit with any sword.Special: This feat works with swords only. If used with

a magic sword this feat adds +2 damage to a successfulattack.

44. The Guide to

Experimental SummoningAppearance: The Guide to Experimental Summoning

is battered, the cover worn, scarred, and destroyed inplaces. The pages inside are all soiled in some way witheverything from mud to blood. Of the 100 pages inside,only 30 of them are intact. The rest of the pages are sodamaged that they are unusable.

Spells: All Summon Monster spells from the Player’sHandbook, Call Undead*, and Summon Shadow Raven.*

Special Features: The notes within the book, if proper-ly understood, make the reader’s summoning spells morepowerful. After two weeks of studying, and on a success-ful Spellcraft check (DC 35), the reader, if already anarcane spellcaster, gains a +1 level bonus when determin-ing the effects of any Conjuration (Summoning) spell. Ifthe check is failed the reader may not retry.

45. Anhaga’s Sorcerous StudiesAppearance: The tome is 7” x 12” in size with a wood-

en cover that has been blackened by fire. Only 43 of the100 parchment pages inside are legible, the rest damagedby fire and water.

Spells: None.Special Features: This book details the techniques

with which Anhaga slaughtered sorcerers throughout hiscareer as a slayer. Anhaga, who had always blamed thedeath of his father on a sorcerer, mastered the art of com-bating these arcane spellcasters and, near the time of hisdeath, recorded his knowledge for others.

Anyone succeeding an Intelligence check (DC 30) atthe end of a week of studying gains an ability comparableof that of the ranger’s Favored Enemy only applied to sor-cerers. This bonus does not increase as the character gainslevels.

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46. Cerdic’s PagesAppearance: The covers of this book, constructed of

pine boards and linked together and to the pages within byiron hoops, are reinforced with copper strips and cornercars. The 200 pages within, all gray parchment, are filledwith the writings for a dozen different hands. There aretwenty different languages used in the book, most of themvariants on ancient elvish.

Spells: None.Special Features: The text within this book holds many

secrets and gives the reader a +2 bonus to all Knowledge(Arcana) checks.

47. The Conjurations’ of HedeonAppearance: This book is small in size, about 8” by 6”

and very slender. The cover is made of black leather thathas been horribly scuffed and torn and stained on one sideby a dark liquid (that may very well have been blood).The 20 pages inside are gray paper that has been foldedover and sewn to the cover. The writing is in blue ink andthe words are difficult to read on the page without suffi-cient light (a torch or campfire would not be brightenough).

Spells: Grease, Mage Armor, and Summon Monster II.Special Features: None.

48. Low-Energy CastingAppearance: The covers of this book are made of a fine

leather, dyed blue, and stamped in silver ink with a cres-cent moon on the front cover.The 300 pages inside are thefinest of papers, so thin as to be semi-transparent. Not allpages are written on and most only contain three or fourletters or symbols.

Spells: Read MagicSpecial Features: The book contains secrets of spell-

casting that, once deciphered, make the reader a morepowerful arcane spellcaster. The writing on the semi-transparent pages must not be read a page at a time butinstead in groups of 6 to 10 pages at a time, readingthrough the different pages at once. Any arcane spellcast-er who succeeds at a Spellcraft check (DC 35) after onemonth of studying may memorize of one school (selectedbefore the period of studying begins) as if they were ofone spell level lower than they actually are.

Example: An arcane spellcaster locks himself withinhis tower for one month, studying the Evocation informa-tion within the book. At the end of that time, if theSpellcraft check is successful, the spellcaster could nowmemorize magic Missile as if it were a 0-level spell,delayed blast fireball as if it were a 6th-level spell, andmeteor swarm as if it were an 8th-level spell.

The book specifi c a l ly add resses the schools ofDivination, Evocation, and Illusion. The special feature ofthis book may be used multiple times, but only once foreach school. If the Spellcraft check fails the spellcastermay never gain this special feature for the school of magicbeing studied when the check failed.

49. Jaizki’s Traveling SpellbookAppearance: The edges of this spellbook are protected

by iron strips that are joined at the corners through crudecraftsmanship. The pages inside are also of poor quality.Overall, the book is of very low quality and has beenthough great stress evidenced by the missing pages, tat-tered back cover, and burn marks along the upper rightcorner of the front cover.

S p e l l s : D e s i c c at e * , Fog Cloud, P rotection fro mElements, Shield, and True Strike.

Special Features: None.

50. The Shield of VladikAppearance: This is a three foot by two foot book built

of leather, steel, and wood, with 100 parchment pagesbetween the two sturdy covers and with two leather strapson the back cover. The front cover has a silver shield sym-bol set into it, with a ring of twelve emeralds orbiting theshield design.

Spells: None.Special Features: Upon speaking the command word

this heavy book solidifies, the covers locking closed. Thebook cannot be opened again until the second commandword is spoken.

The Shield of Vladik is a shield and, when used as one,is treated like a small steel shield.

51. The Tale of Halig BoneaxeAp p e a ra n c e : A collection of mu t i l ated parch m e n t

pages sewn to a leather cover and then folded over andwrapped in canvas, this book is a mythical story told bybards at taverns and inns across the lands. This is the com-mon form of the story and was recorded 100 years ago byan unidentified scholar with questionable penmanship. Itis valuable to libraries and collectors of antiquities but, tocommon folk, it has little to no value.

Spells: None.Special Features: Any bard who reads the book to a

group of 4 or more instantly casts Healing Circle as a 20thlevel bard on a successful Perform check (DC 25). Thisfeature may be used only once per day.

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52. Folio of AberrationsAppearance: The covers of this book are lizardman

hide stretched over a wooden frame with a brass lockingmechanism. The key is stored in a secret compartment onthe back cover. The front cover of the book features agrizzly skull that has been constructed from the bones ofa dozen different beasts. The interior pages are all madefrom the skins of numerous creatures. There are 12 pages.

Spells: None.Special Features: This book describes a dozen differ-

ent aberrations. Anyone studying the book closely forthree weeks who succeeds an Intelligence check (DC 25)is rewarded with superior and insight into these mon-strosities. On a successful check there is a 15% chance(per aberration) that the reader gains an ability compara-ble of that of the ranger’s Favored Enemy only applied toeach of the dozen aberrations. This bonus does notincrease as the character gains levels and does not stackwith any other abilities that affect the creature studied.Check for each monster separately.

The exact dozen aberrations detailed is the decision ofthe gamemaster.

53. Kolenka’s Volume of MagicksAppearance: This book is made of twenty platinum

plates, each 14” x 5”, fastened together with twenty goldrings. Each plate is polished and shines brightly in light.At night, under torchlight or candlight, red writing formson each plate. The writing disappears again if any lightbrighter than a torchlight or candlight touches it.

Spells: Analyze Dweomer, Black Tentacles*, MageH a n d, O b s c u ring Mist, Spell Tu rn i n g, and Sudd e nGrave.*

Special Features: None.

54. Compendium of EvilAppearance: This book is bound in dull gray leather

and has silver symbols along the spine. The 400 pageswithin are made of parchment bleached as white as bonesand the writing drips and flows across the pages, seemingto move as the words are looked at. Characters of goodalignment cannot even read the words since they shift andblur, refusing to remain in place on the page.

Spells: Burning Hands, Dead Man’s Eyes*, DimensionDoor, Erase, Harvest Flesh*, Prying Eyes, Scare, andShatter Bone.*

Special Features: Any evil-aligned character readingfrom this book who succeeds a Spellcraft check (DC 30)sends out waves of negative energy, attacking everyone ina 20’ radius causing 1d6 points of damage immediately(no attack roll required). If the target makes a Will saveagainst DC 10 plus the reader’s highest caster level dam-age is reduced to 1 point. This ability may only be usedonce per day.

55. Codex of PrestidigitationAppearance: The red leather covers of this spellbook,

and its 100 gray pages,are in pristine condition – the booklooks as if it was crafted less than a day ago. 20 of thepages within are written on in black ink, the other 80 areblank. Anyone attempting to write in the book finds that itis resistant to ink and it is impossible to add anything tothe book, even on the blank pages.

Spells: Dream, Endure Elements, Guards and Wards,Lesser Geas, L o c ate Cre at u re, Stinking Cloud,Suggestion, and True Strike.

Special Features: Besides the previously mentionedability to resist new writing, the book is immune to theeffects of fire, both natural and magical.

The Codex of Prestidigitation also has the ability towalk. On speaking the command word three bony legsgrow from the spine of the book, each ending in a clawedfoot. The book follows the person who spoke the com-mand word and it has a base speed of 20 feet.

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56. Thorgrim’s OpusculeAppearance: This black leather book is hinged with

gold and contains 20 parchment pages. The cover is pro-tected with gold corner caps and a small mechanism con-sisting of two skeletal hands that keep the book closedwhen they are joined. The book does not lock. The firstpage features an illustration of an eye and a halo and thissymbol is repeated at random intervals throughout thebook. All of the writing is in black and red ink.

Spells: Read Magic.Special Features: The book holds the knowledge neces-

sary to create an Infinite Quill.✠ Infinite Quill: This item is often given as a gift to par-

ticularly skilled and scholarly graduates of a magicalschool. It is a quill, usually of an exotic creature such as apegasus, which writes without any need of ink. The usersimply begins writing and ink appears from the pen. At acommand, the ink can change to any color. The infinitequill writes so smoothly and so well that it grants a +2competence bonus to any Craft (Scribe) or similar checks,including Spellcraft checks to successfully copy a spell.

Caster Level: 3rd, Prerequisites: Craft Wondrous Item,quill. Market Price: 500 gp; Weight: –.

57. The Book of BladesAppearance: This 24” x 16” leather-bound book is

filled with 100 pages, each filled with sketches, paintings,and some written information regarding several magicalswords, knives, and daggers. The book describes every-thing from commonly encountered swords to great arti-facts.

Spells: None.Special Features: Bards studying this book gain a +2

bonus to all Bardic Knowledge checks involving with amagical blade.

58. Moonstone and

Other Precious GemsAppearance: This is a thick, lavishly illustrated manu-

al of gemstones listing hundreds of gem types, possibleflaws and imperfections, and values.

Spells: None.Special Features: By spending three hours with this

book and any gemstone, the user gains a +6 bonus to allAppraise checks.

59. Album of MiseryAppearance: The Album of Misery smells of fire. The

“book” is only 8 pages of thin paper held in a leather fold-er that is held closed with silver clips on the three openedges.

Spells: Cause Fear, Fear, Horrific Aspect*, and Scare.Special Features: Any character opening the book

must succeed a Will save (DC 20) or immediately sufferthe effects of Finger of Death as if cast by a 20th levelspellcaster.

60. The Journal of DeniskaAppearance: The book is 8” x 10” and filled with 300

vellum pages. The covers, made of leather, are free of anywriting or symbols and are protected by a wooden frame,brass plates sewn on the outside, and iron corner guards.The writing inside covers a span of 15 years and chroni-cles the adventures of a human fighter who lived 200years ago. Some of the pages were used by his differentcompanions over the years and it is those pages that con-tain the information in the book that can be consideredvaluable.

Spells: None.Special Features: The Journal of Deniska, while at

times rambling and tedious, does include some informa-tion of value. The book includes the instructions for thesetwo magic items.

✠ Ring of Psi-Sense: This magical ring is made from thevertebra of a dead psion or psionic being. When its wear-er approaches within 50 feet of any creature capable ofm a n i festing psionic powe rs , the ring vibrates. Th estronger the ring’s vibrations, the closer the psion. Thering also tugs slightly to the left or right (though notstrongly enough to hamper the wearer’s actions in anyway), indicating the approximate direction of the closestpsionic individual within 50 feet.

Caster Level: 3rd; Prerequisites: Forge Ring, detectmagic, mage hand; Market Price: 2,000 gp; Weight: –.

✠ Ring of Rage: This is a ring made of red gold with aruby chip mounted into its face. When activated by a com-mand word, the gem glows darkly and the ring causes allliving creatures within a 15 foot radius to fight each otherwithout noticing any danger they might be in, as in thespell emotion (rage). The enchanted creatures get a +2morale bonus to Strength and Constitution scores, +1morale bonus on Will saves, and a -1 penalty to AC. Thering does not affect the wearer. The effect lasts until a sec-ond command word is spoken, or the ring is removedfrom the wearer’s finger. A Will save DC 16 (not includ-ing the morale bonus) negates the effect. The ring can beused once per day.

Caster Level: 7th; Prerequisites: Forge Ring, emotion;Market Price: 5,040 gp; Weight: –.

