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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

101 Spellbooks
Contents
Introduction ............................................3
The Books................................................4
Spellbooks .............................................4
Special Books......................................15
Mundane Books...................................25
Spell Descriptions.................................27
philip reed Feats.......................................................47
author Poisons...................................................51
Skills.......................................................56
Random Book Selection.......................56
OGL.......................................................59

101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoirs is


copyright © 2002, 2003 Philip Reed. All text in this book is designat-
ed as open game content. You may not distribute this PDF without per-
mission of the author.

Additional material by Krag Kadera


Book prices calculated by Soren Kristensen
Playtesting and feedback by Joe Kushner,
Christian Mangelsdorf, Mocking Bird
and several visitors to my website and
valuable comments posted on rpgnow.com.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Introduction
All wizards possess spellbooks. Even the lowest of appren- what material, if any, is permissible in his campaign. Player’s
tices keep a spellbook in which they note not only the spells may argue for the inclusion of some (or all) of the material in
they have learned but also the lessons taught to them by their this book into their current campaign but as always the GM is
mentors. Some spellbooks detail the creation of life, the the final arbiter of the rules used in his games.
secrets of slaying dragons, and even greater knowledge.
Others are cursed, or trapped, or harmful to the unsuspecting Open Game Content
in some way or another. All of the text in this PDF is presented as open game con-
Every book is unique. tent. You may use this content in your own work as long as
This book is designed for the use of players and gamemas- you follow the terms of the license. The Open Game License
ters. These pages present 101 different books (and then some) is printed at the end of this PDF.
for use in any d20 fantasy campaign as well as the spells, The layout, graphics, and illustrations presented in this PDF
feats, and skills presented in some of the books. Like all d20 are not open game content. You may not distribute this PDF
supplements it is the duty of the gamemaster to determine without permission of the author.

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

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

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
leather-bound with the cover dyed blue and the pages inside
edged in silver.
❑ Elvish Writings
Appearance: Elvish Writings is a traveling spellbook,
Spells: Dancing Light, False Flavor*, Ghost Sound, small and compact, without any elaborate materials used in its
Hypnotic Pattern, Phantasmal Killer, and Silent Image. construction. All of the script on the pages is written in a flow-
Special Features: None. ing hand and alternates between elvish and detailed magical
Value: 1,000 gp. symbols and inscriptions. Both read magic and knowledge of
elvish are required to decipher the spells in this book.
Spells: Change Self, Color Spray, Darkhood*, Dispel
❑ Jaizki’s Traveling Spellbook Magic, Focus of the Magical Mind*, Haste, Magic Missile,
Appearance: The edges of this spellbook are protected by Read Magic, and Solid Fog.
iron strips that are joined at the corners through crude crafts- Special Features: None.
manship. The pages inside are also of poor quality. Overall, Value: 1,750 gp.
the book is of very low quality and has been though great
stress evidenced by the missing pages,tattered back cover, and ❑ Godric’s Workbook
burn marks along the upper right corner of the front cover. Appearance: A mage’s workbook is a less formal book,
Spells: Desiccate*, Fog Cloud, Protection from Elements, one in which the mage records observations during experi-
Shield, and True Strike. ments. Godric’s Workbook is typical of this type of book with
Special Features: None. 90 parchment pages secured to a leather spine with two sim-
Value: 1,000 gp. ple wooden covers.
Spells: Several partial spells and attempts at spells. The
❑ The Tome of Illusory Magick only complete spells in the book are Dispel Magic, Persistent
Appearance: This small book is simply a small selection of Image, and True Strike.
pages kept safely inside a metallic folder polished to a mirrored Special Features: None.
surface. The pages are loose and, upon reading, anyone perusing Value: 1,800 gp.
the tome will determine that several are missing.
Spells: There are several fragments of spells but the only ❑ Ivar Kolbeinssen’s Spellbook
spells that are completely detailed in this tome are Illusory Script Appearance: This pyramid-shaped book is bound along
and Shadow Conjuration. one edge with brass rings. The 200 parchment pages inside
Special Features: None. contain spells, notes on a few different magic items, and a per-
Value: 1,100 gp. sonal journal.
Spells: Fly, Gentle Repose, Identify, Nondetection, Secret
❑ Book of Charms Page, and Web.
Appearance: One of the smaller books ever created, the Special Features: None.
Book of Charms is a square book 3” on a side. The 100 pages Value: 1,900 gp.
between the leather covers house only a single spell (the name
is misleading). It is unknown why this book was created. ❑ Assassin’s Flame
Spells: Dominate Monster. Appearance: This book is nothing more than a stack of
Special Features: None. parchment sheets bound with copper rings along the top edge.
Value: 1,100 gp. Several pages are damaged and there is a 25% chance per spell
that the spell is unusable.
❑ The Book of Minor Spells and Spells: Burning Hands, Fireball, Fire Shield, Flame Arrow,
Incantations and Flame Strike.
Appearance: This slender tome is bound in the skin of an Special Features: None.
unidentified planar creature slain over 100 years ago. The Value: 2,000 gp.
book was constructed for a master wizard but, before he could
use it, it was stolen by his apprentice who wasted the quality ❑ Humanoid Anatomical Studies
book on a collection of 0-level spells he stole from his master. Appearance: This white leather book has a thick strap and
What the book could have been, if the master had been given lock that secures it when not in use. The key is long lost. The
the chance to use it, will always remain unknown. pages inside, bleached parchment, consist of a small selection
Spells: All 0-level arcane spells from the Player’s of spells and a detailed study of the anatomy of dozens of
Handbook. humanoid races. Each study is complete with illustrations and
Special Features: None. written descriptions of the various parts of the body. An autop-
Value: 1,200 gp. sy was performed on each race discussed and the results of
those operations are recorded here.
Spells: Bleeding Wound*, Disrupt Undead, Gentle Repose,
and Magic Jar.

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Special Features: The notes in this book can be used in
conjunction with the Heal skill, doubling the amount of time
❑ Eystein’s Book of Magics
Appearance: The red leather cover of this book is locked
necessary to use the skill but granting the reader a +5 bonus.
with a brass mechanism that is shaped like a tentacle. The key
This is usable by any race.
is missing. Anyone able to open the book (DC 25) reveals the
Value: 2,600 gp. 20 vellum pages within, each written on with basic black ink.
The last page of the book is blank.
❑ Tome of Stitches Spells: Blink, Cat’s Grace, Legend Lore, Ray of Frost,
Appearance: The covers of this book are fabricated from Remove Curse, and Tongues.
human skin that has been stitched together and then wrapped Special Features: None.
tightly over a wooden frame. Human lips have been stitched Value: 3,500 gp.
into the front cover and two ears have been sewn to the spine.
All of the pieces of flesh involved in the cover’s construction
come from different bodies. Inside the book are 100 parch- ❑ Ingjald’s Notes
ment pages. The writing in the book is in human blood. Appearance: This book is 24” x 18” and contains 130 vel-
Spells: Animate Dead, Cannibalize*, Harvest Flesh*, lum pages. It’s a fairly common book with cheap leather cov-
Identify Undead*, Mending, and Spectral Hand. ers without any writing or symbols. The corner caps, made of
bronze, are green with age and one of them is missing from
Special Features: None.
the front cover. A lot of the text inside the book has faded with
Value: 2,750 gp. age.
Spells: Dozens of partial spells but only the following are
❑ Thorgrim’s Opuscule usable: Acid Fog, False Vision, and Rainbow Pattern.
Appearance: This black leather book is hinged with gold and Special Features: None.
contains 20 parchment pages. The cover is protected with gold Value: 3,800 gp.
corner caps and a small mechanism consisting of two skeletal
hands that keep the book closed when they are joined. The book
does not lock. The first page features an illustration of an eye and ❑ Bite of the Snake
a halo and this symbol is repeated at random intervals through- Appearance: The evil-looking tome is bound in snakeskin
out the book. All of the writing is in black and red ink. that has been stitched together to create one large sheet. The
Spells: Read Magic. edges of the covers are decorated with snake teeth of all
lengths and from dozens of different snakes. The pages are
Special Features: The book holds the knowledge necessary
gray parchment and are written on with red ink.
to create an Infinite Quill.
Spells: Arcane Poison*, Poisoned Goblet*, and Venomous
✠ Infinite Quill: This item is often given as a gift to particu-
Strike.*
larly skilled and scholarly graduates of a magical school. It is
a quill, usually of an exotic creature such as a pegasus, which Special Features: None.
writes without any need of ink. The user simply begins writ- Value: 4,500 gp.
ing and ink appears from the pen. At a command, the ink can
change to any color. The infinite quill writes so smoothly and ❑ Sumarlidi’s Workbook
so well that it grants a +2 competence bonus to any Craft Appearance: The Workbook is constructed of cow hide
(Scribe) or similar checks, including Spellcraft checks to suc- nailed to a wooden frame. The spine of the book is a richer-
cessfully copy a spell. quality leather secured to the two covers with nails and thick
Caster Level: 3rd, Prerequisites: Craft Wondrous Item, thread. The 200 pages inside the book are folded parchment
quill. Market Price: 500 gp; Weight: –. that has been stitched along the center to join the spine. The
Value: 2,750 gp. binding is durable though the book has suffered slight disfig-
urement from the elements.
❑ Bertil’s Invisible Research Spells: Fire Shield, Grease, Guards and Wards, Lightning
Appearance: Invisible Research is a smallish tome, 8” at its Bolt, Locate Object, Mislead, Sumarlidi’s Uncontrollable
widest dimension. The covers are fashioned of thin marble Fire*, and Undetectable Aura.*
slaps that have been fastened together with iron and leather. Special Features: None.
The back cover of the book is broken along the bottom edge Value: 5,000 gp.
and a small fragment is missing from it. The pages inside are
stitched to the leather and are made of a high-quality paper. ❑ Codex Chalemos
There are 40 pages in the book. Appearance: This “book” is a 48” x 12” sheet of rolled
Spells: Ghost Sound, Invisibility, Invisibility Sphere, and white silk trimmed with black embroidered patterns of bats,
Spirit Knife.* teeth, skulls, and eyes. Black silk rope at each end of the sheet
Special Features: None. is tied together when the book is rolled to keep it closed. All
Value: 3,000 gp. of the writing on the silk sheet is embroidered with red silk
thread.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Spells: Animate Rope, Bone Armor*, Dragon Skin*, Iron
Body, Mage Armor, and Stoneskin.
❑ The Codex of Arnlaug
Appearance: This book has a wooden cover wrapped in
Special Features: None. leather with the image of a gauntlet stamped into the front.
Value: 5,700 gp. The interior pages are rough paper that has yellowed with age,
the outer edges torn and showing light water damage. Each
❑ Zeroun’s Deconstructions page of the book, when it is opened, exhibits further signs of
Appearance: This book is 16” x 7” with a cover of giant water damage with the ink smeared in places and none of the
lizard scales nailed to a wooded backing. The spine is a thick pages lying flat.
leather to which 100 vellum pages have been sewn. There are Spells: Cloudkill, Dimensional Anchor, Pyrotechnics, and
no markings on the outside of the book though the front of the Scrying.
cover has been stained with blood on one corner. Special Features: Once per day, on command, this book
Spells: Acidic Vapors*, Black Lightning*, Fireball, shifts form and becomes a single metal gauntlet. The book
Obscuring Mist, Protection from Spells, and Reverse Gravity. remains in this shape for a period of five minutes and may be
Special Features: None. worn by any medium-sized humanoid (the gauntlet’s exact
Value: 6,600 gp. shape adjusts to fit that of the wearer). During this period the
Strength of the wearer is increased by 2 and the wearer may
❑ Secrets of the Spider cast burning hands once per minute as a full round action.
Appearance: This is a leather-bound tome about 12” x 9”, Value: 9,000 gp.
with a cover that is adorned with hundreds of tiny diamond
fragments arranged in the pattern of a spider’s web. The inte- ❑ Compendium of Evil
rior pages are neatly written and the pages bordered in an Appearance: This book is bound in dull gray leather and
intricate web pattern that was hand illustrated over a period of has silver symbols along the spine. The 400 pages within are
years by the mad wizard who created the book. The book has made of parchment bleached as white as bones and the writ-
40 pages, 12 of which are blank. ing drips and flows across the pages, seeming to move as the
Spells: Cause Fear, Deeper Darkness, Rot Flesh*, Spider words are looked at. Characters of good alignment cannot
Bite*, Spider Climb, and Web. even read the words since they shift and blur, refusing to
Special Features: None. remain in place on the page.
Value: 7,500 gp. Spells: Burning Hands, Dead Man’s Eyes*, Dimension
Door, Erase, Harvest Flesh*, Prying Eyes, Scare, and Shatter
Bone.*
❑ Kolenka’s Volume of Magicks Special Features: Any evil-aligned character reading from
Appearance: This book is made of twenty platinum plates,
this book who succeeds a Spellcraft check (DC 30) sends out
each 14” x 5”, fastened together with twenty gold rings. Each
waves of negative energy, attacking everyone in a 20’ radius
plate is polished and shines brightly in light. At night, under
causing 1d6 points of damage immediately (no attack roll
torchlight or candlight, red writing forms on each plate. The
required). If the target makes a Will save against DC 10 plus
writing disappears again if any light brighter than a torchlight
the reader’s highest caster level damage is reduced to 1 point.
or candlight touches it.
This ability may only be used once per day.
Spells: Analyze Dweomer, Black Tentacles*, Mage Hand,
Value: 9,200 gp.
Obscuring Mist, Spell Turning, and Sudden Grave.*
Special Features: None.
Value: 8,000 gp.
❑ Magaria’s Enchantments
Appearance: This is a square, slender tome 8” on a side.
The book is bound in leather and secured with a thin piece of
❑ Liber Vesania silk that is wrapped tightly around it. Inside are a dozen vel-
Appearance: The oak covers of this book are decorated lum pages.
with silver corner caps and small emeralds that have been Spells: Confusion, Daze, Hideous Laughter*, and Lesser
mounted along the top edge of the front. The words “Liber Geas, Sleep, Suggestion.
Vesania” are stamped into the front cover. The pages are held
Special Features: The book is guarded by protection from
to the covers with leather straps that have been threaded
evil and is further enchanted so that any evil-aligned character
through them and knotted off.
or creature holding it suffers 1d4 damage per round (Will save
Spells: Confusion, Detect Thoughts, Forgetfulness*, DC 20 for half damage).
Hideous Laughter*, Misdirection, Suggestion.
Value: 10,000 gp.
Special Features: Touching this book can drive someone
mad. Anyone touching it must make a successful Will save
(DC 25) or suffer effects similar to the spell insanity. This is a ❑ The Libram of Aldred
not an exact duplicate of that spell since its effects can be can- Appearance: Not so much a book as the remnants of one,
celled with remove curse. The Libram of Aldred is a back cover constructed of oak, sil-
ver, and brass, and 18 tattered parchment pages sewn to what
Value: 8,500 gp.
remains of the book’s spine. The name of the book is derived

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from the writing on the last page. How the book came to be in
its current condition is unknown.
❑ Liber Arcanus
Appearance: Liber Arcanus is a thick tome of over 100 parch-
Spells: A few partial illusion spells and one complete spell, ment pages protected within covers built from heavy oak, silver
Chatterbox.* fasteners, and thick leather straps that doubly secure it when
Special Features: The remaining portions of the book are closed. The pages are written in a shaky hand with a silver ink.
immune to harm. Anything short of a wish spell cannot harm The first 50 pages of the book are soaked through with blood and
the pages or back cover. are unreadable. Of the remaining pages, only 20 are used – the
Value: 10,000 gp. other pages are completely blank (but see below).
Spells: Alarm, Alter Self, Darkness, and Flame Arrow.
❑ The Unbearable Grimoire Special Features: The blank pages of the book are,in fact,not
Appearance: This hideous-looking tome actually changes blank at all. If the book is opened beneath a full moon all of the
the ima gery on the covers before the viewer’s eyes, twisting blank pages flash briefly with a magical radiance which fades
and distorting to show an endless number of different seconds later, revealing notes on lichdom. The writing remains
grotesque images and scenes. Opening the book reveals a visible for 2d6 hours after the opened book has been exposed to
dozen pages, each scribbled on so horribly that the pages are a full moon. If the book is studied for at least 3 hours the reader
difficult to read. All the time the book is being held open the must make a Knowledge (Arcana) or Knowledge (Necrology)*
covers continue to change, never stopping and never showing check (DC 25). If the check is successful the reader has a better
the same image twice. understanding of liches and gains a permanent +2 bonus to
Spells: Crushing Hand* and Grasping Hand.* weapon damage rolls when combating a lich. Only one reader
Special Features: To open the book the reader must suc- may study the book at a time.
ceed at a Will save (DC 25) or fall victim to a power much like Value: 11,000 gp.
hypnotism. The book’s only command to those who fall under
the spell-like affect is to place the book down. For 2d4 rounds ❑ Codex of Prestidigitation
after succumbing to the hypnotism affect the victim will not Appearance: The red leather covers of this spellbook, and its
want to look at the book or pick it up. 100 gray pages, are in pristine condition – the book looks as if it
Value: 10,000 gp. was crafted less than a day ago. 20 of the pages within are writ-
ten on in black ink, the other 80 are blank. Anyone attempting to
❑ Spellbook of the Unknown write in the book finds that it is resistant to ink and it is impossi-
Caster ble to add anything to the book, even on the blank pages.
Appearance: This unmarked spellbook is a large, metal- Spells: Dream, Endure Elements, Guards and Wards, Lesser
bound tome with 37 wrinkled parchment pages. Geas, Locate Creature, Stinking Cloud, Suggestion, and True
Strike.
Spells: Banishment, Cone of Cold, Evasion*, Explosive
Runes, Statue, and Vanish. Special Features: Besides the previously mentioned ability to
resist new writing, the book is immune to the effects of fire, both
Special Features: The secrets within this book assist a
natural and magical.
spellcaster in the creation of new spells.
The Codex of Prestidigitation also has the ability to walk. On
✠ Secrets of Spellcraft (General): The caster has gained
speaking the command word three bony legs grow from the
access to secret, hidden, or forgotten lore that assists him in
spine of the book, each ending in a clawed foot. The book fol-
the research of original spells.
lows the person who spoke the command word and it has a base
Prerequisites: Spellcaster capable of casting 4th-level speed of 20 feet.
spells or higher, Knowledge (Arcana) 6+.
Value: 14,000 gp.
Benefit: The caster gains a +4 bonus to Spellcraft checks
but only for the purpose of researching new spells.
Special: A character may only take this feat after three
❑ The Magestone Manifesto
weeks of studying this book. Appearance: The copper hinges of this square book are a visu-
al contrast to the bleached white bone-crafted cover. The cover is
Value: 10,000 gp.
made from bones of all types and sizes that have been lashed
together with the intestines of something, the entire contraption
❑ Garaona’s Traveling Spellbook then bleached and strengthened with a clear glue. The edges have
Appearance: The cover of this thin book is manufactured all been sanded off to give the book perfectly smooth edges and a
of goblinskin. The skin has been attached to a wooden frame perfectly square shape. Vellum pages inside are written on in an
using fine nails and leather straps that are threaded through the average black ink.
spine of the book, holding the 30 parchment pages in place. Spells: All 0-level Sorcerer and Wizard spells, Acid Arrow*,
The writing inside is hurried and sloppy. Bull’s Strength, Contagion, Detect Secret Doors, Fabricate,
Spells: Fog Cloud, Goblin Stench*, Obscuring Mist, Ray of Mount, Suggestion,Ventriloquism, and Wall of Ice.
Frost, and Stinking Cloud. Special Features: When held high overhead and the com-
Special Features: None. mand word spoken the book grants the person holding it the abil-
Value: 10,000 gp.

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ity to speak with dead once per day for 5 minutes. The command Strength is increased by 1 point. The page instantly vanishes
word is unknown. when the successful check is made and there is a 35% chance
Value: 14,000 gp. per spell that the pages containing the spell are also destroyed.
Value: 16,000 gp.
❑ Guide to Monster Summoning
Appearance: It’s hard to believe that such a beautiful tome ❑ The Dark Scrolls
could be so dangerous. The book was constructed with a plain Appearance: The Dark Scrolls are a collection of 14 scrolls
wooden cover, bound along the spine with leather, that was rolled tightly together and stored in a case constructed of plat-
then painted by a master artist centuries ago. The cover depicts inum and inlaid with silver decorative patterns. The case is
a serene nature scene much like those most nobles have hang- completely sealed on one end and a stopper on the opposite
ing in their homes. Opening the book, the pages are a dirty end allows access to the scrolls inside. Each scroll is long and
brown in color and the writing was done using human blood narrow (approximately 40” x 10”) and several are worn and
for ink. The smell of death surrounds the book and all animals fraying around the edges though not to a point that informa-
are frightened when it is brought within 5 feet of them. tion is lost. The scrolls themselves are parchment. The case ,
Spells: All monster summoning spells from the Player’s when stoppered, is completely sealed against the elements.
Handbook. Spells: Each scroll contains a single spell. The spells are:
Special Features: If this book is used during any monster Boiling Blood*, Dispel Magic, Explosive Runes, Fear, Fire
summoning the casting time is increased to five rounds but the Trap, Ghoul Touch, Ice Storm, Lightning Bolt, Mind Fog,
spell functions as if it were one level higher than it actually is. Shades, Shadowbound*, Shield, Shocking Grasp, and Web.
(Example: Summon Monster III would be treated as Summon Special Features: None.
Monster IV.) One page of the book’s remaining pages is Value: 18,000 gp.
destroyed each time it is used in this way, the page bursting
into flames as soon as the spell is completed. When found the
book will have 2d10+10 pages.
❑ The Red Book
Appearance: This is a leather-bound book, dyed red, with
Value: 14,000-23,000 gp depending on pages remaining. 120 parchment pages inside, all of which are also dyed red.
The writing, in black ink, is difficult to read and makes it dif-
❑ The Grimoire of Silban ficult to copy spells. It takes two days and a Spellcraft check
Appearance: Silban’s Grimoire is composed of hundreds of (DC 25 + spell’s level) to copy a spell from this book.
parchment pages, each carefully written with numerous Spells: Arcane Mark, Contagion, Enervation, Globe of
sketches, symbols, and notes covering the margins. Some Invulnerability, Horrid Wilting, Invisibility Sphere, Secret
notes, in a blue ink, are by a completely different hand and Chest*, and Tiny Hut.*
appear to be expansions upon ideas and spells detailed in the Special Features: This evil tome is a trap. Anyone opening
more carefully crafted text. The book is stitched along one it and reading from its pages must make a Will save (DC 30)
edge and bound to a leather spine that is all that remains of the or lose 1d4 points of Intelligence for a 24 hour period. Only
cover. on a successful Will save can the reader attempt to copy spells
Spells: All Divination spells in the Player’s Handbook, or use this book in any other manner. This save must be made
Keen Eyes of the Hunter*, and Summarize. each time the book is read though checks after the first suc-
Special Features: One of the sections of the book describes cessful save are easier (DC 18).
ways in which to damage opponents, identifying the location Value: 18,000 gp.
of vital organs and how to overcome the protection of differ-
ent armors. These abilities are represented by the feat Deep
Wound.
❑ Broken Teeth
Appearance: Humanoid teeth are glued to the wooden cov-
Value: 15,000 gp. ers of this book, covering the entire surface of the front, back,
and spine of the book. The pages inside are sewn to the leather
❑ Book of Physical Prowess binding that is nailed securely to the covers with rusted nails.
Appearance: This book is carefully crafted, the covers built This is an evil clerical tome.
from silver and the interior pages made of silk sheets sewn to Spells: All Evil Domain from the Player’s Handbook.
a parchment backing. The symbol of a fist, cast of gold, is Special Features: When held by a good-aligned character
affixed to the cover with a series of tiny silver rings. The writ- the book automatically attacks, the teeth and wood warping
ing inside details a series of spells that improve the recipients into the shape of a mouth. This attack succeeds automatically,
physical capabilities. dealing 1d4 points of damage per round the book is held.
Spells: Bull’s Strength, Cat’s Grace, Endurance, Endure Value: 18,000 gp.
Elements, Minotaur’s Might*, and Stoneskin.
Special Features: One of the pages has been magically
enchanted with the ability to permanently improve the
❑ Of Skulls and Night
Appearance: This leather-bound book is decorated with a
Strength of a single individual. Upon reading this page and
series of dancing skeletons, flying sculls, and a crescent moon
succeeding an Intelligence check (DC 35) the reader’s
symbol all on the front cover. The spine bears a second cres-