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61. Book of AlendawenAppearance: This book is warm to the touch, unusual-

ly so. Its cover is crafted from the scales of an unknownbeast that have been formed into plates about 14” x 8” insize. These have been pierced along one edge and fouriron rings hold the covers together and secure them to the40 parchment pages inside. In sharp contrast to the cover,the pages of the book feel cool when touched. The writ-ing is in elvish.

S p e l l s : Gust of Wi n d, Ju m p , L egend Lore,Open/Close, and Protection from Spells.

Special Features: While most of the writing inthe book is spent on spell descriptions and castinginstructions there is a small section near the endof the book that details a valuable feat.

✠ Improved Caster Level (General): The cast-er can compensate for a lack of focus in his mag-ical development

Prerequisite: Multiclass spellcasterBenefit: The caster’s level in one spellcasting

class is increased by one, but no higher than his characterlevel. This applies only to the effects of spell casting andnot purposes of legal number of prepared spells, hit dice,or any special abilities of the spellcasting class.

Special: This feat can be learned several times andstacks with itself.

Example: Yushu is a fifth level sorcerer. She advancesin character level to six, and decides to advance as arogue. She also acquires a new feat, and picks this one.Her caster level as a sorcerer is now sixth, so her fireballhas range of 640' and does six dice of damage, but thenumber of spells she can cast and learn are still those of afifth level sorcerer.

Notes: This means that a multiclass spellcaster canincrease the power of his spells up to his character level.It does not allow him to learn, prepare, or cast morespells. The caster’s level as a Paladin or Ranger (or anyother class whose caster level is half the class level) can-not be improved past half his character level.

62. Codex ChalemosAppearance: This “book” is a 48” x 12” sheet of rolled

white silk trimmed with black embroidered patterns ofbats, teeth, skulls, and eyes. Black silk rope at each end ofthe sheet is tied together when the book is rolled to keepit closed. All of the writing on the silk sheet is embroi-dered with red silk thread.

Spells: Animate Rope, Bone Armor*, Dragon Skin*,Iron Body, Mage Armor, and Stoneskin.

Special Features: None.

63. Rushnak’s Grimoire of Dark ArtsAppearance: This book consists of 306 parchment

sheets bound with cord and two heavy plates of stone. Thesides of the stone plates that touch the parchment havebeen sanded down to a fine surface while the outer sideshave been left rough and natural.

S p e l l s : All necro m a n cy spells from the P l aye r ’sHandbook.

Special Features: None.

64. Dweomercraft of ZiramondAppearance: The covers of this book are maple boards

that have been finished with a dark paint. The pages, plainwhite paper, can only be seen by elves or arcane spell-casters who cast read magic on the book.

Spells: Mind Blank, Moon Spray*, and Wish.Special Features: Other than the previous require-

ments for reading the contents, none.

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65. The Libram of AldredAppearance: Not so much a book as the remnants of

one, The Libram of Aldred is a back cover constructed ofoak, silver, and brass, and 18 tattered parchment pagessewn to what remains of the book’s spine. The name ofthe book is derived from the writing on the last page. Howthe book came to be in its current condition is unknown.

Spells: A few partial illusion spells and one completespell, Chatterbox.*

Special Features: The remaining portions of the bookare immune to harm. Anything short of a wish spell can-not harm the pages or back cover.

66. A Guide to GoblinoidsAppearance: This book, written 300 years ago, is made

of goblin skin that has been treated and stretched across afinely crafted wooden frame. The 100 pages inside werecut from the skins of numerous goblinoids, allowed tocure in the sun, and then sewn together to create sheets.Each page is bleached white but the stitching still showsclearly allowing anyone who looks at the page to instant-ly notice the number of patches of skin used in the con-struction of each page.

Spells: None.Special Features: The book is filled with information

on the physiology, culture, religion, battle tactics, andother assorted facts about goblinoid races. Anyone suc-ceeding an Intelligence check (DC 25) at the end of twoweeks of studying gains an ability comparable of that ofthe ranger’s Favored Enemy only applied to one goblinoidrace. This bonus does not increase as the character gainslevels but, if the character was already a ranger with thegoblinoid race selected as a Favored Enemy, the +1 bonussuccessfully deciphering this book does stack with hisranger ability.

This book contains enough information for this bonusto be gained in regard to 1d4+1 goblinoid races of thegamemasters determination. A character may study thebook multiple times, declaring a different goblinoid raceas the focus of study each time before starting the studyperiod. If a character fails a roll to gain the bonus he maynever again attempt to learn the books secrets regardingthat race.

67. Sumarlidi’s WorkbookAppearance: The Workbook is constructed of cow hide

nailed to a wooden frame. The spine of the book is a rich-er-quality leather secured to the two covers with nails andthick thread. The 200 pages inside the book are foldedparchment that has been stitched along the center to jointhe spine. The binding is durable though the book has suf-fered slight disfigurement from the elements.

S p e l l s : Fi re Shield, G re a s e, G u a rds and Wa rd s ,Lightning Bolt, L o c ate Object, M i s l e a d, S u m a rl i d i ’sUncontrollable Fire*, and Undetectable Aura.*

Special Features: None.

68. Unbound PsionicsAppearance: This “book” is a solid gold cube 3” on a

side. The only marking on the cube is a brain symboletched into one side.

Spells: None.Special Features: As long as this cube is in direct con-

tact with a psionic character or creature it grants twobonus power points per day to the holder. If the cube isever not in direct contact these bonus power points arelost (subtract two from the power points currently remain-ing). If the cube is physically changed in any way thisability is lost.

The cube grants these power points only once per dayand on immediate contact with the first psionic characteror creature it touches in a day. Any psionic character orcreature coming in contact with the cube after the after itspower has been shared that day receives nothing.

69. Ingjald’s NotesAppearance: This book is 24” x 18” and contains 130

vellum pages. It’s a fairly common book with cheapleather covers without any writing or symbols. The cornercaps, made of bronze, are green with age and one of themis missing from the front cover. A lot of the text inside thebook has faded with age.

Spells: Dozens of partial spells but only the followingare usable: Acid Fog, False Vision, and Rainbow Pattern.

Special Features: None.

70. The Red BookAppearance: This is a leather-bound book, dyed red,

with 120 parchment pages inside, all of which are alsodyed red. The writing, in black ink, is difficult to read andmakes it difficult to copy spells. It takes two days and aSpellcraft check (DC 25 + spell’s level) to copy a spellfrom this book.

Spells: Arcane Mark, Contagion, Enervation, Globe ofInvulnerability, Horrid Wilting, Invisibility Sphere, SecretChest*, and Tiny Hut.*

Special Features: This evil tome is a trap. Anyoneopening it and reading from its page must make a Willsave (DC 30) or lose 1d4 points of Intelligence for a 24hour period. Only on a successful Will save can the read-er attempt to copy spells or use this book in any othermanner. This save must be made each time the book isread though checks after the first successful save are eas-ier (DC 18).

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71. Words From AethelredssonAppearance: A 17”x 12” tome composed of two heavy

covers of wood and platinum construction secured totwelve electrum plates that are finely etched, Words fromAethelredsson is a book of essays. The book is over 300years old and much of the information inside is consid-ered common knowledge by most sophisticated folk.

Spells: None.Special Features: There is one small bit of information

hidden inside the book that isn’t considered commonknowledge. Aethelredsson spent several years of his lifeb attling a fo rgotten mind fl ayer community and herecorded the conflict in this book. Though there are nomiraculous abilities or secrets about mind flayers con-tained within the information on mind flayers does makethe book valuable to scholars, historians, and those withan interest in those vile creatures.

72. Humanoid Anatomical StudiesAppearance: This white leather book has a thick strap

and lock that secures it when not in use. The key is longlost. The pages inside, bleached parchment, consist of asmall selection of spells and a detailed study of the anato-my of dozens of humanoid races. Each study is completewith illustrations and written descriptions of the variousparts of the body.An autopsy was performed on each racediscussed and the results of those operations are recordedhere.

S p e l l s : Bleeding Wo u n d * , D i s rupt Undead, G e n t l eRepose, and Magic Jar.

Special Features: The notes in this book can be used inconjunction with the Heal skill, doubling the amount oftime necessary to use the skill but granting the reader a +5bonus.

73. The Book of BowsAppearance: This is an encyclopedia of magical bows.

It includes most commonly-found enchanted bows and afew unique weapons that are of greater power. The bookis 12” x 8” in size and bound in leather. The pages insideinclude detailed sketches and paintings of several of thebows discussed.

Spells: None.Special Features: The last five pages of the book are

devoted to the instructions for the construction of five dif-ferent magic arrows. All of these arrows are describedbelow.

✠ A rrow of A n i m ate Dead: This barbed +1 arrow is con-s t ructed of the darkest wood ava i l able and then paintedbl a ck. The arrowh e a d, painted re d, is cast from silve r. Oncontact with the targe t , if it is dead,a blast of magical ener-

gy surrounds the target as the a n i m ate dead spell within isre l e a s e d. The target is under the control of the fi re r. Th ea rrow does 1 point of damage if it stri kes a living targe t .

Caster Leve l : 9th; P re re q u i s i t e s : C raft Magic A rms andA rm o r, a n i m ate dead; Market Pri c e : 2,307 gp; Cost toC re at e : 1,153 gp 5 sp + 92 XP.

✠ A rrow of Dominat i o n : At fi rst glance this arrow looksl i ke any other bu t , on closer inspection, a rcane wri t i n g sand symbols can be seen etched along its length. This + 1a rrow causes no damage when it stri kes its target bu t ,i n s t e a d, fo rces the target to suffer the effects of the arc a n es p e l l , d o m i n ate monster. The effects of this arrow fo l l owt h at spell ex a c t ly as if it we re cast by a 17th level spell-c a s t e r.

Caster Leve l : 17th; P re re q u i s i t e s : C raft Magic A rm sand A rm o r, d o m i n ate monster; Market Pri c e : 7,657 gp;Cost to Cre at e : 3,828 gp 5 sp + 306 XP.

✠ A rrow of Multiple Stri ke s : These +1 arrow s a re man-u fa c t u red of only the finest woods and are tipped with go l da rrowheads. The shaft of the arrow has 5 arrow symbolse n graved along its length that glow wh i t e. Upon fi ri n g, t h ea rrow splits into 5 sep a rate magical arrows that may targe ta single foe or any number of cre at u res up to 5 (i.e. , o n ea rrow per cre at u re). The arrows stri ke their target unerr-i n g ly like the spell m agic missile a n d, l i ke that spell, d e a l1d4+1 points of damage each .

Caster Leve l : 9th; P re re q u i s i t e s : C raft Magic A rms andA rm o r, m agic missile; Market Pri c e : 457 gp; Cost toC re at e : 228 gp 5 sp + 18 XP.

✠ E x p l o s ive A rrow : G ray arrows that appear to be noth-ing more than common arrows. These +1 arrow s ex p l o d ewhen they stri ke their targe t , causing 6d6 points of damageto the target. All ch a ra c t e rs and cre at u res within 10 ft. thatsucceed a Refl ex save (DC 15) suffer only half damage.

Caster Leve l : 6th; P re re q u i s i t e s : C raft Magic A rms andA rm o r, ex p l o s ive rules; Market Pri c e : 907 gp; Cost toC re at e : 453 gp 5 sp + 36 XP.

✠ A rrow of Internal A go ny : These arrows are slightlyl o n ger than normal arrows and tipped with re d - p a i n t e da rrowheads. When an arrow of internal ago ny stri kes a tar-get it explodes in a flash of magical energy, igniting a fi red e ep within the targe t ’s body. This does 5 points of dam-age per round for three rounds and then the fi re is ex t i n-g u i s h e d.

Caster Leve l : 5th; P re re q u i s i t e s : C raft Magic A rms andA rm o r, boiling blood*; Market Pri c e : 7 57 gp; Cost toCreate: 378 gp 5 sp + 30 XP.

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74. Zeroun’s DeconstructionsAppearance: This book is 16” x 7” with a cover of

giant lizard scales nailed to a wooded backing. The spineis a thick leather to which 100 vellum pages have beensewn. There are no markings on the outside of the bookthough the front of the cover has been stained with bloodon one corner.

Spells: Acidic Vapors*, Black Lightning*, Fireball,Obscuring Mist, Protection from Spells, and ReverseGravity.

Special Features: None.

75. Tome of AmuletsAppearance: The cover of this tome is manufactured of

enchanted glass that has been painted black. The enchant-ment keeps the cover from breaking under common cir-cumstances but any direct attack with a weapon willdestroy. The glass is connected to a metal frame. The300 pages within are all of plain paper.