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cent moon symbol and 8 stars while the back cover is com-
pletely blank. The pages inside are of varying degrees of qual-
❑ Majestic Magics
Appearance: This book is made of dragon-scale covers and
ity ranging from poor paper to expensive vellum. The higher
pages fashioned from the leathery wings of dragons. The writ-
quality pages have been bound into the book after its initial
ing inside is done with silver ink that glows red under a full
constructed and the spine shows where it was cut and widened
moon.
with a piece of calf skin.
Spells: Dispel Magic, Light, Magic Circle Against Evil,
Spells: Animate Dead, Ghost Sound, Ghoul Touch, and
Scrying, and Teleportation Circle.
Grave Claws.*
Special Features: Majestic Magics contains, besides the
Special Features: Besides the spells, this book also reveals
previously listed spells, an explanation to arcane spellcasters
the mysteries of a new feat, Grave Claws Strike.
on the functionality and use of wisdom as a basis for magic.
Value: 18,000 gp. The feat Craft of the Wise details this information in game
terms.
❑ The Spellbook of Vladiassim Value: 23,000 gp.
Appearance: This small book is not in any way impressive
to look at. About 9” x 7”, this leather-bound tome is red with
the symbol of a raven painted on the cover. The 100 pages
❑ Dweomercraf t of Ziramond
Appearance: The covers of this book are maple boards that
inside, all parchment, include a selection of transmutation
have been finished with a dark paint. The pages, plain white
spells and general notes regarding magic, spellcasting, and all
paper, can only be seen by elves or arcane spellcasters who
things arcane.
cast read magic on the book.
Spells: Claws of the Demon*, Greater Magic Weapon,
Spells: Mind Blank, Moon Spray*, and Wish.
Passwall, Plane Shift, Slow, Snake’s Speed*, and Teleport.
Special Features: Other than the previous requirements for
Special Features: Some of the passages in this text reveal
reading the contents, none.
the secrets of concealing some aspects of spellcrafting. The
feat, concealed spell, covers the game rules for these secrets. Value: 32,500.
Value: 19,500 gp.
❑ Book of Thorns
❑ Crow’s Grimoire Appearance: The Book of Thorns is a dark tome, the cov-
ers constructed of obsidian sheets that have been enchanted to
Appearance: The covers of Crow’s Grimoire are construct-
strengthen them. The pages of the book are simple parchment
ed on bone, flesh, and wood. The two pieces are joined along
and there are over 300 pages total in the book. Magically-
the spine with treated flesh that has been cut into strips, each
fused to the covers are several bony spikes that make the book
piece run through holes in the covers and the pages of the
dangerous to the touch (Reflex save DC 15 to avoid suffering
book and knotted. The pages inside, bleached white parch-
1d4 damage if picking up the book without gloves or other
ment, are covered with necromantic symbols and scratchy
protection).
writing.
Spells: Blood Knife*, Burrowing Bony Digits*, Chill
Spells: Animate Dead, Disrupt Undead, Fear, Magic Jar,
Touch, Contagion, Darkvision, Disrupt Undead, Emotion,
Shadow Aura*, Shadow Horror*, Spectral Hand, and
Fear, Hold Portal, Incendiary Cloud, Magic Circle Against
Vampiric Touch.
Good, Mirage Arcana, Phase Door, and Skeletal Spikes*.
Special Features: Besides the spells listed above, this book
Special Features: The Book of Thorns is a living, evil crea-
also presents a method of sustaining spell length. To use this
ture that sleeps for 100 years at a time. When sleeping, the
in your campaign, use the feat, sustained incantation.
book acts like any other spellbook but it does radiate evil if a
Value: 20,000 gp. check is made. When it does awaken, the book transforms,
changing into a skeletal humanoid that is covered in hundreds
❑ Book of Alendawen of spiky protrusions and has the ability to cast any of the spells
Appearance: This book is warm to the touch, unusually so. listed above, each one once per day.
Its cover is crafted from the scales of an unknown beast that Value: 37,500 gp.
have been formed into plates about 14” x 8” in size. These
have been pierced along one edge and four iron rings hold the
covers together and secure them to the 40 parchment pages
❑ Lanereal’s Songbook
Appearance: A small book that could be easily confused
inside. In sharp contrast to the cover, the pages of the book
for an accountant’s ledger or a shopkeeper’s inventory listing,
feel cool when touched. The writing is in elvish.
Lanereal’s Songbook is one of the plainest of spellbooks.
Spells: Gust of Wind, Jump, Legend Lore, Open/Close, and There are approximately 50 paper pages inside and the book’s
Protection from Spells. covers (constructed of stiff leather) are sewn directly to the
Special Features: While most of the writing in the book is front and back of the book, leaving it without a spine.
spent on spell descriptions and casting instructions there is a Spells: Detect Thoughts, Mage Armor, Mage Hand, Sleep,
small section near the end of the book that the feat, Improved and Whispering Wind.
Caster Level.
Special Features: Over half of the pages in Lanereal’s
Value: 20,000 gp. Songbook are devoted to careful study of the Bardic Music

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
ability possessed by all bards. Any bard with access to book are sheets of parchment, each one stamped with a wax
Lanereal’s Songbook who studies it for a solid week without seal showing a crescent moon and three small stars orbiting it.
interruption (other than for sleeping and eating) gains the new The writing is done with a metallic ink that glows brightly in
bardic music ability, Mesmerize. the dark. There are over 100 pages in the book, 33 of which
Mesmerize: This is a greater form of Fascinate that can only are completely blank.
be used by a bard who has studied the contents of this book. It Spells: Gate, Phase Door, Plane Shift, Prolong Life*,
follows all of the rules of the Fascinate ability except that the Teleport, Teleportation Circle, Teleport Without Error, and
modifier to Spot and Listen checks is at a -6 penalty. Temporal Slam.*
Value: 44,000 gp. Special Features: The notes within the book imbue the
reader with the ability to cast gate once per day. A Spellcraft
❑ Rushnak’s Grimoire of Dark check (DC 35) is necessary. On a failed check the gate miss-
fires and instead functions as Summon Monster VIII and
Arts brings in one creature for the 8th-level list. The creature is not
Appearance: This book consists of 306 parchment sheets controlled. On a successful check the gate spell allows planar
bound with cord and two heavy plates of stone. The sides of travel and functions as if cast by a 20th level spellcaster.
the stone plates that touch the parchment have been sanded This check must be made each time the ability is used and
down to a fine surface while the outer sides have been left the book grants the ability only once per day. The book must
rough and natural. be held in two hands to activate this ability.
Spells: All necromancy spells from the Player’s Handbook. There is a 5% chance each time this ability is used that the
Special Features: None. book will be completely destroyed. This destruction takes
Value: 47,000 gp. place 24 hours after the ability is used and, when it happens,
all characters, creatures, and objects within 10 feet of the book
❑ The Guide to Experimental take 1d6 points of damage.
Summoning Value: 100,000 gp.
Appearance: The Guide to Experimental Summoning is
battered, the cover worn, scarred, and destroyed in places. The ❑ The Spells of Athelstan
pages inside are all soiled in some way with everything from Appearance: This book is constructed of iron covers that
mud to blood. Of the 100 pages inside, only 30 of them are have been joined to a leather spine with copper spikes. The
intact. The rest of the pages are so damaged that they are unus- pages, sewn to the leather, are tan-colored parchment. The
able. symbol of an hourglass has been engraved into the front cover
Spells: All Summon Monster spells from the Player’s of the book.
Handbook, Call Undead*, and Summon Shadow Raven.* Spells: All arcane spells from the Player’s Handbook
Special Features: The notes within the book, if properly involving time.
understood, make the reader’s summoning spells more power- Special Features: Athelstan spent decades perfecting his
ful. After two weeks of studying, and on a successful spellcasting speed and kept detailed notes of his studies and
Spellcraft check (DC 35), the reader, if already an arcane the final methods he established. This is represented with the
spellcaster, gains a +1 level bonus when determining the feat, Fast Spell.
effects of any Conjuration (Summoning) spell. If the check is Value: 100,000 gp.
failed the reader may not retry.
Value: 64,000 gp. ❑ Advanced Necromantic
Academics
❑ Album of Misery Appearance: This evil tome is a collection of parchment
Appearance: The Album of Misery smells of fire. The pages held inside a case built of bone, obsidian, and steel. The
“book” is only 8 pages of thin paper held in a leather folder chest’s lock was broken long ago and it is held closed by a
that is held closed with silver clips on the three open edges. short length of rope. The book is a legend among the necro-
Spells: Cause Fear, Fear, Horrific Aspect*, and Scare. mantic community and bards have often told its tale with more
Special Features: Any character opening the book must than a little embellishment.
succeed a Will save (DC 20) or immediately suffer the effects Spells: All sor/wiz necromancy spells from the Player’s
of Finger of Death as if cast by a 20th level spellcaster. Handbook plus Absorb Dead Flesh.*
Value: 77,500 gp. Special Features: Any good-aligned character or creature
touching the book suffers 1 hp of damage per round he is in
❑ Planar Writings contact with the book or carrying the book on his person
Appearance: Planar Writings is the size of a traveling spell- (including a backpack). The book heals evil-aligned charac-
book but it is obvious from looking at it that it is something ters and creatures at a rate of 1 hp/minute though this healing
more. The covers are made of black leather and, stitched requires that the character actually be touching the book and
directly to the front and back, is a circle of gold that is deco- not just carrying it in a pack or satchel. The book resists all
rated with gemstones. Between the covers, the pages of the attempts to destroy it and anything short of a wish spell can-

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
not do it any harm. The first use of wish on the book destroys Any arcane spellcaster who succeeds at a Spellcraft check
50% of the spells contained within and the second wish (DC 35) after one month of studying may memorize spells of
destroys the book completely. one school (selected before the period of studying begins) as
Value: 168,000 gp. if they were of one spell level lower than they actually are.
Example: An arcane spellcaster locks himself within his
❑ Low-Energy Casting tower for one month, studying the Evocation information
Appearance: The covers of this book are made of a fine within the book. At the end of that time, if the Spellcraft check
leather, dyed blue, and stamped in silver ink with a crescent is successful, the spellcaster could now memorize magic
moon on the front cover. The 300 pages inside are the finest of Missile as if it were a 0-level spell, delayed blast fireball as if
papers, so thin as to be semi-transparent. Not all pages are it were a 6th-level spell,and meteor swarm as if it were an 8th-
written on and most only contain three or four letters or sym- level spell.
bols. The book specifically addresses the schools of Divination,
Spells: Read Magic Evocation, and Illusion. The special feature of this book may
be used multiple times, but only once for each school. If the
Special Features: The book contains secrets of spellcasting
Spellcraft check fails the spellcaster may never gain this spe-
that, once deciphered, make the reader a more powerful arcane
cial feature for the school of magic being studied when the
spellcaster. The writing on the semi-transparent pages must
check failed.
not be read a page at a time but instead in groups of 6 to 10
pages at a time, reading through the different pages at once. Value: 1,000,000 gp.

Special Books
❑ Liber Praevalida small silver-colored studs and black metal corner caps. All of
the pages inside are filled with notes and maps. The maps
Appearance: A large, heavy book with wooden covers and
detail most of the surrounding lands, the seas and islands to
100 parchment pages that are laced together with thick leather
the west, and a small unnamed valley. The metal pieces
along the narrower edge of the book. The book does not con-
affixed to the cover are all made of copper plated with silver
tain any spell information but it does contain numerous essays
and then painted black. The paint is wearing off of the metal.
on knowledge and intelligence.
Special Features: On a successful Knowledge (Geography)
Special Features: This book of knowledge may increase
check (DC 25) the contents of this book grant the user a +2
the Intelligence score of anyone who reads it for a temporary
bonus to future Knowledge (Geography) checks when in the
period. After one day of study the reader must succeed an
lands the book details. Weight: 12 lbs.
Intelligence check (DC 15) and, on success, the reader’s
Intelligence score is increased by 2 for 48 hours. The book Value: 300 gp.
may be used any number of times but, each time after the first,
there is a 5% chance that use of the book will permanently ❑ Of Traps and Their Disarming
reduce the Intelligence score of the reader by 2. Appearance: This tome of thieves is about 6” x 12” with a
Value: 50 gp. dull brown leather cover and yellowed parchment pages. The
Pages contain detailed schematics and mechanical specifica-
❑ The Book of Drinks tions on hundreds of mechanical traps.
Appearance: This heavy book is illustrated and filled with Special Features: A character with the Disable Device skill
an unparalleled amount of information regarding alcoholic who takes five minutes to study the book before attempting a
beverages. The plain leather covers and parchment pages are skill check gains a +2 bonus to the roll.
evidence of a purchased blank book that was intended as a Value: 500 gp.
journal or diary.
Special Features: The book details hundreds of different ❑ Historical Inscriptions
drinks and is an invaluable aid to taverns across the land. It Appearance: The covers of this book were constructed
includes the recipes for two “original” drinks from the author from the hollowed remains of a giant clam and the book is
of the book. The author was perfectly capable of recording the approximately 12” square. The pages inside are secured to the
drink creations of others but his two contributions to the book, clamshell with steel rings. The entire shell has been reinforced
Winter Rogue and Scarlet Hammer, are bland and unoriginal. with a wooden frame on the inside of the shell so that the outer
Value: 100 gp. appearance is not scarred. Markings engraved in the shell have
worn away with time and are not decipherable.
❑ Ancient Atlas Special Features: The text inside this book details the his-
Appearance: A massive, 24” x 18”, leather-bound tome tory of one small island region far away from where the book
with about 80 parchment pages. The cover is decorated with is found. The book allows the reader to use Knowledge (Local)

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
specific to the island detailed as long as the book is in actual
use at the time the skill check is attempted. Without the book
❑ Alfgeir’s Journal
Appearance: The merchant Alfgeir kept a journal of his
this check is not permissible.
travels, detailing his life at the end of each day for a decade.
Value: 500 gp. This journal, common though it may appear, is of value to
bards, sages, and any who profit from the history and experi-
❑ Phantom Tales ence of the lands beyond their home.
Appearance: This book is 20” tall and 8” wide,making it one Special Features: Alfgeir was well traveled and encoun-
of the stranger-shaped books likely to be found in any collection. tered many odd creatures, characters, and situations all noted
The book’s cover is made of leather, gray in color, and bound within this book. This book grants a +2 bonus to Bardic
along the spine with another strip of blood red leather. The pages Knowledge, Knowledge (History), or any skill that relates to
inside are loose, the stitching broken in many places. There is a the history, lore, or geography of the lands Alfgeir traveled.
15% chance each time the book is opened that a random number Value: 1,100 gp.
(1d4) of pages will separate from the binding.
Special Features: This book chronicles the tales of a “ghost
hunter” who lived over 100 years ago. It appears to be the per-
❑ The Journey
Appearance: This red leather book is about 12” x 9” and
sonal diary of the man and in fact there are several passages of
contains 57 vellum sheets, several of them loose from the
text that do add to the knowledge of those who read it. Any char-
binding. The information inside is a diary record of a sea voy-
acter reading this tome for two solid weeks gains the skill
age that took place 30 years ago.
Knowledge (Spirit Lore)* or, if he already has the skill, one free
rank in the skill. Special Features: The book includes a fairly detailed sec-
tion on the use of ropes. Any character studying this book for
Value: 550 gp.
one week gains the skill Use Rope on a successful Dexterity
check (DC 15). If the character already has the skill, a suc-
❑ The Dancing Wizard’s cessful check grants the character a +2 bonus to all future Use
Workbook Rope checks.
Appearance: A human skull has been filed down and Value: 1,200 gp.
embedded in the wooden cover of this book. The skull is frac-
tured along one side, and the wood is rotting in places. The ❑ The Journal of Gurutz
pages inside, all cheap parchment, are covered in notes, Appearance: A small leather-bound book about 8” x 5” in
sketches, and mage sigils. size with about 200 cheap paper pages inside. The journal’s
Special Features: A wizard who studies this book for three writing is fascinating reading and could prove useful to sages
solid weeks gains a Spellcraft rank on a successful Spellcraft and bards.
check (DC 28). If the check is failed the wizard is not permit- Special Features: Gurutz the sage traveled over much of
ted to retry. the civilized lands and, for a few years, journeyed deep into
Value: 750 gp. the western deserts. In this journal, Gurutz recorded the
knowledge passed to him regarding desert survival. Anyone
❑ A Guide to Armor Manufacture studying the book for two weeks who succeeds an Intelligence
Appearance: This book is common throughout the lands check (DC 22) gains a +2 bonus to all Wilderness Lore checks
and several copies are known to exist, each copied from anoth- when in a desert environment.
er. The book includes numerous instructions on crafting dif- Value: 1,200 gp.
ferent types of common armors.
Special Features: If this book is used by a character with ❑ Moonstone and Other Precious
Craft (Armorsmithing) a +5 bonus is applied to all checks but
the time is doubled.
Gems
Appearance: This is a thick, lavishly illustrated manual of
Value: 1,100 gp. gemstones listing hundreds of gem types, possible flaws and
imperfections, and values.
❑ The High Alchemy of Special Features: By spending three hours with this book
Deogolsson and any gemstone, the user gains a +6 bonus to all Appraise
Appearance: This green book is average in appearance, checks.
made with a leather cover and 100 parchment pages. 22 of the Value: 1,500 gp.
pages are blank.
Special Features: The notes within this book may be of ❑ The Gray Tome
assistance to alchemists. Any character with the Alchemy skill Appearance: The Gray Tome is thin, constructed of an iron
who studies the book for a single day and makes a successful frame wrapped in silk. The pages inside are all of the richest
Intelligence check (DC 25) gains a +2 bonus to all future vellum, each bearing the symbol of an open eye in the center
Alchemy skill checks. of the page. The text is written above and below the eye sym-
Value: 1,100 gp. bol on each page. There are no identifying marks on the cover,

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
no title page, and nothing else that could help reveal the cre- and daggers. The book describes everything from commonly
ator of the book. encountered swords to great artifacts.
Special Features: The eye symbol on each page blinks Special Features: Bards studying this book gain a +2 bonus
slowly. The effect is disturbing to say the least. to all Bardic Knowledge checks involving a magical blade.
Value: 1,900 gp. Value: 4,500 gp.

❑ The Key of Anavol ❑ Guide to Dwarven Gods


Appearance: This large, leather-bound tome contains 29 Appearance: This “book” is a collection of stone tablets,
parchment sheets sewn to the spine and 4 loose sheets of a each weighing 20 pounds, that is carried in an ornate chest
slightly different color. An image of a key has been stamped built of steel and coated in gold. The chest is so heavy that,
on the cover and the writings inside include a map and written when it was in the dwarven kingdoms, it was carried by a team
directions to a tower. Unfortunately, the map does not show of no fewer than 12 dwarves. When found, there are 1d4+1
names or a compass point making it a near-impossibility to tablets inside the chest, some in better repair than others.
determine exactly where the tower is located. The map shows There is a 25% chance per tablet found that it is destroyed
mountains, a wide river, and a small forest. beyond use.
Special Features: If the tower on the map can be located Special Features: Any dwarven cleric who is left to study
the book, when pressed to the front door, unlocks the tower. the tablets in peace for a period of one month is smiled upon
The door resists all efforts to bash it down, both physical and by the dwarven gods and granted one bonus spell slot per day
magical, and can only be opened with the book. of a level equal to the number of usable tablets found in the
Value: 2,500 gp. chest.
The chest itself disintegrates once the final tablet is
❑ The Smith’s Ways destroyed.
Appearance: This simple tome is a leather-bound volume Value: 5,000 gp plus cost of tablets.
that looks like any other book that can be purchased blank 1 tablet = 5000 gp
from a bookcrafter. The pages inside are written on with plain 2 tablets = 10000 gp
black ink and present the techniques of three different craft 3 tablets = 20000 gp
skills. 4 tablets = 30000 gp
Special Features: The reader of this book, after spending 5 tablets = 40000 gp
three weeks studying it and succeeding an Intelligence check
(DC 25) receives a +1 rank bonus to any one of the following
skills: Craft (Armorsmithing), Craft (Blacksmithing), or Craft
❑ Cerdic’s Pages
(Weaponsmithing). This bonus may only be gained once per Appearance: The covers of this book, constructed of pine
skill. boards and linked together and to the pages within by iron
hoops, are reinforced with copper strips and corner caps. The
Value: 2,800 gp.
200 pages within, all gray parchment, are filled with the writ-
ings from a dozen different hands. There are twenty different
❑ Unbound Psionics languages used in the book, most of them variants on ancient
Appearance: This “book” is a solid gold cube 3” on a side. elvish.
The only marking on the cube is a brain symbol etched into Spells: None.
one side. Special Features: The text within this book holds many
Special Features: As long as this cube is in direct contact secrets and gives the reader a +2 bonus to all Knowledge
with a psionic character or creature it grants two bonus power (Arcana) checks.
points per day to the holder. If the cube is ever not in direct Value: 5,600 gp.
contact these bonus power points are lost (subtract two from
the power points currently remaining). If the cube is physical-
ly changed in any way this ability is lost. ❑ Folio of Aberrations
The cube grants these power points only once per day and Appearance: The covers of this book are lizardman hide
on immediate contact with the first psionic character or crea- stretched over a wooden frame with a brass locking mecha-
ture it touches in a day.Any psionic character or creature com- nism. The key is stored in a secret compartment on the back
ing in contact with the cube after its power has been shared cover. The front cover of the book features a grizzly skull that
that day receives nothing. has been constructed from the bones of a dozen different
beasts. The interior pages are all made from the skins of
Value: 4,500 gp.
numerous creatures. There are 12 pages.
Special Features: This book describes a dozen different
❑ The Book of Blades aberrations. Anyone studying the book closely for three weeks
Appearance: This 24” x 16” leather-bound book is filled who succeeds an Intelligence check (DC 25) is rewarded with
with 100 pages, each filled with sketches, paintings, and some superior and insight into these monstrosities. On a successful
written information regarding several magical swords, knives, check there is a 15% chance (per aberration) that the reader
gains an ability comparable of that of the ranger’s Favored