Spells: None.Special Features: This book catalogs hundreds of

amulets, magical and otherwise. A small section of thebook presents sketches and notes regarding the con-struction of a few unique magical amulets.

✠ Amulet of Balance: This amulet is a diamond-shaped piece of iron that hangs from a silver chain. Theamulet bears the image of a cat or acrobat and grants aDexterity bonus to the wearer of +2.

Caster Leve l : 9th; P re re q u i s i t e s : C raft Wo n d ro u sItem, cat’s grace; Market Price: 4,000 gp; Cost toCreate: 2,000 gp + 160 XP.

✠ Steinthor’s Tool: The amulet is constructed of a smallrodent’s skull and hung about the wearer’s neck with astrip of leather. All characters or creatures of the wearer’schoosing within 10 ft. must succeed a Will save (DC 12)or suffer a -2 morale penalty.

Caster Level: 4th; Prerequisites: Craft Wondrous Item,cause fear; Market Price: 8,000 gp; Cost to Create: 4,000gp + 320 XP.

76. Of Skulls and NightAppearance: The leather-bound book is decorated with

a series of dancing skeletons, flying sculls, and a crescentmoon symbol all on the front cover. The spine bears a sec-ond crescent moon symbol and 8 stars while the backcover is completely blank. The pages inside are of vary-ing degrees of quality ranging from poor paper to expen-sive vellum. The higher quality pages have been boundinto the book after its initial constructed and the spineshows where it was cut and widened with a piece of calfskin.

Spells: Animate Dead, Ghost Sound, Ghoul Touch, andGrave Claws.*

Special Features: Besides the spells, this book alsoreveals the mysteries of a new feat.

✠ Grave Claws Strike: Improves the caster’s abilitieswhen using grave claws.

Prerequisite: Must cast grave claws.

Benefit: When attacking with grave claws this charac-ter inflicts an extra 1d4 damage.

77. Book of Unlimited PowerAppearance: This is a slender book with an iron cover

that it joined to the spine with magically-fused joints. Thespine, a leather-wrapped metal frame, is marked withfaded elvish writing that can no longer be read. Openingthe book reveals approximately 200 blank parchmentpages. At the beginning of the book a section of about 50pages has been ripped from the binding.What these pagescontained is unknown.

Spells: None.Special Features: None.

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78. The Key of AnavolAppearance: This large, leather-bound tome contains

29 parchment sheets sewn to the spine and 4 loose sheetsof a slightly different color. An image of a key has beenstamped on the cover and the writings inside include amap and written directions to a tower. Unfortunately, themap does not show names or a compass point making it anear-impossibility to determine exactly where the tower islocated. The map shows mountains, a wide river, and asmall forest.

Spells: None.Special Features: If the tower on the map can be locat-

ed the book, when pressed to the front door, unlocks thetower. The door resists all efforts to bash it down, bothphysical and magical, and can only be opened with thebook.

79. The Collected TeachingsAppearance: This is not only one book but a series of

books crafted hundreds of years ago. Each one is a thicktome of about 300 blank pages. The iron and copper cov-ers of the book are simply titled,The Collected Teachings.

Spells: None.Special Features: The book can sense the weakest abil-

ity of the reader and anyone spending five solid daysgoing over the book, studying each blank page, may gainan ability increase. Make an ability check using the char-acter’s lowest ability score (gamemaster decides whichability in the case of ties) and on a successful check (DC18) that ability score is increased by one point. The bookcrumbles to dust as soon as it has been studied, even if thecheck failed.

80. The Unbearable GrimoireAp p e a ra n c e : This hideous-looking tome actually

changes the imagery on the covers before the viewer’seyes, twisting and distorting to show an endless numberof different grotesque images and scenes. Opening thebook reveals a dozen pages, each scribbled on so horriblythat the pages are difficult to read. All the time the bookis being held open the covers continue to change, neverstopping and never showing the same image twice.

Spells: Crushing Hand* and Grasping Hand.*Special Features: To open the book the reader must

succeed a Will save (DC 25) or fall victim to a powermuch like hypnotism. The book’s only command to thosewho fall under the spell-like affect is to place the bookdown. For 2d4 rounds after succumbing to the hypnotismaffect the victim will not want to look at the book or pickit up.

81. Tome of StitchesAppearance: The covers of this book are fabricated

from human skin that has been stitched together and thenwrapped tightly over a wooden frame. Human lips havebeen stitched into the front cover and two ears have beensewn to the spine. All of the pieces of flesh involved in thecover’s construction come from different bodies. Insidethe book are 100 parchment pages. The writing in thebook is in human blood.

Spells: Animate Dead, Cannibalize*, Harvest Flesh*,Identify Undead*, Mending, and Spectral Hand.

Special Features: None.

82. Benefit of BellsAp p e a ra n c e : A single gold bell, about 2” h i g h ,

attached to a silver chain, is connected to the spine of thisleather-bound tome. The book, about 19” x 12”, hasroughly 200 parchment pages between the two brass cov-ers.

Spells: None.Special Features: When a bell rings near this book, the

bell connected to the spine also rings, even if held in away that it should not ring. The bell will not ring at anyother time, no matter how hard a person tries to ring it.When the bell rings a random spell-like effect is cast bythe book. Roll 1d4 and consult the following:

Die Roll Effect1 All characters and creatures within 10 ft.

receive the benefit of cure light woundsas if cast by a 5th level cleric.

2 Bless, as if cast by a 10th level cleric, is cast on the person holding the book.

3 Everyone within 5 ft. of the book gains the ability to cast discern lies at will for ten rounds. Use the character’s level as caster level for the spell.

4 Protection from evil, as if cast by a 10th level cleric, is cast on the person holding the book.

83. A Guide to Armor ManufactureAppearance: This book is common throughout the

lands and several copies are known to exist, each copiedfrom another. The book includes numerous instructionson crafting different types of common armors.

Spells: None.Special Features: If this book is used by a character

with Craft (Armorsmithing) a +5 bonus is applied to allchecks but the time is doubled.

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84. The Gray TomeAppearance: The Gray Tome is thin, constructed of an

iron frame wrapped in silk. The pages inside are all of therichest vellum, each bearing the symbol of an open eye inthe center of the page. The text is written above and belowthe eye symbol on each page. There are no identifyingmarks on the cover, no title page, and nothing else thatcould help reveal the creator of the book.

Spells: None.Special Features: The eye symbol on each page blinks

slowly. The effect is disturbing to say the least.

85. The Spellbook of VladiassimAppearance: This small book is not in any way impres-

sive to look at. About 9” x 7”, this leather-bound tome isred with the symbol of a raven painted on the cover. The100 pages inside, all parchment, include a selection oftransmutation spells and general notes regarding magic,spellcasting, and all things arcane.

Spells: Claws of the Demon*, Greater Magic Weapon,Pa s swa l l , Plane Shift, S l ow, S n a ke ’s Speed*, a n dTeleport.

Special Features: Some of the passages in this textreveal the secrets of concealing some aspects of spell-crafting. The following feat details this ability.

✠ Concealed Spell (Metamagic): The caster has learnedto pass off manipulating the components of casting a spellas some other activity.

Prerequisites: Dex 15+Benefits: Whenever the caster casts a concealed spell,

it's obvious he is doing something, but observers mustmake a Spot check opposed by his Perform check to real-ize he is casting a spell. Spells that have obvious effects(such as a fireball) are just as obvious once they have beencast. Characters who make Spellcraft checks to determinewhat spell he is casting 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).

86. Writings of DespairAppearance: This book is very tall and narrow, 36” x

10”. The covers are made of long oak planks that are con-nected at the spine with a strip of leather that has beennailed to the planks, the nails bent over on the reverseside. The book is blackened and dented, some edges bro-ken off leaving a jagged strip of wood that gives splintersto bare flesh. The 40 pages inside are similarly abusedthough the poetry they contain is still legible.

Spells: None.Special Features: None.

87. Liber PraevalidaAppearance: A large, heavy book with wooden covers

and 100 parchment pages that are laced together withthick leather along the narrower edge of the book. Thebook does not contain any spell information but it doescontain numerous essays on knowledge and intelligence.

Spells: None.Special Fe at u re s : This book of know l e d ge may

increase the Intelligence score of anyone who reads it fora temporary period. After one day of study the readermust succeed an Intelligence check (DC 15) and, on suc-cess, the reader’s Intelligence score is increased by 2 for48 hours. The book may be used any number of times but,each time after the first, there is a 5% chance that use ofthe book will permanently reduce the Intelligence score ofthe reader by 2.

88. Majestic MagicsAppearance: This book is made of dragon-scale covers

and pages fashioned from the leathery wings of dragons.The writing inside is done with silver ink that glows redunder a full moon.

Spells: Dispel Magic, Light,Magic Circle Against Evil,Scrying, and Teleportation Circle.

Special Features: Majestic Magics contains, besidesthe previously listed spells, an explanation to arcane spell-casters on the functionality and use of wisdom as a basisfor magic. The feat below details this information in gameterms.

✠ Craft of the Wise (General): The caster’s magic isrooted in his Wisdom and insight.

Prerequisites: Ability to cast arcane spells withoutpreparation, Wisdom 13+.

Benefit: The caster uses his Wisdom score as the keyability score for all arcane spell use, including maximumlevel of spells he can cast and bonus spells per day. Thisfeat only affects arcane spells that he casts without prepa-ration (such as the spells of a bard or sorcerer), not arcanespells that require preparation (such as those of a wizard).

Special: The caster can take this feat only at 1st level.

89. Book of DecayAppearance: This small, unassuming book looks like

most others you would find in any typical library or book-shop. It is 8” x 5” in size, leather-bound, with 50 parch-ment pages.

Spells: None.Special Features: On contact with flesh the book’s evil

powers immediately inflict the holder with rot flesh* as ifcast by a 12th level spellcaster.

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90. Tale of the MountainAppearance: This book has 30 papyrus pages sewn to

a leather spine. The spine is fastened to a wooden framethat is mangled, twisted and broken in places. The rem-nants of silk and leather hang from the frame, evidence ofwhat constituted the covers of this book. The work insideis a fable about a dwarf, a mountain, and an eternity ofmining. It’s an old tale that many have heard but few haveever understood.

Spells: None.Special Features: None.

91. The Book of DrinksAppearance: This heavy book is illustrated and

filled with an unparalleled amount of informationrega rding alcoholic beve rages. Th eplain leather covers and parchmentpages are evidence of a purchasedblank book that was intended as ajournal or diary.

Spells: None.Special Fe at u re s : The book

details hundreds of diffe re n tdrinks and is an invaluable aidto taverns across the land. Itincludes the recipes for two“ o ri gi n a l ” d rinks from theauthor of the book. Th eauthor was perfectly capableof re c o rding the drink cre-ations of others but his two con-t ri butions to the book, Wi n t e rRogue and Scarlet Hammer, are blandand unoriginal.

92. Mining Techniques

of the Dwarvish

KingdomsAppearance: This large stone book,

with twenty stone pages, is 25” x 18” insize and weighs 135 lbs. The book isalways transported within a stone chestthat is covered in dwarvish runes. The infor-mation inside is of extreme value to any whopractice the art of mining deep beneath the earth.

Spells: None.Special Features: None.

93. The Bible of Ozyciel the UncleanAppearance: This book claims to be the religious bible

of a once powerful god.The information within covers the

responsibilities of clergy and worshippers of this evil godincluding everything from eating habits to sleep to sacri-fices. Sages cannot find any proof that this “god” everexisted or was worshiped. Some speculate that the book isfrom another world.

Spells: NoneSpecial Features: This book is, in fact, from another

world. If a spellcaster uses the book in the casting of gatethe spell will create an opening to the world this book

originated in. This, unfortunately, destroys the bookin the process.

94. Spellbook of the

Unknown CasterAppearance: This unmarked spellbook

is a large, metal-bound tome with 37 wrin-kled parchment pages.

S p e l l s : B a n i s h m e n t , Cone ofCold, Evasion*, Explosive Runes,Statue, and Vanish.

Special Features: The secretswithin this book assist a spell-caster in the creation of newspells.

✠ S e c rets of Spellcra f t(General): The caster has gainedaccess to secret, hidden, or forgot-

ten lore that assists him in theresearch of original spells.

P re re q u i s i t e s : Spellcaster cap abl eof casting 4th-level spells or higher,Knowledge (Arcana) 6+.

B e n e fi t : The caster gains a +4bonus to Spellcraft checks but onlyfor the purpose of researching newspells.

S p e c i a l : A ch a racter may onlytake this feat after three weeks ofstudying this book.

95. The Journal of

the Wandering

HermitAppearance: This pocket-sized journal is constructed

of leather with parchment pages. Inside are the detailednotes of a crazed spellcaster known to bards as “TheWandering Hermit.”

Spells: Arcane Mark, Daze, Detect Magic, Hold Portal,Read Magic, Shield, Sleep, and Web.

Special Features: None.

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96. Encyclopedia of PoisonsAppearance: This is a thick, battered book built with

wooden covers and 100 parchment pages that have beenbound together with ten iron rings. The covers have beenpainted green and a white skull has been painted on thefront cover. The paint is fading, revealing the woodbeneath.

Spells: None.Special Fe at u re s : The Ency clopedia of Po i s o n s

includes written instructions regarding dozens of differentpoisons including sketches of necessary components andpossible applications for each poison. The book instructssomeone with Craft (Poison)* in the art of creating thefollowing new poison.

✠ Minotaur’s Blood: This is a dark, thick red liquid thatis created from the blood of a minotaur mixed withcyanide and ground bone fragments from any magicalcreature. The poison may be delivered through injury oringestion. Initial injury damage is 1d6 Constitution lossand secondary damage of 2d4 Constitution loss. Craft DC22 (injury), 20 (ingested). Save DC 25 (injury), 23(ingested). 3,200 gp.

97. Crow’s GrimoireAppearance: The covers of Crow’s Grimoire are con-

structed on bone, flesh, and wood. The two pieces arejoined along the spine with treated flesh that has been cutinto strips, each piece run through holes in the covers andthe pages of the book and knotted. The pages inside,bleached white parchment, are covered with necromanticsymbols and scratchy writing.

Spells: Animate Dead, Disrupt Undead, Fear, MagicJar, ShadowAura*, Shadow Horror*, Spectral Hand, andVampiric Touch.

Special Features: Besides the spells listed above, thisbook also presents a method of sustaining spell length. Touse this in your campaign, use the following feat:

✠ Sustain Incantation [Metamagic]: You can sustain aspell through concentration.

Prerequisite: Concentration 5+Benefit: When you cast a non-instantaneous spell with

the Concentration metamagic, you can extend the spellduration by concentrating upon it. The amount of timethat you concentrate on the spell is not counted against thetotal duration of the spell. Once your concentration is bro-ken (purp o s e f u l ly or otherwise) the regular durat i o nensues. Effe c t ive ly, the spell has a duration ofConcentration + (normal duration).

98. Broken TeethAppearance: Humanoid teeth are glued to the wooden

covers of this book, covering the entire surface of thefront, back, and spine of the book. The pages inside aresewn to the leather binding that is nailed securely to thecovers with rusted nails. This is an evil clerical tome.

Spells: All Evil Domain from the Player’s Handbook.Special Features: When held by a good-aligned char-

acter the book automatically attacks, the teeth and woodwarping into the shape of a mouth. This attack succeedsautomatically, dealing 1d4 points of damage per round thebook is held.

99. Book of the MonkAppearance: This is a 34” x 7” sheet of rice paper

rolled on a bamboo stick. The writing is flowery and dec-orative and obviously the work of a graceful hand.

Spells: None.Special Features: A monk studying this book for three

weeks that makes a successful Wisdom check (DC 25) isa more deadly opponent in combat. Permanently after asuccessful check the monk’s unarmed strike ability istreated as if the monk were two levels higher than heactually is.

100. The JourneyAppearance: This red leather book is about 12” x 9”

and contains 57 vellum sheets, several of them loose fromthe binding. The information inside is a diary record of asea voyage that took place 30 years ago.

Spells: None.Special Features: The book includes a fairly detailed

section on the use of ropes. Any character studying thisbook for one week gains the skill Use Rope on a success-ful Dexterity check (DC 15). If the character already hasthe skill, a successful check grants the character a +2bonus to all future Use Rope checks.

101. The Book of Minor Spells

and IncantationsAppearance: This slender tome is bound in the skin of

an unidentified planar creature slain over 100 years ago.The book was constructed for a master wizard but, beforehe could use it, it was stolen by his apprentice who wast-ed the quality book on a collection of 0-level spells hestole from his master. What the book could have been, ifthe master had been given the chance to use it, will alwaysremain unknown.

Spells: All 0-level arcane spells from the Player’sHandbook.

Special Features: None.

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Craft (Poison)The age-old craft of distilling toxic liquids and powders

from plants, animals, and minerals is dangerous to crafterand victim alike, and is often highly illegal in civilizedlands. This sub-skill includes all forms of poison prepara-tion, from grinding mineral powders to milking serpentsto deliberately concentrating the sap inside toxic plants.

Check: Crafting a poison has a base DC equal to thepoison’s DC, plus the following modifiers:

Poison Type DCContact +2Energy Drain +6Ingested -2Inhaled +0Injury +2Permanent damage +4Two-stage* +4Three-stage* +6*Two-stage poisons require that the victim come into

contact with two components rather than one, and three-stage poisons require that the victim come into contactwith three components. The poison DC is equal to themost difficult component of the bunch.

R aw mat e rials for most poisons are hard to come by, a n dcost at least thre e - q u a rt e rs of the market pri c e. At the GM’sd i s c re t i o n , some raw mat e rials (such as fox g l ove and hem-l o ck) are actually ve ry easy to obtain, and cost just one-tenththe market price for the poison.

E a ch successful Craft (Poison) ch e ck yields one dose ofp o i s o n .

R e t ry : If ch e ck is failed by a margin of 5 or more half them at e rials are ruined and must be purchased aga i n .

Special: If the character has 5 or moreranks in Alchemy, he gets a +2 synergybonus on Craft (Poison) checks.

Knowledge (Dwarves)This cat ch-all skill invo l ves history,

arcana, religion, heraldry, and other knowl-edge as it pertains to dwarves. Bards, wiz-ards, and all dwarves may take this as a classskill.

Knowledge (Necrology)This skill rep resents a ch a ra c t e r ’s entire know l-

e d ge of the realms of undeath and the utilization of

n egat ive energy. It may be used to identify specific undeador manife s t ations of negat ive energy and predict their possi-ble thre at or ab i l i t i e s , as well as in more regular studies.

DC 10: Telling the diffe rence between a zombie and ag h o u l .

DC 15: R e c ognizing a va m p i re as it manifests its powe rs .DC 30: Recalling the history and lore of a famous lich .

Knowledge (Spirit Lore)The realm of the spiri t s , those who have litera l ly go n e

b eyond the grave,is a unique and convoluted area of know l-e d ge, full of misconceptions and falsehoods. A sage we l l -ve rsed in spirit lore is able to sep a rate fact from fable and cutto the truth of any spiri t - re l ated dilemma that he is con-f ronted with.

DC 10:Telling the diffe rence between good and evil spir-its after conve rsing with them.

D C 1 5 : R e c ognizing the manife s t ation of a spirit in them at e rial wo rl d.

DC 30: R e c ognizing a spirit is ly i n g.

Skills

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Absorb Dead FleshNecromancy (Evil)Level: Sor/Wiz 2Components: S, MCasting Time: 1 actionRange: TouchTarget: CasterDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

By placing a hand upon a corpse (a dead, and not undead,b o dy) the caster absorbs the flesh of the corp s e, h e a l i n ghimself for 1d6 points plus 1 point per level of the caster.

Once cast on a corp s e, the corpse shrivels and decom-poses rap i d ly, l e aving only a bare skeleton. This spell mayo n ly be used once on any corp s e.

Absorb Dead Flesh does not wo rk on any corpse thatdoes not have some rotten meat hanging from its bones.

M at e rial Component: A corp s e.

Acid ArrowConjuration (Creation) [Acid]Level: Sor/Wiz 2Components: V, S, M, FCasting Time: 1 actionRange: Long (400 ft. + 40 ft./level)Effect: One arrow of acidDuration: 1 round +1 round/three levelsSaving Throw: NoneSpell Resistance: Yes

A magical arrow of acid springs from the character'shand and speeds to its target. The character must succeedat a ranged touch attack to hit the character's target. Thearrow deals 2d4 points of acid damage. There is no splashdamage. For every three caster levels (maximum 18), theacid, unless somehow neutralized, lasts for another round,dealing another 2d4 points of damage for that round. At3rd–5th level, the acid lasts for 2 rounds; at 6th–8th level,the acid lasts for 3 rounds, to a maximum of 7 rounds at18th level.

Acidic VaporsTransmutation (Acid)Level: Sor/Wiz 2Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Effect: One for or gas type spell already in effect at timeof casting

Duration: 1 round/level or until affected spell expiresSaving Throw: Fort halfSpell Resistance: Yes

The spell turns any pre-existing for or gas-related spell(o b s c u ring mist, stinking cl o u d, e t c.) into corro s ivefumes. The properties and effects of the existing spellremain unchanged. In addition to those effects, all crea-tures within the fog take 1d6 points of damage for every3 caster levels each round they remain within its confines.

Material Component: The stomach of a poisonoustoad.

Black Lightning Evocation (Death, Electricity, Evil)Level: Sor/Wiz 2 Components: V, S, MCasting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creatureDuration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes

With this spell the caster launches crackling black light-ning at the target creature, dealing 1d6 points of damageper 2 caster levels (maximum 10d6). Half the damage iselectricity damage, but the rest is evil energy from thelower planes which is not affected by resistance to elec-tricity (evil creatures, creatures native to evil planes, andcreatures immune to death effects are not affected by theprofane energy).

Material Component: A piece of humanoid scalp anda rod of black crystal.

Black TentaclesConjuration (Creation)Level: Sor/Wiz 4Components: V, S, MCasting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)Effect: 1d4 tentacles + one tentacle/level, all within 15 ft.of a central pointDuration: 1 hour/levelSaving Throw: NoneSpell Resistance: No

This spell conjures many ru bb e ry bl a ck tentacles. These waving members seem to spring forth from theearth, floor, or whatever surface is underfoot—includingwater. There are 1d4 such tentacles, plus one per casterlevel, appearing randomly scattered about the area. Each

Spells

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tentacle is 10 feet long (Large) and saves as the characterdoes. It has AC 16, 1 hit point/per caster level, an attackbonus of +1/per caster level, and a Strength score of 19(+4 bonus). It is immune to spells that don’t cause dam-age (other than disintegrate).

Each round that a tentacle is not already grapplingsomeone or something, starting the round after it appears,it makes a grapple attack at a random creature or objectwithin 10 feet of it. These attacks take place on the char-acter's turn. The tentacles do not attack each other, nor dothey attack objects that are smaller than a Medium-sizecreature. The attacks are like regular grappling attacks,except that they don’t provoke attacks of opportunity fromopponents. Also, they cause 1d6 points of normal damage(+4 for Strength), not subdual damage. A tentacle main-tains its grapple even after its subject is dying or dead.

Bleeding WoundNecromancyLevel: Sor/Wiz 2Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: One creatureDuration: 2 rounds/levelSaving Throw: NoneSpell Resistance: Yes

This powerful necromantic spell accelerates injuries toliving tissue, making wounds more serious. With thisspell, even a small cut can cause a subject to bleed todeath, as the wound resists all attempts to stop the flow ofblood.

A ranged touch attack must be made against the subject.If successful, the subject will lose one extra hit pointevery time it takes damage from any source, each round,for the duration of the spell. This effect does not apply tosubdual damage. Stopping this bleeding requires magicalhealing or a Heal check (DC 15). This spell has no affecton undead, animated objects, or outsiders.

Material Component: Bladed weapon buried with acorpse for at least one year.

Blood KnifeNecromancyLevel: Sor/Wiz 3Components: V, MCasting Time: 1 actionRange: TouchTarget: One pool of bloodDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

With this spell the caster transforms a small pool ofblood into a crimson-colored knife almost a foot in length.The weapon does 1d6 + the caster's character level indamage and remains solid for a number of minute's equalto the caster's character level. If the spellcaster uses theweapon to attack he is granted a +1 bonus to all attackrolls. Someone other than the caster for may use theweapon as long as it exists.

When the spell expires the weapon reverts back toblood and drips slowly down the hand of whomever iscurrently holding it. The blood may not be reformed intoa second knife or used in conjunction with any other spell.

Material Component: Blood. At least eight ounces ofblood must be used.

Boiling BloodNecromancyLevel: Sor/Wiz 3Components: SCasting Time: 1 actionRange: TouchTargets: One opponentDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

The caster must make a successful touch attack whencasting this spell. On a successful strike the target’s bloodinstantly begins boiling, causing a number of points ofdamage equal to three times the caster’s level, maximumof 48 points.