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Enemy only applied to each of the dozen aberrations. This from successfully deciphering this book does stack with his
bonus does not increase as the character gains levels and does ranger ability.
not stack with any other abilities that affect the creature stud- Value: 10,000 gp.
ied. Check for each monster separately.
The exact dozen aberrations detailed is the decision of the ❑ Magnificent Shadows
gamemaster. Appearance: The covers of this magical book is made of pol-
Value: 6,500 gp. ished platinum that has been stained a deep black. The polished
surface of the book reflects little light and anyone staring close-
❑ The Catalog of Other Realms ly at it can see their reflection as a faint image. The pages inside
Appearance: The Catalog of Other Realms is a thick vol- are completely blank and resist any attempts to write on them.
ume with 300 vellum pages. The wooden covers are held to Spells: None.
the leather spine with small brass hinges. The pages inside Special Features: The book is a trap created ages ago by an
detail hundreds of planes the author claims to have personally evil wizard. It was constructed as an exact duplicate of one of his
explored. Many question the honesty of these claims though spellbooks (long lost) and many have fallen victim to its power.
there are a few who believe the information contained within Any character looking closely at the cover (one round or more)
the book is genuine. is the target of a hypnotic pattern spell as if cast by a 5th level
Special Features: Anyone using this book when on anoth- spellcaster. A character who resists the effects of the spell will
er plane has a 50% chance to use his Wilderness Lore skill never fall victim to its effects and no longer has to check when
without suffering any penalties. The time necessary to use the staring at the book.
skill is doubled while on another plane. Value: 11,500 gp.
Value: 7,500 gp.
❑ The Study of Goblinoids
❑ The Bible of Ozyciel the Appearance: The gray-leather book is completely free of
Unclean cover markings. The 100 pages inside, all yellowed paper, are
Appearance: This book claims to be the religious bible of covered in tiny handwriting and sketches that catalog the various
a once powerful god. The information within covers the goblinoid creatures in existence and cover the culture and com-
responsibilities of clergy and worshippers of this evil god bat techniques of each. 24 of the pages are damaged and unread-
including everything from eating habits to sleep to sacrifices. able. The largest portion of the book is devoted to the spellcast-
Sages cannot find any proof that this “god” ever existed or was ing techniques and capabilities of goblinoid shamans.
worshiped. Some speculate that the book is from another Special Features: Anyone succeeding an Intelligence check
world. (DC 25) at the end of two weeks of studying gains an ability
Special Features: This book is, in fact, from another world. comparable to that of the ranger’s Favored Enemy only applied
If a spellcaster uses the book in the casting of gate the spell to goblinoid shamans. This bonus does not increase as the char-
will create an opening to the world this book originated in. acter gains levels but, if the character was already a ranger with
This, unfortunately, destroys the book in the process. the goblinoid race selected as a Favored Enemy, the +1 bonus
from successfully deciphering this book does stack with his
Value: 10,000 gp.
ranger ability.
Value: 16,000 gp.
❑ Book of the Drow
Appearance: The dark elves of the underground are power-
ful spellcasters, knowledgeable in many different art forms.
❑ A Guide to Goblinoids
This book, written by a slave of the drow who managed to Appearance: This book is made of goblin skin that has been
escape, is 4” x 5” in size and is nothing more than 100 parch- treated and stretched across a finely crafted wooden frame. The
ment sheets sewn together along one edge – there is no cover. 100 pages inside were cut from the skins of numerous gobli-
The book has been burned along one side, the first 50 pages noids, allowed to cure in the sun, and then sewn together to cre-
are torn along the bottom edge, and the entire thing has been ate sheets. Each page is bleached white but the stitching still
soaked in water ruining most of the pages. Those with the shows clearly allowing anyone who looks at the page to instant-
patience can, after great study, decipher bits of the text inside. ly notice the number of patches of skin used in the construction
of each page.
Special Features: While most of the text inside has been
ruined after years of abuse, anyone studying the book for two Special Features: The book is filled with information on the
solid weeks has a chance of understanding and benefiting physiology, culture, religion, battle tactics, and other assorted
from the information inside. Anyone succeeding an facts about goblinoid races. Anyone succeeding an Intelligence
Intelligence check (DC 22) at the end of this two week period check (DC 25) at the end of two weeks of studying gains an abil-
gains an ability comparable of that of the ranger’s Favored ity comparable of that of the ranger’s Favored Enemy only
Enemy only applied to drow. This bonus does not increase as applied to one goblinoid race. This bonus does not increase as
the character gains levels but, if the character was already a the character gains levels but, if the character was already a
ranger with drow selected as a Favored Enemy, the +1 bonus ranger with the goblinoid race selected as a Favored Enemy, the
+1 bonus from successfully deciphering this book does stack
with his ranger ability.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
This book contains enough information for this bonus to be cover. The front cover has a silver shield symbol set into it,
gained in regard to 1d4+1 goblinoid races of the gamemasters with a ring of twelve emeralds orbiting the shield design.
determination. A character may study the book multiple times, Special Features: Upon speaking the command word this
declaring a different goblinoid race as the focus of study each heavy book solidifies, the covers locking closed. The book
time before starting the study period. If a character fails a roll to cannot be opened again until the second command word is
gain the bonus he may never again attempt to learn the books spoken.
secrets regarding that race. The Shield of Vladik is a shield and, when used as one, is
Value: 16,000 gp. treated like a small steel shield.
Value: 24,000 gp.
❑ Encyclopedia of Poisons
Appearance: This is a thick, battered book built with wood- ❑ Anhaga’s Sorcerous Studies
en covers and 100 parchment pages that have been bound Appearance: The tome is 7” x 12” in size with a wooden
together with ten iron rings. The covers have been painted cover that has been blackened by fire. Only 43 of the 100
green and a white skull has been painted on the front cover. parchment pages inside are legible, the rest damaged by fire
The paint is fading, revealing the wood beneath. and water.
Special Features: The Encyclopedia of Poisons includes Special Features: This book details the techniques with
written instructions regarding dozens of different poisons which Anhaga slaughtered sorcerers throughout his career as
including sketches of necessary components and possible a slayer. Anhaga, who had always blamed the death of his
applications for each poison. The book instructs someone with father on a sorcerer, mastered the art of combating these
Craft (Poison)* in the art of creating Minotaur’s Blood. arcane spellcasters and, near the time of his death, recorded
Value: 16,000 gp. his knowledge for others.
Anyone succeeding an Intelligence check (DC 30) at the
❑ Curse of the Ancients end of a week of studying gains an ability comparable of that
Appearance: This unholy tome is bound in black leather and of the ranger’s Favored Enemy only applied to sorcerers. This
contains 50 parchment pages, many of them showing signs or bonus does not increase as the character gains levels.
fire and water damage. The symbol of an ancient evil deity is Value: 25,000 gp.
branded into the front cover of the book.
Special Features: Any good-aligned character or creature ❑ Poisoner’s Handbook
touching the book must succeed a Will save (DC 25) or lose 1d6 Appearance: This emerald-studded book’s electrum cover
Constitution points for a 24 hour period. This check must be is obviously worth a great deal but it’s the information inside
made once every ten minutes that the book is touched or held. that is most valuable to those with an interest in the art of poi-
Anyone reading aloud from the book must make an son. 30 parchment pages detail the recipes necessary to craft
Intelligence check (DC 20). On a successful check the character three different fantasy poisons. The Craft (Poison)* skill is
reading has unknowingly cast horrid wilting as if he were a 20th necessary to create these foul poisons.
level cleric. There is a 15% chance each time this ability is used Special Features: The Poisoner’s Handbook instructs
that the book will burst into flame, causing 2d6 points of dam- someone with Craft (Poison) in the art of creating the poisons
age to anyone within a 5 ft. radius (including the reader). Skull’s Breath, Green Rot, and Ninstill’s Curse.
Value: 20,000 gp. Value: 27,000 gp.

❑ Book of Sight ❑ The Collected Teachings


Appearance: The most striking feature of this book is the Appearance: This is not only one book but a series of
large eye on the cover that blinks at random intervals. The books crafted hundreds of years ago. Each one is a thick tome
book is not sentient but the organic eye grafted to the front of about 300 blank pages. The iron and copper covers of the
cover transmits all it sees to a long-dead wizard. Though the book are simply titled, The Collected Teachings.
wizard is no longer receiving the information the eye dutiful- Special Features: The book can sense the weakest ability
ly performs, always w atching the activity around it. The eye of the reader and anyone spending five solid days going over
can be destroyed (1 hp) but doing so destroys any value the the book, studying each blank page, may gain an ability
book has as a magical antiquity. increase. Make an ability check using the character’s lowest
Special Features: Other then the previously mentioned eye, ability score (gamemaster decides which ability in the case of
none. ties) and on a successful check (DC 18) that ability score is
Value: 20,000 gp. increased by one point. The book crumbles to dust as soon as
it has been studied, even if the check failed.
❑ The Shield of Vladik Value: 27,500 gp.
Appearance: This is a three foot by two foot book built of
leather, steel, and wood, with 100 parchment pages between ❑ Armod’s Spiritual Grievances
the two sturdy covers and with two leather straps on the back Appearance: An average book like those that can be pur-
chased in any specialty shop. The book has 100 pages, 47 of