Bone ArmorNecromancyLevel: Clr 2, Nec 1Components: V, S, MCasting Time: 1 actionRange: CasterEffect: Protect casterDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: No

This spell creates a layer of bony ribs on the caster’sarms, legs, and torso, as well as a skull-like helmet. Theeffect is to provide the caster with a +7 natural armorbonus (AC 17) against all physical forms of attack. Thebone armor is destroyed by the attacks it absorbs; when ithas absorbed hp of damage equal to twice the caster’slevel, the armor falls into useless brittle shards.

Material Component: A rib bone from a humanoidslain within the last seven days.

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Burrowing Bony DigitsNecromancyLevel: Sor/Wiz 4Components: V, S, MCasting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)Target: Up to five creatures, no two of which can be morethan 15 ft. apart.Duration: See textSaving Throw: Reflex partialSpell Resistance: Yes

By means of this spell, the caster causes up to fiveskeletal fingers to streak forth and imbed themselves inthe flesh of the targets. Each digit inflicts 1d6 points ofdamage upon striking its target. They do not stop there,though.

Any creature that failed its Reflex save was unable toextract the bony digit before it could lodge itself into thewound. The bony digit continues to penetrate the crea-ture’s body for one round for every three levels of thecaster, dealing 1d6 damage per round. Once the bony digitis lodged in the wound, it cannot be extracted.

M at e rial Components: Five humanoid fi n ge rsstripped of flesh and muscle. The individual finger bonesmust then be tied together with black thread.

Call UndeadNecromancy, Enchantment (Compulsion)Level: Nec 1Components: V, S, MCasting Time: 1 hourRange: Medium 1 mile/levelEffect: Attracts undeadDuration: 8 hoursSaving Throw: YesSpell Resistance: Yes

With this spell the caster creates an invisible magicalbeacon that attracts undead like moths to a flame. Oncethe ritual is properly performed, any undead within rangemake their way directly to the site without delay. Oncethere, they remain in the area for the remainder of thespell’s duration. There is no guarantee that the undead arefriendly, but the caster may attempt to awe or control theundead through normal means.

Uncontrolled undead attack the caster, returning to theirlairs if they succeed in killing the one who disturbed theirrest. If the caster leaves the site, the undead go first to thesite and then follow after the caster for the remainder ofthe spell duration, unerringly sensing his current location.In such a case, the control roll is made for each undeadwhenever it first encounters the caster. Should any undeadfail to reach the caster before the spell duration elapses,each returns to its own lair.

The effects of this spell are keyed to the caster’s levelwith regard to the potency of the undead so contacted. Ifthe caster’s level is 1st through 5th, only skeletons andzombies will answer the summons. Once the caster reach-es 6th leve l , g h o u l s , g h a s t s , and shadows will alsorespond. At 11th level, the caster can compel wights,wraiths, and mummies to come, and at 15th level andabove even vampires, spectres, and ghosts must make thejourney. Liches are immune to this spell, although theywill hear the call and may investigate on their own accordout of curiosity.

Material Component: A small funerary bell (1 gp).

CannibalizeNecromancyLevel: Nec 3Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Effect: Hp transfer from undeadDuration: InstantaneousSaving Throw: See belowSpell Resistance: Yes

The caster steals hit points from low-level undead toheal his injuries. For each HD of undead destroyed by thespell, the caster gains 1d3 hit points. The caster cannotgain hit points beyond his maximum, merely replacethose lost by injury or disease. The spell affects undead ofup to 4 HD.

However, the process is dangerous, because it infusesnegative energy into a living body. If the caster gains hitpoints equal to two-thirds of his total by this method, hemust make a Fortitude save (DC 19). Failure results inimmediate transformation into an undead state as a free-willed creature of darkness – typically an intelligentskeleton or zombie. Despite the danger, this spell can beimmensely handy in a tight spot, buying a necromancertime to escape or regroup by sacrificing mindless min-ions.

ChatterboxIllusion (Glamer)Level: Brd 2, Sor/Wiz 3Components: V, SCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: One objectDuration: 1 minute/levelSaving Throw: Will negates (object)Spell Resistance: Yes (object)

This spell imbues the chosen object with an enchantedmouth that immediately begins to speak a non-stop streamof inane chatter, old stories, and broken fragments of con-versation. The caster chooses the type of voice, whether

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male or female, deep or soft, but cannot mimic a knownvoice. If cast on two objects near one another, the voiceshold a complete conversation, with both objects constant-ly interrupting each other and allowing no moment ofsilence.

All creatures within 30 ft. of the object must make aWill save each round or be distracted by the constant chat-ter. Affected creatures stand dumbfounded, attempting toremember what they were doing before the chatteringbegan. Any creature that is attacked automatically suc-ceeds at his next save attempt.

Attempting to cast spells or activate command wordm agic items within the spell’s area re q u i res aC o n c e n t ration ch e ck with a -4 penalty to the ro l l .Speaking and hearing within the area are also difficult.Creatures trying to communicate with anyone outside theradius of the spell are foiled, unable to get their messagesout through the incessant talking. If two creatures withinthe spell’s area attempt to communicate, the receiver mustmake a Listen check (DC 15) in order to decipher themessage.

A bard’s countersong ability suppresses chatterbox foras long as he sings, up to his normal limit.

Objects worn or carried by another creature are unaf-fected by this spell, though a creature picking up anaffected object does not break the enchantment.

Claws of the DemonTransmutationLevel: Clr 1, Evil 1, Sor/Wiz 1Components: V, S, M/DFCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 3 rounds/levelSaving Throw: Fortitude negatesSpell Resistance: Yes

This spell transforms the target’s hands into long, sharpclaws. The subject is able to inflict 2d8 points of slashingdamage as a normal melee attack, and is consideredarmed for the duration of this spell.

The subject also suffers a -2 circumstance bonus to allCharisma-based checks for the duration of this spell, dueto the fearsome appearance of the claws.

Material Component: The hand or paw of any clawedcreature.

Crushing HandE vo c at i o nL eve l : S o r / Wiz 9, S t rength 9C o m p o n e n t s : V, S, M , F / D FCasting Ti m e : 1 actionR a n ge : Medium (100 ft. + 10 ft./leve l )E ffe c t : 10-ft. handD u rat i o n : 1 ro u n d / l evel (D)S aving Th row : N o n eSpell Resistance: Ye s

C re ates a Large magic hand that ap p e a rs between thech a racter and one opponent.

The hand can interpose itself, p u s h , or crush one oppo-nent that the ch a racter selects.

When interposing the fl o at i n g, disembodied hand move sto remain between the ch a racter and the opponent, rega rd-less of wh e re the ch a racter moves or how the opponent tri e sto get around it, p roviding nine-tenths cover (+10 AC) fo rthe ch a racter against that opponent. Nothing can fool thehand-it sticks with the selected opponent in spite of dark-n e s s , i nv i s i b i l i t y, p o ly m o rp h i n g, or any other attempt tohide or disguise himself. The hand does not pursue ano p p o n e n t , h oweve r.

When pushing, the hand pursues and pushes away theopponent that the ch a racter designates. Tre at this as a bu l lrush with a +18 bonus on the Strength ch e ck (+12 fo rS t rength 35, +4 for being Large, and +2 for ch a rging bonu s ,wh i ch it always gets). The hand always moves with theopponent to push him back the full distance allowe d, and ithas no speed limit. A ve ry strong cre at u re could not pushthe hand out of its way, but it could push the hand upagainst the ch a racter by successfully bull rushing the hand.

When grappling the hand can grapple one opponent thatthe ch a racter selects. The hand gets one grappling at t a ckper ro u n d. Its at t a ck bonus to make contact is the ch a ra c-ter's level + the ch a racter's Intellige n c e, Wi s d o m , o rC h a risma modifier (for wizard s , cl e ri c s , and sorc e re rs ,re s p e c t ive ly ) , +12 for the hand's Strength score (35), -1 fo rbeing Large. Its grapple ch e ck is this same fi g u re, ex c ep twith +4 for being Large instead of -1. The hand deals2d6+12 points of grapple damage (norm a l , not subdual).

The hand is 10 feet long and about that wide with its fi n-ge rs outstre t ch e d. It has as many hit points as the ch a ra c t e rwhen undamage d, and its AC is 20 (-1 size, +11 nat u ral). Itt a kes damage as a normal cre at u re, but most magi c a le ffects that don't cause damage do not affect it. The handcannot push through a wall of fo rce or enter an antimagi cfi e l d. It suffe rs the full effects of a pri s m atic wall or pri s-m atic sphere. The hand makes saving throws as its caster.D i s i n t egrate or a successful dispel magic destroys the hand.

A rcane Fo c u s : A glove wo rth no less than 40 gp.

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DarkhoodConjuration (Creation)Level: Bard 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 actionRange: Medium (100 ft + 10 ft/level)Target: One living creatureDuration: 1 round/level (D)Saving Throw: Fortitude negatesSpell Resistance: Yes

The target of this spell has its head (or visual apparatus)covered in a hood or blindfold of magical darkness and isconsidered blinded for the duration of the spell. The hooddisappears when the spell expires. Creatures who possessthe exceptional abilities blindsight or tremor sense areunaffected by this spell.

Dead Man’s EyesNecromancy, DivinationLevel: Nec 1, Sor/Wiz 1Components: V, S, MCasting Time: 1 actionRange: TouchEffect: See dying visionDuration: 1 roundSaving Throw: NoneSpell Resistance: No

With this spell the caster sees the last thing seen by the tar-get corp s e. The body cannot be more than 3 days old per leve lof the caster. The point of view is the same as the last momentof the targe t ’s life; anything behind the target or outside itsra n ge of vision cannot be seen. The spell does not improve thet a rge t ’s vision, so someone who died in darkness reveals onlybl a ck n e s s , even if the caster has darkvision. Howeve r, if thedeceased has special vision then the caster will see events witht h at sight.

Visions cre ated by this spell are ve ry viv i d, e m o t i o n a l lych a rge d, and often ex t re m e ly unpleasant. The caster mu s tm a ke a Fo rtitude saving throw at the end of the vision (i.e. ,t h emoment of death) or pass out for 1d10 rounds from the psy-chic shock of sharing in the targe t ’s deat h .

M at e rial Component:A whole eye from the target cre at u re.

DesiccateEvocation (Air)Level: Air 3, Sor/Wiz 3Components: V, S, M/DFCasting Time: 1 actionRange: Medium (100 ft. +10 ft./level)Area: 30-ft. radius squareDuration: InstantaneousSaving Throw: Fort halfSpell Resistance: Yes

This spell removes moisture from all inanimate objectsin the area of effect. Wooden objects in the area becomedry and brittle, possible crushing themselves under theirown weight. Food becomes stale and hard, though stilledible. In the case of fruits this can actually increase theamount of time they are edible. Affected items worn bycreatures and all magical items receive saving throws toavoid the effects of this spell. Failure causes 3d6 points ofdamage to the object.

Dragon SkinAbjurationLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 actionRange: TouchTargets: Creature touchedDuration: 10 minutes/level or until dischargedSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)

Much like stoneskin, the warded creature gains resist-ance to blows, cuts, stabs, and slashes. The subject gainsall of the effects of stoneskin plus a +5 AC bonus.

Material Component: A piece of a dragon's scale,worth no less than 300 gp.

EvasionTransmutationLevel: Brd 3, Sor/Wiz 3Components: V, SCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: Yes

This spell grants the subject the benefit of the evasionability. Evasion allows a character who makes a success-ful Reflex save for half damage against an affect to takeno damage instead. Evasion does not work in armor heav-ier than light armor. Characters who already have the eva-sion ability gain no benefit from this spell.

False FlavorIllusion (Glamer)Level: Brd 0, Sor/Wiz 0Components: V, SCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Target: 1 cubic foot/level of food or drinkDuration: 1 minute/levelSaving Throw: Will disbelief (if tasted)Spell Resistance: Yes (object)

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This spell gives an edible object any sort of flavordesired by the caster. For example, oatmeal can be madeto taste like rare steak or smoked flounder, and vinegarcould taste just like ale or fruit juice. The spell can’tchange the actual nature or quality of the food or drink.Spoiled food remains spoiled, and poisoned food is stilldeadly, but any taste of poison or spoilage can be hiddenwith this spell.

Flame BoltEvocation (Fire)Level: Sor/Wiz 1Components: V, S, MCasting Time: 1 actionRange: Medium (100 ft. +10 ft./level) Target: One or more creatures, no two of which can bemore than 15 ft. apart.Duration: InstantaneousSaving Throw: NoneSpell Resistance: Yes

With this spell the caster creates two flaming missiles,plus one for every two levels of experience past first.Thus, a caster will have two bolts at 1st level, three boltsat 3rd, four bolts at 5th, etc.

This spell differs from the more common magic missilein that it provides more missiles, does fire damage,requires a ranged touch attack roll for each bolt, and hasno upper limit on the number of bolts created. Each flamebolt that hits its target does 1d4+1 points of damage.

Material Component: A pinch of sulfur.

Focus of the Magical MindDivinationLevel: Brd 2, Magic •, Sor/Wiz 2Components: V, S, F/DFCasting Time: 1 actionRange: PersonalTarget: CasterDuration: 1 round/levelSaving Throw: NoneSpell Resistance: No

This spell grants the caster increased magical focus andconcentration. The caster gains a +1 bonus to Will savingthrows, and a +2 enhancement bonus to all Concentrationchecks and caster level checks to beat spell resistance forthe duration of the spell.

Arcane Focus: Small glass lens worth at least 100 gp.

Grasping HandEvocationLevel: Sor/Wiz 7, Strength 7Components: V, S, F/DFCasting Time: 1 actionRange: Medium (100 ft. + 10 ft./level)Effect: 10-ft. handDuration: 1 round/level (D)Saving Throw: NoneSpell Resistance: Yes

Creates a Large magic hand that appears between thecharacter and one opponent. This floating, disembodiedhand then moves to remain between the two, regardless ofwhere the character moves or how the opponent tries toget around it.

The hand can grapple one opponent that the characterselects. The grasping hand gets one grappling attack perround. Its attack bonus to make contact is the character'slevel + the character's Intelligence, Wisdom, or Charismamodifier (for wizards, clerics, and sorcerers, respective-ly), +10 for the hand's Strength score (31), -1 for beingLarge. Its grapple check is this same figure, except with+4 for being Large instead of -1. It holds but does notharm creatures it grapples.

The hand can also bull rush an opponent. The hand pur-sues and pushes away the opponent that the character des-ignates. Treat this as a bull rush with a +16 bonus on theStrength check (+10 for Strength 31, +4 for being Large,and +2 for charging bonus, which it always gets). Thehand always moves with the opponent to push him backthe full distance allowed, and it has no speed limit.

A very strong creature could not push the hand out ofits way, but it could push the hand up against the charac-ter by successfully bull rushing the hand.

The hand can interpose itself between the caster and theopponent. Interposing provides nine-tenths cover (+10AC) for the character against that opponent. Nothing canfool the hand-it sticks with the selected opponent in spiteof dark n e s s , i nv i s i b i l i t y, p o ly m o rp h i n g, or any otherattempt to hide or disguise himself. The hand does notpursue an opponent, however.

The hand is 10 feet long and about that wide with itsfingers outstretched. It has as many hit points as the char-acter when undamaged, and its AC is 20 (-1 size, +11 nat-ural). It takes damage as a normal creature, but most mag-ical effects that don't cause damage do not affect it. Thehand cannot push through a wall of force or enter anantimagic field. It suffers the full effects of a prismaticwall or prismatic sphere. The hand makes saving throwsas its caster. Disintegrate or a successful dispel magicdestroys the hand.

Arcane Focus: A glove worth no less than 20 gp.

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Grave ClawsNecromancyLevel: Nec 1Components: V, SCasting Time: 1 actionRange: PersonalEffect: Hands become clawsDuration: 1d3 roundsSaving Throw: NoneSpell Resistance: No

The caster’s hands grow sharp, blackened claws, capa-ble of tearing iron and shredding flesh. He gains a naturalattack form with his usual base attack bonus, inflicting1d6 points of damage per attack. Since the caster tem-porarily gains natural weaponry, he suffers no attack ofopportunity for unarmed attacks. Grave claws can com-bine with other touch attack spells, such as chill touch,ghoul touch, greater chill touch*, shocking grasp, andTouch of the Wraith.*

Grave claws allow the caster to dig through soft dirt andclay at a rate of 5 ft./round.

Greater Chill TouchNecromancyLevel: Sor/Wiz 3Components: V, SCasting Time: 1 actionRange: TouchTargets: Creature or creatures touched (up to one/level)Duration: InstantaneousSaving Throw: Fortitude halfSpell Resistance: Yes

As chill touch except that it deals 2d6 points of damageand 2 points of temporary Strength damage. A successfulFortitude saving throw reduces hp and Strength damage tohalf.

Harvest FleshNecromancyLevel: Sor/Wiz 2Components: V, SCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels) Target: One creatureDuration: InstantaneousSaving Throw: Will negatesSpell Resistance: Yes

This horrible spell rips the flesh from a single creature,exposing the meat beneath. The target must succeed aWill check or suffer 1d6 points of damage + 1 point percaster level as the flesh is peeled instantly from one limbof the target’s body. This damage takes twice as long toheal unless magical healing is used.

Hideous LaughterEnchantment (Compulsion)Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels) Target: One creature (see text)Duration: 1d3 roundsSaving Throw: Will negatesSpell Resistance: Yes

This spell afflicts the subject with uncontrollable laugh-ter. It collapses into gales of manic laughter, falling prone.The subject can take no actions while laughing. After thespell ends, it can act normally.

Creatures with Intelligence scores of 2 or lower are notaffected. A creature whose type is different from the cast-er’s receives a +4 bonus on its saving throw, becausehumor doesn’t “translate” well.

Horrific AspectIllusion (Phantasm) (Fear, Mind-Affecting)Level: Sor/Wiz 6Components: V, SCasting Time: 1 actionRange: 30 ft. Area: 30-ft. radius sphere centered on the casterDuration: 1 round/levelSaving Throw: See textSpell Resistance: Yes

By means of this spell, the caster changes his appear-ance to that or a horrifying humanoid monster, completewith skeletal head, burning eyes, and wicked claws andfangs. So unnerving and convincing is the illusion, whichincludes visual, audible, tactile, and thermal components,that it has the following effects on creatures within 30 ft.who see the caster:

Hit Dice of Viewer Effect on CreatureUnder 2 (no saving throw) Cowering2 to 4 (Will save negates) Panicked5 to 6 (Will save negates) Frightened7 to 8 (Will save negates) Shaken

Creatures above 8 HD are unaffected by horrific aspect.Those entering the area during the spell’s duration mustmake a save, but creatures that make their save and laterreenter the spell’s area do not have to make a new save.

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Identify UndeadNecromancyLevel: Sor/Wiz 0Components: V, SCasting Time: 1 actionRange: 60 ft. quarter-circle emanating from the casterArea: 30-ft. radius sphere centered on the casterDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

Through the use of this spell, the caster may divine thenature of any undead he faces. This spell immediatelyinforms the caster of the type of all undead within the areaof effect with Hit Dice no greater than his caster level.

Keen Eyes of the HunterDivinationLevel: Drd 2, Rgr 2, Sor/Wiz 2Components: V, S, M/DFCasting Time: 1 actionRange: PersonalTarget: CasterDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: No

The caster’s hunting senses are temporarily enhancedby this spell. He receives a +2 insight bonus to all Search,Spot and Wilderness Lore checks, and a +1 insight bonusto all non-magical ranged attacks. The caster gains thesebenefits only if he is outdoors.

Arcane Material Component: A feather from aneagle, falcon, or hawk.

MoonsprayEvocation (Light)Level: Brd 2, Sor/Wiz 2Components: V, S, MCasting Time: 1 actionRange: Medium (100 ft + 10 ft/level)Area: 10' radius burstDuration: InstantaneousSaving Throw: Reflex negates and half (see text)Spell Resistance: Yes

With this spell, the caster creates brilliant beams ofmoon-light that explode outward from a designated point,dealing 1d8 points of damage +1 point per caster level toall creatures in the area (maximum +20 damage). In addi-tion, all creatures caught in the burst of moonlight areblinded for 1d4 rounds. A successful Reflex saving thrownegates the blindness and reduces the damage by half.Moonspray does not deal extra damage to undead or crea-tures adversely affected by sunlight.

Material Component: A crystal or glass bead.

Prolong LifeN e c ro m a n cyL eve l : Clr 7, S o r / Wiz 7C o m p o n e n t s : V, S, MCasting Ti m e : 1 actionR a n ge : To u chTa rge t : L iving cre at u re touch e d.D u rat i o n : 1d10 ye a rsS aving Th row : Fo rt negates (harm l e s s )Spell Resistance: Yes (harm l e s s )

This spell tempora ri ly stops all aging in the target. Fo r1d10 ye a rs , the target does not grow phy s i c a l ly older.A dd i t i o n a l ly, a ny magical aging is absorbed by p rolong life.Absorbed ye a rs shorten the duration of p rolong life by thenumber of ye a rs ab s o r b e d. A Fo rtitude save prevents thepause in agi n g.

M at e rial Component: A handful of sand from an hour-g l a s s .

Rot FleshN e c ro m a n cyL eve l : Nec 6C o m p o n e n t s : V, S, MCasting Ti m e : 1 actionR a n ge : 1-ft. ra d i u s / l eve lE ffe c t : C o rrupts living fl e s hD u rat i o n : Pe rm a n e n tS aving Th row : Fo rt halfSpell Resistance: Ye s

P u t re fe c ation and decay are familiar effects to pra c t i t i o n-e rs of the necromantic arts. By casting this spell, the casterc re ates a field of corruption that speeds up the bre a k d own ofall living flesh (ex c ept his own) within ra n ge. All living cre a-t u res within the area of effect must make a Fo rtitude save.Those who fail suffer 1d6 hp damage/caster level; those wh osucceed suffer only half that amount. This damage cannot behealed by magical means short of a h e a l s p e l l .

M at e rial Component: A piece of rotten flesh taken fro ma corpse no more than three days old.

Secret ChestC o n j u ration (Summoning)L eve l : S o r / Wiz 5C o m p o n e n t s : V, S, FCasting Ti m e : 10 minu t e sR a n ge : See tex tTa rge t : One chest and up to 1 cu. ft. of goods/caster leve lD u rat i o n : 60 days or until disch a rge dS aving Th row : N o n eSpell Resistance: N o

The caster hides a chest on the Ethereal Plane for up to 60d ays and can re t ri eve it at will. The chest can contain up to1 cubic foot of mat e rial per caster level (rega rdless of the

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ch e s t ’s actual size, wh i ch is about 3 feet by 2 feet by 2 fe e t ) .If any living cre at u res are in the ch e s t , t h e re is a 75% ch a n c et h at the spell simply fails. Once the chest is hidd e n , the ch a r-acter can re t ri eve it by concentrating (a standard action), a n dit ap p e a rs next to the ch a ra c t e r.

The chest must be ex c ep t i o n a l ly well crafted and ex p e n-s ive, c o n s t ructed for the ch a racter by master cra f t e rs. Th ecost of such a chest is never less than 5,000 gp. Once it isc o n s t ru c t e d, the ch a racter must make a tiny replica (of thesame mat e rials and perfect in eve ry detail), so that the minia-t u re of the chest ap p e a rs to be a perfect copy. (The rep l i c acosts 50 gp.) The ch a racter can have but one pair of thesechests at any given time—even wishes do not allow ex c ep-tions. The chests themselves are nonmagical and can be fi t-ted with lock s , wa rd s , and so on, just as any normal chest canb e.

To hide the ch e s t , the ch a racter casts the spell while touch-ing both the chest and the replica. The chest vanishes into theE t h e real Plane. The ch a racter needs the replica to recall thechest. After 60 day s , t h e re is a cumu l at ive chance of 5% perd ay that the chest is irre t ri evably lost. If the miniat u re of thechest is lost or destroye d, t h e re is no way, not even with awish spell, t h at the large chest can be summoned back ,although it could be found by going to the Ethereal Plane.

L iving things in the chest eat , s l e ep , and age norm a l ly; andt h ey die if they run out of fo o d, a i r, wat e r, or wh at ever theyneed to surv ive.

Fo c u s : The chest and its rep l i c a .

S h a d o w b o u n dE vo c ation (Dark n e s s )L eve l : S o r / Wiz 4C o m p o n e n t s : V, SCasting Ti m e : 1 actionR a n ge : Close (25 ft. + 5 ft./2 leve l s )Ta rge t : One living cre at u re / c a s t e r ’s leve l , m a x i mum of 6.D u rat i o n : 1 day / l eve lS aving Th row : Will negat e sSpell Resistance: Ye s

When the caster invo kes this spell, he must select up to sixc re at u res within ra n ge. Those who fail a Will save are boundto each other, their shadows merged into a single unit, a n du n able to move more than 5 feet away from each other. Th i sdoes not prevent them from moving toge t h e r, but coord i n at-ing such movement is diffi c u l t , and all such movement is athalf rat e.