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
which are blank. The 53 used pages of the book details the a span of 15 years and chronicles the adventures of a human
suffering of a man as he goes from sane to insane. In the book fighter who lived 200 years ago. Some of the pages were used by
Armod chronicles his descent into madness and claims repeat- his different companions over the years and it is those pages that
edly that the gods drove him to the state he is in. He says not contain the information in the book that can be considered valu-
why he thinks this. The last passage is nothing more than able.
scribbling that has no meaning. Special Features: The Journal of Deniska, while at times
Special Features: The last passage does, in fact, have rambling and tedious, does include some information of value.
meaning. Any character studying the book for one week gains The book includes the instructions for these two magic items.
not only an insight into madness but, on a successful ✠ Ring of Psi-Sense: This magical ring is made from the ver-
Intelligence check (DC 30), also a +2 bonus to all Will saves tebra of a dead psion or psionic being. When its wearer
against psionics. approaches within 50 feet of any creature capable of manifesting
Value: 27,000 gp. psionic powers, the ring vibrates. The stronger the ring’s vibra-
tions, the closer the psion. The ring also tugs slightly to the left
❑ The Book of Dwarven Wisdom or right (though not strongly enough to hamper the wearer’s
Appearance: A small book with a cover constructed of actions in any way), indicating the approximate direction of the
mithril and adorned with a dozen fine gems. The pages of the closest psionic individual within 50 feet.
book are sheets of electrum with dwarven runes etched into Caster Level: 3rd; Prerequisites: Forge Ring, detect magic,
them. The book is extremely heavy, weighing 60 pounds. It’s a mage hand; Market Price: 2,000 gp; Weight: –.
valuable work of art that would fetch a high price from anyone
interested in rare antiquities. ✠ Ring of Rage: This is a ring made of red gold with a ruby
Special Features: The book details the history and battle tac- chip mounted into its face. When activated by a command word,
tics of a long dead dwarven warrior. Any dwarf studying the the gem glows darkly and the ring causes all living creatures
book for one week without interruption gains a bonus rank in within a 15 foot radius to fight each other without noticing any
Knowledge (Dwarf)*. If the dwarf does not already have that danger they might be in, as in the spell emotion (rage). The
skill he gains it for free immediately after reading the book. Non- enchanted creatures get a +2 morale bonus to Strength and
dwarf characters studying the book must do so for two weeks in Constitution scores, +1 morale bonus on Will saves, and a -1
order to gain the bonus (or, again, the skill if the character did penalty to AC. The ring does not affect the wearer. The effect
not already possess it). lasts until a second command word is spoken, or the ring is
Value: 30,000 gp. removed from the wearer’s finger. A Will save DC 16 (not
including the morale bonus) negates the effect. The ring can be
❑ Encyclopedia of Aquatic Beasts used once per day.
Caster Level: 7th; Prerequisites: Forge Ring, emotion; Market
Appearance: The Encyclopedia of Aquatic Beasts is a mas-
Price: 5,040 gp; Weight: –.
sive tome, 24” x 36”with a cover constructed of silver, platinum,
and steel. The interior pages have all been magically sealed Value: 35,000 gp.
against the effects of water so that the book can be completely
submerged without the contents being destroyed. ❑ The Manual of The Dragon
Special Features: There is a 90% chance that the book con- Appearance: The iron covers of this book are bound to the
tains detailed information about any creature that makes its interior pages with a dozen iron rings, one of which is slowly
home in the water. It takes 1 minute to determine if the beast is breaking. A dragon is engraved in the cover and the eyes of the
discussed in the book. dragon are two small rubies. The 90 pages inside are all writ-
If the book does contain information about that creature there ten in elvish.
is a 25% chance that the information is of such detail that on a Special Features: Once a day the book can cast the illusion
successful Intelligence check (DC 30) the reader gains valuable of a dragon that follows the rules of major image as if cast by
insight into the creature and may apply a +2 bonus to the next a 20th level spellcaster. To cast the illusion the book must be
skill check opposed by this creature. It takes 10 minutes of opened to the title page and the command word spoken (the
studying to gain this bonus. This is not a permanent bonus but command word is the elvish word for dragon).
must be checked for each time the bonus is desired. Additional When dropped from any height the book levitates at a height
checks after the first success are DC 20 and take only 5 minutes. of 3’from the ground. It may never fall and must be purpose-
The gamemaster is advised to keep a careful list of the crea- ly set down and, even then, if the book comes in contact with
tures this book details (and those it doesn’t) as it is used in his the ground it will levitate back to a height of 3’. The book
campaign. radiates magic and glows a faint green.
Value: 35,000 gp. Value: 35,500 gp.

❑ The Journal of Deniska ❑ Book of Decay


Appearance: The book is 8” x 10”and filled with 300 vellum Appearance: This small, unassuming book looks like most
pages. The covers, made of leather, are free of any writing or others you would find in any typical library or bookshop. It is
symbols and are protected by a wooden frame, brass plates sewn 8” x 5” in size, leather-bound, with 50 parchment pages.
on the outside, and iron corner guards. The writing inside covers

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Special Features: On contact with flesh the book’s evil Value: 50,000 gp.
powers immediately inflict the holder with rot flesh* as if cast
by a 12th level spellcaster. ❑ The Book of Bows
Value: 36,000 gp. Appearance: This is an encyclopedia of magical bows. It
includes most commonly-found enchanted bows and a few unique
❑ Benefit of Bells weapons that are of greater power. The book is 12” x 8” in size
Appearance: A single gold bell, about 2” high, attached to and bound in leather. The pages inside include detailed sketches
a silver chain, is connected to the spine of this leather-bound and paintings of several of the bows discussed.
tome. The book, about 19” x 12”, has roughly 200 parchment Special Features: The last five pages of the book are devoted
pages between the two brass covers. to the instructions for the construction of five different magic
Special Features: When a bell rings near this book, the bell arrows. All of these arrows are described below.
connected to the spine also rings, even if held in a way that it ✠ Arrow of Animate Dead: This barbed +1 arrow is con-
should not ring. The bell will not ring at any other time, no structed of the darkest wood available and then painted black.
matter how hard a person tries to ring it. When the bell rings The arrowhead, painted red, is cast from silver. On contact with
a random spell-like effect is cast by the book. Roll 1d4 and the target, if it is dead, a blast of magical energy surrounds the
consult the following: target as the animate dead spell within is released. The target is
under the control of the firer. The arrow does 1 point of damage
Die if it strikes a living target.
Roll Effect Caster Level: 9th; Prerequisites: Craft Magic Arms and
1 All characters and creatures within 10 ft. receive the Armor, animate dead; Market Price: 2,307 gp; Cost to Create:
benefit of cure light wounds as if 1,153 gp 5 sp + 92 XP.
cast by a 5th level cleric.
2 Bless, as if cast by a 10th level cleric, is cast on the ✠ Arrow of Domination: At first glance this arrow looks like
person holding the book. any other but, on closer inspection, arcane writings and symbols
3 Everyone within 5 ft. of the book gains the ability to can be seen etched along its length. This +1 arrow causes no
cast discern lies at will for ten damage when it strikes its target but, instead, forces the target to
rounds. Use the character’s level as caster level suffer the effects of the arcane spell, dominate monster. The
for the spell. effects of this arrow follow that spell exactly as if it were cast by
a 17th level spellcaster.
4 Protection from evil, as if cast by a 10th level cleric,
is cast on the person holding the book. Caster Level: 17th; Prerequisites: Craft Magic Arms and
Armor, dominate monster; Market Price: 7,657 gp; Cost to
Create: 3,828 gp 5 sp + 306 XP.
Value: 39,000 gp.
✠ Arrow of Multiple Strikes: These +1 arrows are manufac-
❑ The Tale of Halig Boneaxe tured of only the finest woods and are tipped with gold arrow-
Appearance: A collection of mutilated parchment pages heads. The shaft of the arrow has 5 arrow symbols engraved
sewn to a leather cover and then folded over and wrapped in along its length that glow white. Upon firing, the arrow splits
canvas, this book is a mythical story told by bards at taverns into 5 separate magical arrows that may target a single foe or
and inns across the lands. This is the common form of the any number of creatures up to 5 (i.e., one arrow per creature).
story and was recorded 100 years ago by an unidentified The arrows strike their target unerringly like the spell magic
scholar with questionable penmanship. It is valuable to missile and, like that spell, deal 1d4+1 points of damage each.
libraries and collectors of antiquities but, to common folk, it Caster Level: 9th; Prerequisites: Craft Magic Arms and
has little to no value. Armor, magic missile; Market Price: 457 gp; Cost to Create:
Special Features: Any bard who reads the book to a group 228 gp 5 sp + 18 XP.
of 4 or more instantly casts Healing Circle as a 20th level bard
on a successful Perform check (DC 25). This feature may be
✠ Explosive Arrow: Gray arrows that appear to be nothing
used only once per day.
more than common arrows. These +1 arrows explode when
Value: 41,000 gp. they strike their target, causing 6d6 points of damage to the
target. All characters and creatures within 10 ft. that succeed a
❑ Book of the Monk Reflex save (DC 15) suffer only half damage.
Appearance: This is a 34” x 7” sheet of rice paper rolled on Caster Level: 6th; Prerequisites: Craft Magic Arms and
a bamboo stick. The writing is flowery and decorative and Armor, explosive rules; Market Price: 907 gp; Cost to Create:
obviously the work of a graceful hand. 453 gp 5 sp + 36 XP.
Special Features: A monk studying this book for three
weeks that makes a successful Wisdom check (DC 25) is a ✠ Arrow of Internal Agony: These arrows are slightly longer
more deadly opponent in combat. Permanently after a suc- than normal arrows and tipped with red-painted arrowheads.
cessful check the monk’s unarmed strike ability is treated as if When an arrow of internal agony strikes a target it explodes in
the monk were two levels higher than he actually is.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
a flash of magical energy, igniting a fire deep within the tar- this book when calling his special mount is blessed with a
get’s body. This does 5 points of damage per round for three mount of greater strength. The mount’s game statistics are
rounds and then the fire is extinguished. modified as follows:
Caster Level: 5th; Prerequisites: Craft Magic Arms and
Armor, boiling blood*; Market Price: 757 gp; Cost to Create: Bonus HD Str Adj.
378 gp 5 sp + 30 XP. Special
Value: 61,000 gp. +2 +1 P ro t e c t i o
from Evil
❑ Tome of Amulets
Appearance: The cover of this tome is manufactured of Protection from Evil: The mount is continually under the
enchanted glass that has been painted black. The enchantment effects of the spell, protection from evil. The effects of this
keeps the cover from breaking under common circumstances spell do not transfer to others even when they are riding the
but any direct attack with a weapon will destroy. The glass is mount.
connected to a metal frame. The 300 pages within are all of Value: 64,000 gp.
plain paper.
Special Features: This book catalogs hundreds of amulets, ❑ Prayers and Healing
magical and otherwise. A small section of the book presents Appearance: This holy book is massive in size, weighing
sketches and notes regarding the construction of a few unique 50 pounds and measuring 30” x 40”. It is 12” thick and filled
magical amulets. with 50 pages constructed from gold with silver writing inlaid
✠ Amulet of Balance: This amulet is a diamond-shaped into the pages. The entire book glows with a blue aura and, at
piece of iron that hangs from a silver chain. The amulet bears night, is so bright that it gives as much light as a torch. The
the image of a cat or acrobat and grants a Dexterity bonus to cover is embossed with the holy symbol of a god of healing.
the wearer of +2. Special Features: Besides the previously mentioned glow,
Caster Level: 9th; Prerequisites: Craft Wondrous Item, cat’s the book has the ability to levitate on command (the command
grace; Market Price: 4,000 gp; Cost to Create: 2,000 gp + word being the healing god’s name spoken in reverse) and will
160 XP. follow the one who uttered the command word as long as his
alignment matches that of the healing god. The book will fol-
✠ Steinthor’s Tool: The amulet is constructed of a small low for a period of 24 hours, never straying more than 10 ft.
rodent’s skull and hung about the wearer’s neck with a strip of from the character no matter how quickly he moves or where
leather. All characters or creatures of the wearer’s choosing he moves as long as no magic is involved in the character’s
within 10 ft. must succeed a Will save (DC 12) or suffer a -2 transportation. As soon as the character moves using magical
morale penalty. means the book drops to the ground.
Caster Level: 4th; Prerequisites: Craft Wondrous Item, Also, the book may be used to amplify the power of any
cause fear; Market Price: 8,000 gp; Cost to Create: 4,000 gp healing spells cast by a cleric of the same alignment as the god
+ 320 XP. of healing. The healing spell must be cast on the book at
Value: 61,000 gp. which point a wave of energy instantly blasts forth from the
book, affecting any character or creature in a twenty foot
❑ A Treatise on Virtue radius. As long as the character or creature is of good align-
ment this wave of energy cures the target just as if the cleric
Appearance: This book of paladins is similar in appearance
had cast the spell directly on it. If a target in the radius is of
to a common holy book. It is compact with leather cover and
evil alignment the wave of energy deals damage to the target.
parchment pages edged in gold. The cover of the book reads,
in common, A Treatise on Virtue, and there are no other exter- Value: 94,000 gp.
nal markings to identify it from any number of other books.
Special Features: While most of the book discusses the
necessary code and conduct of paladins it is the section on
mounts that is of most use to paladins. Any paladin who uses