Shadow AuraI l l u s i o nL eve l : S o r / Wiz 2, Clr 2C o m p o n e n t s : V, S, M , D FCasting Ti m e : 1 actionR a n ge : To u ch

Ta rge t : C re at u re touch e dD u rat i o n : 10 minutes / leve lS aving Th row : Will negates (harm l e s s )Spell Resistance: Yes (harm l e s s )

This spell envelopes the target in a dark , f rightening aurat h at manifests itself as dark shadows. The darkness ra d i at i n gf rom the target makes him appear larger and somewh ati n d i s t i n c t , and grants the benefit of one-quarter concealment(a 10% miss chance). It also makes the target appear moref rightening and powerful (providing a +4 circ u m s t a n c eb o nus to Intimidate ch e cks and making all opponents suffe ra -1 moral penalty on at t a cks against the targe t ) .

M at e rial Component: The skull from a slain infe rn a lc re at u re or fiendish animal.

Shadow HorrorN e c ro m a n cyL eve l : S o r / Wiz 3C o m p o n e n t s : V, SCasting Ti m e : 1 actionR a n ge : Close (25 ft. + 5 ft./2 leve l s )Ta rge t : One cre at u reD u rat i o n : S p e c i a lS aving Th row : Will negates (special)Spell Resistance: Ye s

Th rough this spell, the caster gat h e rs a small amount ofn egat ive energy and unleashes it as a ball of dark powe r. Th i sfo rce fl a res for just the bri e fest instant, we a kening and stun-ning the victim as it is enveloped by a sw i rling cloud of dark-n e s s .

The target tempora ri ly loses 1d4 points of Strength and ist re ated as stunned on its next ro u n d. In add i t i o n , the subjects u ffe rs a -2 morale penalty to at t a ck ro l l s , ability ch e ck s ,skill ch e ck s , and saving throws for 1 round per 2 caster lev-els. Strength is regained at the rate of 1 point per day.

Shatter BoneN e c ro m a n cyL eve l : S o r / Wiz 3C o m p o n e n t s : V, S, MCasting Ti m e : 1 actionR a n ge : To u ch Ta rge t : One cre at u reD u rat i o n : I n s t a n t a n e o u sS aving Th row : Fo rt halfSpell Resistance: Ye s

With this spell the caster snaps the bones of the targe t ,s p l i n t e ring them with a single touch. The target takes 3d4points of damage plus 1 point per level of the caster. On asuccessful Fo rt save the target takes only 1/2 damage fro mthis spell.

M at e rial Component: A small piece of human bone.

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Skeletal SpikesNecromancyLevel: Sor/Wiz 5Components: V, S, MCasting Time: 1 actionRange: PersonalTarget: CasterDuration: 10 minutes/levelSaving Throw: NoneSpell Resistance: No

The use of this spell causes the caster’s bones to warpand writhe, until large, wickedly sharp spikes burst forthfrom under his skin. These bony spikes make it exceed-ingly difficult for any enemy to approach without suffer-ing nasty wounds. The caster is granted 1d3 additionalgore attacks per round that count as natural weaponry andcause 1d6 damage.

NOTE: Only undead spellcasters may use this spellwithout penalty. If used by a living creature, it will auto-matically be reduced to 0 hit points.

Material Component: A horn or spike from a creatureof at least 3 HD.

Snake's SpeedTransmutationLevel: Brd 3, Sor/Wiz 2Components: V, S, MCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 1 minute/levelSaving Throw: NoneSpell Resistance: Yes

The subject gains the benefit of the Dodge, Mobility,and Quick Draw feats. If the subject already has one ormore of these feats, there is no additional benefit fromgaining it through this spell. For example, a subject thatalready has the Dodge feat does not get an additional +1AC if this spell is cast upon him, although he still gainsthe benefits of the Mobility and Quick Draw feats.

Material Component:A scale from a living snake that isswallowed when the spell is cast.

Spider BiteEvocationLevel: Sor/Wiz 1Components: V, S, MCasting Time: 1 actionRange: TouchTarget: One creatureDuration: InstantaneousSaving Throw: NoneSpell Resistance: No

This spell inflicts minor damage on the target, 1 pointper level of the caster. This touch attack leaves the markof a spider bite on the target’s skin and it takes three daysfor this mark to fade. As long as the target is marked, allspider bite attacks deal an extra 2 points of damage.

Example: A character who suffered spider bite is hitagain by the spell in less than 24 hours. The caster, 4thlevel, inflicts 4 points of damage with the spell and thetarget suffers another 2 points due to the already existingspider bite mark. The target now has two marks and if athird spider bite touched him while the those marksremain he would suffer an additional 4 points of damageover that of the attack (2 for each mark).

Material Component: A spider’s leg.

Spirit KnifeNecromancy (Death)Level: Clr 7, Sor/Wiz 7Components: V, S, FCasting Time: 1 actionRange: 0 ft.Effect: One knife.Duration: 1 round/5 levelsSaving Throw: Fort partialSpell Resistance: Yes

This spell creates a knife of crackling necromantic ener-gy that the caster uses to slay or severely injure his oppo-nents.

The caster must succeed at a melee attack against hisopponent, at which time the target must make a success-ful Fortitude save or die. If the save is successful, the tar-get still receives 1d6 points of temporary Constitutiondamage.

Focus: A knife or dagger.

Sudden GraveNecromancyLevel: Sor/Wiz 1Components: S, MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels) Target: One creatureDuration: InstantaneousSaving Throw: Reflex negatesSpell Resistance: Yes

With this spell the caster causes a grave to be openedbeneath the target’s feet. The target must make a Reflexsave (DC 15) or fall into this 6 ft. deep grave. If the targetfails the save he is stunned for one round.

Material Component: A pinch of dirt from an occu-pied grave that is still fresh (the body has been buried lessthan a week).

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Sumarlidi’s Uncontrollable FireEvocation (Fire)Level: Sor/Wiz 2, Fire 2Components: V, SCasting Time: 1 actionRange: Medium (100 ft. +10 ft./level)Target: One creature per round.Duration: 1 round/levelSaving Throw: Reflex halfSpell Resistance: Yes

This spell creates a ball of flame that attempts to attacka random target anywhere within range each round. Thecaster must make a Will save (DC 12) each round. If hesucceeds, then he may select any target within range; if hefails, then the fire attacks a random target. The caster isnever targeted by the spell, but his allies may be. The ballinflicts 4d4 points of fire damage on a successful hit; aReflex save halves the damage.

Summon Shadow RavenConjuration (Summoning)Level: Clr 3, Sor/Wiz 3Components: V, S, F/DFCasting Time: 1 full roundRange: Close (25 ft. +5 ft./2 levels)Effect: Summons shadow raven.Duration: 1 round/level of casterSaving Throw: NoneSpell Resistance: No

This spell summons a shadow raven from the Demi-Plane of Shadow (see p. 00). Once the raven in on thespellcaster’s plane, the spellcaster may attempt to bind itas a familiar.

The shadow raven enters this world through any shad-ow within range of the spell, so the spell won’t work intotal darkness or total light. The shadow raven servesfaithfully for the spell’s duration. If the spellcaster has theproper tribute, the shadow raven may serve as a familiar.The GM is the final arbiter for what tribute is appropriate.

Arcane Foci: A small, shiny object and a shadow.

Shadow RavenSmall Undead Animal (Incorporeal)Hit Dice: 2d8+2 (11)Initiative: +3 (Dex)Speed: fly 60 ft. (Good)Armor Class: 15 (+3 Dex, +1 size, +1 deflection)Attacks: Incorporeal claw +3Damage: Incorporeal claw 1d2 temporary StrengthFace/Reach: 5 ft. x 5 ft. x 5 ft.Special Attacks: Strength DamageSaves: Fort +1, Ref +4, Will +2Abilities: Str –, Dex 16, Con –, Int 2, Wis 11, Cha12Skills: Hide +10, Listen +5, Spot +5Feats: Flyby attack

Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 2Treasure: NoneAlignment: Always Chaotic EvilAdvancement: 2-3 HD (small)

Shadow ravens are undead birds created to serveas familiars and pets. Most are gifts fom evil godsor manu fa c t u red by necro m a n c e rs by someunknown ritual. They have the general size and

shape of regular ravens, but are entirely made ofshadows. Their eyes glow dark red, and their criesare screeching whispers. They will obey their mas-ters but are willful and sly. They are always look-ing to feed (see below).

CombatShadow ravens love to attack out of the night

sky, dive-bombing the unaware. When indoors,they lie in wait in high, dark corners, alwayswatchful for opportunities.

Strength Damage: On a successful strike, a liv-ing cre at u re suffe rs 1d2 points of tempora ryStrength damage. A creature reduced to 0 Strengthin this way dies. This is the only way a shadowraven can feed.

Undead: The shadow raven is undead, and isimmune to all mind-affecting spells, disease, stun-ning attacks, critical hits, poison, paralysis, subd-ual damage, or death from massive attack.

Incorporeal: The shadow raven is imperviousto damage except by enchanted weapons, magic,or other incorporeal creatures. Any damage sus-tained from a corporeal source has a 50% chanceof not affecting the shadow raven. Shadow ravensmay pass through solid objects at will.

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Temporal SlamTra n s mu t at i o nL eve l : S o r / Wiz 8C o m p o n e n t s : V, SCasting Ti m e : 1 full ro u n dR a n ge : Close (25 ft. +5 ft./2 leve l s )Ta rge t : One cre at u re or object.D u rat i o n : 1 hour/leve lS aving Th row : Will negates (harm l e s s , o b j e c t )Spell Resistance: Yes (harm l e s s , o b j e c t )

For wh at ever duration he desires up to the spell’s maxi-mu m , the caster pushes that target cre at u re and its carri e dgear (or any one object of medium-size or smaller) out oft i m e. The target vanishes immediat e ly, and it no longe rexists in the wo rl d ’s normal time stream while the spelllasts. If the target is a caster, a ny spells or effects the targe twas maintaining are affected as though the target just died.

D u ring the period in wh i ch it is outside time, the targe tcannot be located with scrying or similar div i n ations. Noteven a wish or mira cle can bring the target back earlier ordispel the temporal slam,since no magic remains within then o rmal fl ow of time to dispel.

When the spell ends, the target re t u rns to the same loca-tion from wh i ch it disap p e a re d. If some other object occu-pies that space, the target is harm l e s s ly shunted into then e a rest open space. For the targe t , no time has elap s e d. At a rget cre at u re will have effe c t ive ly been tra n s p o rted into thef u t u re from its pers p e c t ive. When the target re t u rn s , a nytimed phenomenon such as poison onset or the duration ofab j u ration spells will pick up from the point when the targe tva n i s h e d.

Tiny HutE vo c ation [Fo rc e ]L eve l : B rd 3, S o r / Wiz 3C o m p o n e n t s : V, S, MCasting Ti m e : 1 actionR a n ge : 20 ft.E ffe c t : 2 0 - f t . - radius sphere centered on the ch a racter's loca-t i o nD u rat i o n : 2 hours / l evel (D)S aving Th row : N o n eSpell Resistance: N o

The caster cre ates an unmov i n g,opaque sphere of fo rce ofa ny color the ch a racter desires around his or her self. Half ofthe sphere projects ab ove the gro u n d, and the lower hemi-s p h e re passes through the gro u n d. Up to nine otherM e d i u m - s i ze cre at u res can fit into the field with the ch a ra c-ter; they can fre e ly pass into and out of the hut withouth a rming it. Howeve r, if the ch a racter re m oves him or herself from the hut, the spell ends.

The temperat u re inside the hut is 70° F if the ex t e rior tem-p e rat u re is between 0° and 100° F. An ex t e rior temperat u re

b e l ow 0° or ab ove 100° lowe rs or ra i s e s , re s p e c t ive ly, t h ei n t e rior temperat u re on a 1-degre e - fo r-1 basis (thus, if it’s–20° outside, inside it’ll be 50°). The hut also provides pro-tection against the elements, s u ch as ra i n , d u s t , and sand-s t o rms. The hut withstands any wind of less than hurri c a n efo rc e, but a hurricane (75+ mph wind speed) or gre ater fo rc ed e s t roys it.

The interior of the hut is a hemisphere. The ch a racter cani l l u m i n ate it dimly upon command or extinguish the light asd e s i re d. Note that although the fo rce field is opaque fro mthe outside,it is tra n s p a rent from within. Missiles,we ap o n s ,and most spell effects can pass through the hut withouta ffecting it,although the occupants cannot be seen from out-side the hut (they have total concealment).