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Mundane Books
❑ The Shrinking Remains ❑ Tale of the Mountain
Appearance: This illustrated book, filled with crude Appearance: This book has 30 papyrus pages sewn to a
sketches, is 12” x 8” in size. The cover is a rough leather, the leather spine. The spine is fastened to a wooden frame that is
pages a cheap parchment. It’s a story of a corpse that has been mangled, twisted and broken in places. The remnants of silk
cursed and is constantly shrinking in size until nothing and leather hang from the frame, evidence of what constituted
remains. the covers of this book. The work inside is a fable about a
Value: 7 gp. dwarf, a mountain, and an eternity of mining. It’s an old tale
that many have heard but few have ever understood.
❑ Masters of Necromancy Value: 100 gp.
Appearance: This 12” wide by 18” tall book is manufac-
tured of blackened wooden planks that are joined together ❑ The Half ling’s Breakfast
along the spine with humanoid bones and leather straps. The Appearance: This children’s book is filled with numerous
interior pages are missing, instead there is a tattering of parch- fascinating illustrations that accompany the text. The story is
ment sheets revealing glimmers of text here and there. of a halfling and his breakfast and is a tale common through-
Nothing within the book is usable and what it once was is out the land.T he artist’s name has been obscured, as has some
completely unknown other than the title which is stamped on of the art and text, by minor water damage to the first few
the book with small electrum letters. pages.
Value: 20 gp. Value: 100 gp.

❑ Red and Black ❑ The Dragon and the Spell


Appearance: This small book measures 6” x 8” and is bound Appearance: This 14” x 9” leather-bound children’s book
in a durable, dark leather. The interior pages, a cheap parchment is a favorite throughout the lands of man. The story is hun-
with frayed edges and showing signs of weather damage, are dreds of years old and has been passed down from generation
pulling loose from the spine. to generation. This is a rare book that was specially created for
The book is a collection of hand-written poetry. Bards may a nobleman’s son decades ago. The book is beautifully illus-
find the poems useful but none are so astounding as to immedi- trated and includes dozens of color paintings.
ately impress the reader (or listener). Value: 100 gp.
Value: 50 gp.
❑ Book of Unlimited Power
❑ Dungeon Mastery Appearance: This is a slender book with an iron cover that
Appearance: This very portable book measures 8” x 8” and it joined to the spine with magically-fused joints. The spine, a
is very common in appearance. The cover, a dull gray leather, leather-wrapped metal frame, is marked with faded elvish
is without any title or marking while the interior pages are an writing that can no longer be read. Opening the book reveals
off-white color. The text in the book details common methods approximately 200 blank parchment pages. At the beginning
of dungeon construction and management including a section of the book a section of about 50 pages has been ripped from
on the handling of prisoners. The book specifically addresses the binding. What these pages contained is unknown.
“real” dungeons and not the empty caverns, caves, and aban- Value: 100 gp.
doned underground fortresses that adventurers classify as dun-
geons. ❑ The Golden Book of Dwarven
Value: 100 gp.
Prayers
Appearance: This heavy book with covers manufactured
❑ Writings of Despair from sheets of gold is engraved in dwarvish runes. The twen-
Appearance: This book is very tall and narrow, 36” x 10”. ty pages within are each silver sheets that have been carefully
The covers are made of long oak planks that are connected at crafted and polished to a shine. The runes, when read, are the
the spine with a strip of leather that has been nailed to the prayers of an ancient dwarven diety.
planks, the nails bent over on the reverse side. The book is Value: 360 gp.
blackened and dented, some edges broken off leaving a jagged
strip of wood that gives splinters to bare flesh. The 40 pages
inside are similarly abused though the poetry they contain is ❑ Blank Book
still legible. Appearance: A fairly standard leather-bound tome with
metal corner caps, hinges, and a locking mechanism that does
Value: 100 gp.
not require a key. The pages inside are high quality sheets that

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
are stitched to the book’s spine. Eight bright red gemstones cover is ragged and worn. Decorating the cover are dozens of
adorn the spine of the book. emerald and ruby stones. The pages inside detail the history of
This finely crafted book is valuable as it is. The corner caps, a long-forgotten noble family.
hinges, and lock on the book are all made of silver while the Value: 650 gp.
ruby fragments and vellum pages only add to the book’s value.
Value: 600 gp. ❑ The Book of Vanechka
Danyaski
❑ Mining Techniques of the Appearance: This slipcased volume is a thin leather-bound
Dwarvish Kingdoms book of 30 pages. The slipcase, constructed of wood with the
Appearance: This large stone book, with twenty stone carving of a manticore on the front and no writing, offers the
pages, is 25” x 18” in size and weighs 135 lbs. The book is book some protection in traveling which is evident from the
always transported within a stone chest that is covered in many scratches and abrasions on it. The book obviously held
dwarvish runes. The information inside is of extreme value to many more pages at one time – over 50 pages have been torn
any who practice the art of mining deep beneath the earth. from the binding and are missing. All of the remaining pages
Value: 600 gp. inside are without any writing, each one filled with an elabo-
rate illustration of a monstrous creature.
❑ Gem-Studded Manual Spells: None.
Appearance: A heavy, leather tome with 300 parchment Special Features: None.
pages. The spine of the book is in perfect condition but the Value: 2,500 gp.

Spell Descriptions
Absorb Dead Flesh A ma gical arrow of acid springs from the character's hand
and speeds to its target. The character must succeed at a
Necromancy (Evil)
Level: Sor/Wiz 2 ranged touch attack to hit the character's target. The arrow
Components: S, M deals 2d4 points of acid damage. There is no splash damage.
Casting Time: 1 action For every three caster levels (maximum 18), the acid , unless
Range: Touch somehow neutralized, lasts for another round, dealing another
Target: Caster 2d4 points of damage for that round. At 3rd–5th level, the acid
Duration: Instantaneous lasts for 2 rounds; at 6th–8th level, the acid lasts for 3 rounds,
Saving Throw: None to a maximum of 7 rounds at 18th level.
Spell Resistance: No
By placing a hand upon a corpse (a dead, and not undead, Acid Shield
body) the caster absorbs the flesh of the corpse, healing him- Conjuration (Creation) [Acid]
self for 1d6 points plus 1 point per level of the caster. Level: Sor/Wiz 2
Once cast on a corpse, the corpse shrivels and decomposes Components: V, S, M
rapidly, leaving only a bare skeleton. This spell may only be Casting Time: 1 action
used once on any corpse. Range: Touch
Target: One creature
Absorb Dead Flesh does not work on any corpse that does
Duration: 1 round +1 round/level
not have some rotten meat hanging from its bones.
Saving Throw: None
Material Component: A corpse. Spell Resistance: No
A magical shield of acid surrounds the targeted creature or
Acid Arrow character.The target’s worn belongings are unharmed. As long
Conjuration (Creation) [Acid] as it is in effect, the shield reduces all damage from physical
Level: Sor/Wiz 2 attacks by 1 point per die of damage. Anyone touching the
Components: V, S, M, F shielded creature or character suffers 1 point of damage per
Casting Time: 1 action level of the spellcaster.
Range: Long (400 ft. + 40 ft./level) The acid shield gives off a faint green light. This is not
Effect: One arrow of acid enough light to illuminate a dark area clearly.
Duration: 1 round +1 round/three levels
Material Component: The tounge of a poisonous snake.
Saving Throw: None
Spell Resistance: Yes

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires

Acidic Vapors Black Tentacles


Transmutation (Acid) Conjuration (Creation)
Level: Sor/Wiz 2 Level: Sor/Wiz 4
Components: V, S, M Components: V, S, M
Casting Time: 1 action Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Range: Medium (100 ft. + 10 ft./level)
Effect: One for or gas type spell already in effect at time of Effect: 1d4 tentacles + one tentacle/level, all within 15 ft. of a
casting central point
Duration: 1 round/level or until affected spell expires Duration: 1 hour/level
Saving Throw: Fort half Saving Throw: None
Spell Resistance: Yes Spell Resistance: No
The spell turns any pre-existing for or gas-related spell This spell conjures many rubbery black tentacles. These wav-
(obscuring mist, stinking cloud, etc.) into corrosive fumes. ing members seem to spring forth from the earth, floor, or what-
The properties and effects of the existing spell remain ever surface is underfoot—including water. There are 1d4 such
unchanged. In addition to those effects, all creatures within tentacles, plus one per caster level, appearing randomly scattered
the fog take 1d6 points of damage for every 3 caster levels about the area. Each tentacle is 10 feet long (Large) and saves as
each round they remain within its confines. the character does. It has AC 16, 1 hit point/per caster level, an
Material Component: The stomach of a poisonous toad. attack bonus of +1/per caster level, and a Strength score of 19
(+4 bonus). It is immune to spells that don’t cause damage (other
Arcane Poison than disintegrate).
Necromancy Each round that a tentacle is not already grappling someone or
Level: Sor/Wiz 5 something, starting the round after it appears, it makes a grapple
Components: S, M attack at a random creature or object within 10 feet of it. These
Casting Time: 1 action attacks take place on the character's turn. The tentacles do not
Range: Touch attack each other, nor do they attack objects that are smaller than
Target: Living creature touched a Medium-size creature. The attacks are like regular grappling
Duration: Instantaneous attacks, except that they don’t provoke attacks of opportunity
Saving Throw: Fortitude (half) from opponents. Also, they cause 1d6 points of normal damage
Spell Resistance: Yes (+4 for Strength), not subdual damage. A tentacle maintains its
With this spell the caster infects the target creature with a grapple even after its subject is dying or dead.
deadly poison. The successful touch attack inflicts 2d6
Constitution damage and then one minute later the target suf- Bleeding Wound
fers 1d6 Constitution damage. Each time damage may occur Necromancy
the target makes a Fortitude check (DC 10 + caster level) and, Level: Sor/Wiz 2
on a successful check, the target suffers only half damage. Components: V, S, M
Material Component: The head of a poisonous snake. Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Black Lightning Duration: 2 rounds/level
Evocation (Death, Electricity, Evil)
Saving Throw: None
Level: Sor/Wiz 2
Spell Resistance: Yes
Components: V, S, M
Casting Time: 1 action This powerful necromantic spell accelerates injuries to living
Range: Close (25 ft. + 5 ft./2 levels) tissue, making wounds more serious. With this spell, even a
Target: One creature small cut can cause a subject to bleed to death, as the wound
Duration: Instantaneous resists all attempts to stop the flow of blood.
Saving Throw: Reflex half A ranged touch attack must be made against the subject. If
Spell Resistance: Yes successful, the subject will lose one extra hit point every time it
With this spell the caster launches crackling black lightning takes damage from any source, each round, for the duration of
at the target creature, dealing 1d6 points of damage per 2 cast- the spell. This effect does not apply to subdual damage. Stopping
er levels (maximum 10d6). Half the damage is electricity this bleeding requires magical healing or a Heal check (DC 15).
damage, but the rest is evil energy from the lower planes This spell has no affect on undead, animated objects, or out-
which is not affected by resistance to electricity (evil crea- siders.
tures, creatures native to evil planes, and creatures immune to Material Component: Bladed weapon buried with a corpse
death effects are not affected by the profane energy). for at least one year.
Material Component: A piece of humanoid scalp and a rod of
black crystal. Blood Knife
Necromancy
Level: Sor/Wiz 3