Touch of the Wr a i t hN e c ro m a n cyL eve l : S o r / Wiz 3C o m p o n e n t s : V, SCasting Ti m e : 1 ro u n dR a n ge : To u chTa rge t : One living cre at u reD u rat i o n : I n s t a n t a n e o u sS aving Th row : Fo rtitude halfSpell Resistance: Ye s

When this spell is cast, c ra ckling necromantic energyw re athes around the caster’s hand. A successful touch at t a ckdeals 1d6+1 points of Constitution damage for eve ry twol evels of the caster’s ex p e ri e n c e. A targe t ’s Fo rtitude saveh a l ves the normal damage. A target whose Constitutions c o re is reduced to 0 by this spell is so ove r whelmed byn e c romantic energi e s , he falls unconscious (instead ofdy i n g, as normal) until he regains at least one point ofConstitution. To u ch of the W ra i t h has no effect on undead,c o n s t ru c t s , and similar beings.

Uncontrollable We e p i n gE n chantment (Compulsion)L eve l : S o r / Wiz 2C o m p o n e n t s : V, S, MCasting Ti m e : 1 actionR a n ge : Close (25 ft. +5 ft./2 leve l s )Ta rge t : One living cre at u reD u rat i o n : 1 ro u n d / l eve lS aving Th row : Will negat e sSpell Resistance: Ye s

A we eping ch a racter is considered helpless (see DMG),but can still move 5 ft./round by crawling across the fl o o rwhile sobb i n g. A we eping ch a racter that attempts to com-mu n i c ate ve r b a l ly must make a second Will save or beu n able to speak intelligi bly. Success allows the target tos p e a k , but does not negate this spell.

M at e rial Component: A tiny piece of onion.

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Undetectable AuraIllusion (Glamer)L eve l : M agic 1, S o r / Wiz 1C o m p o n e n t s : V, S, FCasting Ti m e : 1 actionR a n ge : To u chTa rge t : Object touched weighing up to 5 lb. / l eve lD u rat i o n : 1 day / l eve l

S aving Th row : None (see tex t )Spell Resistance: N o

This spell allows the caster to mask a magic item’s auraf rom detection. If the object bearing undetectable aura hasidentify cast on it or is similarly ex a m i n e d, the ex a m i n e rre c og n i zes that the aura is false and detects the object’s actu-al qualities if he succeeds at a Will save.

OPEN GAME LICENSE Ve rsion 1.0a

The fo l l owing text is the pro p e rty of Wi z a rds of the Coast, I n c.and is Copy right 2000 Wi z a rds of the Coast,Inc ("Wi z a rd s " ) .All Rights Reserve d.

1. Defi n i t i o n s : ( a ) " C o n t ri bu t o rs" means the copy right and/ort ra d e m a rk ow n e rs who have contri buted Open Game Content;( b ) " D e rivat ive Mat e rial" means copy righted mat e rial incl u d-ing derivat ive wo rks and tra n s l ations (including into othercomputer language s ) ,p o t at i o n ,m o d i fi c at i o n ,c o rre c t i o n ,a dd i-t i o n , ex t e n s i o n , u p gra d e, i m p rove m e n t , c o m p i l at i o n , ab ri d g-ment or other fo rm in wh i ch an existing wo rk may be re c a s t ,t ra n s fo rmed or adapted; (c) "Distri bute" means to rep ro d u c e,l i c e n s e, r e n t , l e a s e, s e l l ,b ro a d c a s t , p u bl i cly display, t ra n s m i tor otherwise distri bute; (d)"Open Game Content" means thegame mechanic and includes the methods, p ro c e d u re s ,p rocesses and routines to the extent such content does note m b o dy the Product Identity and is an enhancement over thep rior art and any additional content cl e a rly identified as OpenGame Content by the Contri bu t o r,and means any wo rk cov-e red by this License, i n cluding tra n s l ations and derivat ivewo rks under copy right law,but specifi c a l ly ex cludes Pro d u c tI d e n t i t y. (e) "Product Identity" means product and pro d u c tline names, l ogos and identifying marks including trade dre s s ;a rt i facts; cre at u res ch a ra c t e rs; stori e s , s t o ry l i n e s , p l o t s , t h e-m atic elements, d i a l og u e, i n c i d e n t s ,l a n g u age, a rt wo rk ,s y m-b o l s ,d e s i g n s ,d ep i c t i o n s ,l i ke n e s s e s , fo rm at s ,p o s e s ,c o n c ep t s ,themes and grap h i c, p h o t ographic and other visual or audiorep re s e n t ations; names and descriptions of ch a ra c t e rs ,s p e l l s ,e n ch a n t m e n t s , p e rs o n a l i t i e s , t e a m s , p e rs o n a s , l i kenesses andspecial abilities; places, l o c at i o n s , e nv i ro n m e n t s , c re at u re s ,e q u i p m e n t ,m agical or supern at u ral abilities or effe c t s ,l ogo s ,s y m b o l s , or graphic designs; and any other tra d e m a rk or reg-i s t e red tra d e m a rk cl e a rly identified as Product identity by theowner of the Product Identity,and wh i ch specifi c a l ly ex cl u d e sthe Open Game Content; (f) "Tra d e m a rk" means the logo s ,n a m e s , m a rk , s i g n , m o t t o , designs that are used by aC o n t ri butor to identify itself or its products or the associat e dp roducts contri buted to the Open Game License by theC o n t ri butor (g) "Use", "Used" or "Using" means to use,D i s t ri bu t e, c o py, e d i t , fo rm at ,m o d i f y, t ra n s l ate and otherwisec re ate Derivat ive Mat e rial of Open Game Content. (h) "Yo u "or "Your" means the licensee in terms of this agre e m e n t .

2. The License: This License applies to any Open GameContent that contains a notice indicating that the Open GameContent may only be Used under and in terms of this License.You must affix such a notice to any Open Game Content thatyou Use. No terms may be added to or subtracted from thisLicense ex c ept as described by the License itself. No othert e rms or conditions may be applied to any Open GameContent distri buted using this License.

3 . O ffer and A c c ep t a n c e : By Using the Open Game ContentYou indicate Your acceptance of the terms of this License.

4. Grant and Considerat i o n : In consideration for agreeing touse this License, the Contr i bu t o rs grant You a perp e t u a l ,wo rl dw i d e,roya l t y - f re e, n o n - ex cl u s ive license with the ex a c tt e rms of this License to Use,the Open Game Content.

5 . R ep re s e n t ation of Au t h o rity to Contri bu t e : If You are con-t ri buting ori ginal mat e rial as Open Game Content,You rep re-

sent that Your Contri butions are Your ori ginal cre ation and/orYou have sufficient rights to grant the rights conveyed by thisL i c e n s e.

6.Notice of License Copy ri g h t : You must update the COPY-RIGHT NOTICE portion of this License to include the ex a c tt ext of the COPYRIGHT NOTICE of any Open GameContent You are copy i n g,modifying or distr i bu t i n g,and Yo umust add the title,the copy right dat e,and the copy right hold-er's name to the COPYRIGHT NOTICE of any ori ginal OpenGame Content you Distri bu t e.

7. Use of Product Identity:You agree not to Use any Pro d u c tI d e n t i t y, i n cluding as an indication as to compat i b i l i t y,ex c ep tas ex p re s s ly licensed in another, i n d ependent A greement withthe owner of each element of that Product Identity. You agre enot to indicate compatibility or co-adap t ability with anyTra d e m a rk or Regi s t e red Tra d e m a rk in conjunction with awo rk containing Open Game Content ex c ept as ex p re s s lylicensed in another, i n d ependent A greement with the owner ofs u ch Tra d e m a rk or Regi s t e red Tra d e m a rk. The use of anyP roduct Identity in Open Game Content does not constitute ach a l l e n ge to the ow n e rship of that Product Identity. The ow n e rof any Product Identity used in Open Game Content shallretain all ri g h t s , title and interest in and to that Pr o d u c tI d e n t i t y.

8. Identifi c at i o n : If you distri bute Open Game Content Yo umust cl e a rly indicate wh i ch portions of the wo rk that you ared i s t ri buting are Open Game Content.

9. Updating the License: Wi z a rds or its designated A ge n t sm ay publish updated ve rsions of this License. You may usea ny authori zed ve rsion of this License to copy, modify andd i s t ri bute any Open Game Content ori gi n a l ly distri bu t e dunder any ve rsion of this License.

10 Copy of this License:You MUST include a copy of thisLicense with eve ry copy of the Open Game Content Yo uD i s t ri bu t e.

11. Use of Contri butor Cre d i t s :You may not market or adve r-tise the Open Game Content using the name of anyC o n t ri butor unless You have written permission from theC o n t ri butor to do so.

12 Inability to Comply : If it is impossible for You to complywith any of the terms of this License with respect to some orall of the Open Game Content due to stat u t e,judicial ord e r, o rgove rnmental reg u l ation then You may not Use any OpenGame Mat e rial so affe c t e d.

13 Te rm i n at i o n : This License will term i n ate automat i c a l ly ifYou fail to comply with all terms herein and fail to cure suchb re a ch within 30 days of becoming awa re of the bre a ch. A l ls u blicenses shall surv ive the term i n ation of this License.

14 Refo rm at i o n : If any provision of this License is held to beu n e n fo rc e abl e, s u ch provision shall be re fo rmed only to theextent necessary to make it enfo rc e abl e.

15 COPYRIGHT NOT I C EOpen Game License v 1.0 Copy right 2000, Wi z a rds of theC o a s t ,I n c.

System Refe rence Document Copy right 2000,Wi z a rds of theC o a s t , I n c.; Au t h o rs Jo n athan Tw e e t , Monte Cook, S k i pWi l l i a m s , based on ori ginal mat e rial by E. Gary Gygax andD ave A rn e s o n .

101 Spellbooks, Tomes of Know l e d ge, and Fo r b i dd e nG ri m o i res Copy right 2002, Philip Reed,w w w. p h i l i p j re e d. c o m

A rc a n a : Societies of Magi c, C o py right 2001,Kevin Bre n n a nand James Maliszew s k i .

The A s s a s s i n ’s Handbook, C o py right 2002, G reen RoninP u bl i s h i n g,Au t h o rs Wo l f gang Baur and David “ Z eb ”C o o k .

B l a ck Lightning Copy right 2002 Sean K Rey n o l d s .

C h a racter Clip A rt & Color Customizing Studio, C o py ri g h t2002 Elmore Pro d u c t i o n s , I n c.; Au t h o rs Larry Elmore andKen Wh i t m a n ,A rt and Illustrations by Larry Elmore.

The Compleat Librum of Gar'Udok's Necromantic A rt e sC o py right 2002,Ambient Inc.; Au t h o rs M Jason Pa re n t ,Denise Robinson,Chester Douglas II

d20 We e k ly August 28,2002 Copy right 2002,S t eve Ja ck s o nGames Incorp o rat e d.

d20 We e k ly September 4, 2002 Copy right 2002, S t eveJa ckson Games Incorp o rat e d.

E n cy clopaedia A rc a n e : N e c ro m a n cy – Beyond the GraveC o py right 2001, M o n goose Publ i s h i n g.

En Route Copy right 2001,Trident Inc. d/b/a Atlas Games

H e roes of High Favo r :D wa rves Copy right 2002 Benjamin R.Durbin; published by Bad A xe Games, L L C .

H o l l ow fa u s t : City of Necro m a n c e rs Copy right 2001, Wh i t eWolf Publ i s h i n g, I n c.

I m p roved Caster Level Copy right 2001, C a rl Cra m é r

Moon Elve s ,C o py right 2002 Dark Q u e s t ,L L C

Po cket Gri m o i re A rcane Copy right 2002, G reen RoninP u bl i s h i n g

Psionics Toolkit Copy right 2002,Fi e ry Dragon Pro d u c t i o n s ,I n c. ,w w w. fi e ry d ragon.com; Author Mike Mearl s

Relics & Rituals Copy right 2001,C l a rk Pe t e rs o n

Relics & Rituals II Copy right 2002,White Wolf Publ i s h i n g,I n c.

S e c ret College of Necro m a n cy, C o py right 2002,G reen RoninP u bl i s h i n g,Au t h o rs David “ Z eb ” Cook and Wo l f gang Baur

Spells & Spellcraft Copy right 2002,Fantasy Flight, I n c.

'D20 System' and the 'D20 System' logo are Tr a d e m a rk sowned by Wi z a rds of the Coast and are used according to thet e rms of the D20 System License ve rsion 3.0. A copy of thisLicense can be found at www. w i z a rd s . c o m / d 2 0 .