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Components: V, M Burrowing Bony
Casting Time: 1 action
Range: Touch Digits Note
Target: One pool of blood Necromancy About
Duration: 1 minute/level Level: Sor/Wiz 4 NEC
Saving Throw: None Components: V, S, M Several spells in
Spell Resistance: No Casting Time: 1 action this book are listed as
With this spell the caster transforms a small pool of blood into Range: Medium (100 ft. + 10 Nec spells. These are
ft./level) necromancer spells
a crimson-colored knife almost a foot in length. The weapon that may be cast by
does 1d6 + the caster's character level in damage and remains Target: Up to five creatures, no
any number of necro-
solid for a number of minute's equal to the caster's character two of which can be more than 15 mancer core classes
level. If the spellcaster uses the weapon to attack he is granted a ft. apart. or prestige classes
+1 bonus to all attack rolls. Someone other than the caster for Duration: See text already available in
Saving Throw: Reflex partial numerous source-
may use the weapon as long as it exists. books. Specialist
Spell Resistance: Yes
When the spell expires the weapon reverts back to blood and wizards (necr oman-
drips slowly down the hand of whomever is currently holding it. By means of this spell, the cast- cy) may also use
The blood may not be reformed into a second knife or used in er causes up to five skeletal fin- these spells.
gers to streak forth and imbed For campaigns that
conjunction with any other spell. do not use necro-
themselves in the flesh of the tar-
Material Component: Blood. At least eight ounces of blood mancer as a class, all
gets. Each digit inflicts 1d6
must be used. Nec spells are also
points of damage upon striking considered Sor/Wiz
its target. They do not stop there, spells.
though.
Boiling Blood Any creature that failed its
Necromancy Reflex save was unable to extract
Level: Sor/Wiz 3 the bony digit before it could lodge itself into the wound. The
Components: S bony digit continues to penetrate the creature’s body for one
Casting Time: 1 action round for every three levels of the caster, dealing 1d6 damage
Range: Touch per round. Once the bony digit is lodged in the wound, it can-
Targets: One opponent not be extracted.
Duration: Instantaneous Material Components: Five humanoid fingers stripped of
Saving Throw: Will negates flesh and muscle. The individual finger bones must then be
Spell Resistance: Yes tied together with black thread.
The caster must make a successful touch attack when casting
this spell. On a successful strike the target’s blood instantly
begins boiling, causing a number of points of damage equal to
Call Spirits
Necromancy [Language-Dependant]
three times the caster’s level, maximum of 48 points.
Level: Clr 0, Drd 0, Sor/Wiz 0
Components: V, S, M/DF
Bone Armor Casting Time: 1 minute
Necromancy Range: Personal
Level: Clr 2, Nec 1 Target: Caster
Components: V, S, M Duration: 1d4 hours
Casting Time: 1 action Saving Throw: None
Range: Caster Spell Resistance: None
Effect: Protect caster Call Spirits enables the caster to gather local spirits, which
Duration: 10 minutes/level appear to the caster as small ghostly disembodied heads, and
Saving Throw: None listen to their tales about the surrounding land and people.
Spell Resistance: No Treat this as a Gather Information check that can be used any-
This spell creates a layer of bony ribs on the caster’s arms, where without the need for interaction with the living.
legs, and torso, as well as a skull-like helmet. The effect is to Special: Characters who fail by five or less hear nothing but
provide the caster with a +7 natural armor bonus (AC 17) endless ramblings and chattering, possibly in an unknown or
against all physical forms of attack. The bone armor is ancient language, that have nothing to with the subject at
destroyed by the attacks it absorbs; when it has absorbed hp of hand. Those who fail by more then five hear nothing. A roll of
damage equal to twice the caster’s level, the armor falls into a natural one provides completely false and maliciously mis-
useless brittle shards. leading information.
Material Component: A rib bone from a humanoid slain Material Components: Like a normal Gather Information
within the last seven days. roll the caster must ‘pay’ for the information with offerings of
food, alcoholic beverages, incense, song and pleasant conver-
sation. The offering should total at least 1 gp.

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Call Undead Components: V, S, M


Casting Time: 1 action
Necromancy, Enchantment (Compulsion)
Level: Nec 1 Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, M Effect: Hp transfer from undead
Casting Time: 1 hour Duration: Instantaneous
Range: Medium 1 mile/level Saving Throw: See below
Effect: Attracts undead Spell Resistance: Yes
Duration: 8 hours The caster steals hit points from low-level undead to heal his
Saving Throw: Yes injuries. For each HD of undead destroyed by the spell, the
Spell Resistance: Yes caster gains 1d3 hit points. The caster cannot gain hit points
With this spell the caster creates an invisible magical beacon beyond his maximum, merely replace those lost by injury or
that attracts undead like moths to a flame. Once the ritual is disease. The spell affects undead of up to 4 HD.
properly performed, any undead within range make their way However, the process is dangerous, because it infuses nega-
directly to the site without delay. Once there, they remain in tive energy into a living body. If the caster gains hit points
the area for the remainder of the spell’s duration. There is no equal to two-thirds of his total by this method, he must make
guarantee that the undead are friendly, but the caster may a Fortitude save (DC 19). Failure results in immediate trans-
attempt to awe or control the undead through normal means. formation into an undead state as a free-willed creature of
Uncontrolled undead attack the caster, returning to their darkness – typically an intelligent skeleton or zombie. Despite
lairs if they succeed in killing the one who disturbed their rest. the danger, this spell can be immensely handy in a tight spot,
If the caster leaves the site, the undead go first to the site and buying a necromancer time to escape or regroup by sacrificing
then follow after the caster for the remainder of the spell dura- mindless minions.
tion, unerringly sensing his current location. In such a case,
the control roll is made for each undead whenever it first Chatterbox
encounters the caster. Should any undead fail to reach the cast- Illusion (Glamer)
er before the spell duration elapses, each returns to its own Level: Brd 2, Sor/Wiz 3
lair. Components: V, S
The effects of this spell are keyed to the caster’s level with Casting Time: 1 action
regard to the potency of the undead so contacted. If the cast- Range: Close (25 ft. + 5 ft./2 levels)
er’s level is 1st through 5th, only skeletons and zombies will Target: One object
answer the summons. Once the caster reaches 6th level, Duration: 1 minute/level
ghouls, ghasts, and shadows will also respond. At 11th level, Saving Throw: Will negates (object)
the caster can compel wights, wraiths, and mummies to come, Spell Resistance: Yes (object)
and at 15th level and above even vampires, spectres, and This spell imbues the chosen object with an enchanted
ghosts must make the journey. Liches are immune to this spell, mouth that immediately begins to speak a non-stop stream
although they will hear the call and may investigate on their of inane chatter, old stories, and broken fragments of con-
own accord out of curiosity. versation. The caster chooses the type of voice, whether
Material Component: A small funerary bell (1 gp). male or female, deep or soft, but cannot mimic a known
voice. If cast on two objects near one another, the voices
hold a complete conversation, with both objects constantly
Candle interrupting each other and allowing no moment of silence.
Conjuration (Creation)
Level: Clr 0, Drd 0, Sor/Wiz 0 All creatures within 30 ft. of the object must make a Will
Components: V, S, M, DF save each round or be distracted by the constant chatter.
Casting Time: 1 action Affected cre at u res stand dumbfounded, attempting to
Range: 0 ft. remember what they were doing before the chattering
Effect: Creates a candle began. Any creature that is attacked automatically succeeds
Duration: Permanent at his next save attempt.
Saving Throw: None Attempting to cast spells or activate command word
Spell Resistance: None magic items within the spell’s area requires a Concentration
Candle creates one ordinary tallow or beeswax candle that check with a -4 penalty to the roll. Speaking and hearing
is already lit. The flame can be extinguished normally and the within the area are also difficult. Creatures trying to com-
candle stored to be used at a later date. The candle can bet be municate with anyone outside the radius of the spell are
lit normally once it has been extinguished. foiled, unable to get their messages out through the inces-
sant talking. If two creatures within the spell’s area attempt
Material Component: A single copper piece, which van-
to communicate, the receiver must make a Listen check
ishes in the casting.
(DC 15) in order to decipher the message.
A bard’s countersong ability suppresses chatterbox for as
Cannibalize long as he sings, up to his normal limit.
Necromancy
Level: Nec 3

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Objects worn or carried by another creature are unaffect- around it, providing nine-tenths cover (+10 AC) for the char-
ed by this spell, though a creature picking up an affected acter against that opponent. Nothing can fool the hand-it sticks
object does not break the enchantment. with the selected opponent in spite of darkness, invisibility,
polymorphing, or any other attempt to hide or disguise him-
Claws of the Demon self. The hand does not pursue an opponent, however.
Transmutation When pushing, the hand pursues and pushes away the oppo-
Level: Clr 1, Evil 1, Sor/Wiz 1 nent that the character designates. Treat this as a bull rush with
Components: V, S, M/DF a +18 bonus on the Strength check (+12 for Strength 35, +4
Casting Time: 1 action for being Large, and +2 for charging bonus, which it always
Range: Touch gets). The hand always moves with the opponent to push him
Target: Creature touched back the full distance allowed, and it has no speed limit. A
Duration: 3 rounds/level very strong creature could not push the hand out of its way, but
Saving Throw: Fortitude negates it could push the hand up against the character by successful-
Spell Resistance: Yes ly bull rushing the hand.
This spell transforms the target’s hands into long, sharp When grappling the hand can grapple one opponent that the
claws. The subject is able to inflict 2d8 points of slashing character selects. The hand gets one grappling attack per
damage as a normal melee attack, and is considered armed for round. Its attack bonus to make contact is the character's level
the duration of this spell. + the character's Intelligence, Wisdom, or Charisma modifier
The subject also suffers a -2 circumstance bonus to all (for wizards, clerics, and sorcerers, respectively), +12 for the
Charisma-based checks for the duration of this spell, due to hand's Strength score (35), -1 for being Large. Its grapple
the fearsome appearance of the claws. check is this same figure, except with +4 for being Large
Material Component: The hand or paw of any clawed instead of -1. The hand deals 2d6+12 points of grapple dam-
creature. age (normal, not subdual).
The hand is 10 feet long and about that wide with its fingers
outstretched. It has as many hit points as the character when
undamaged, and its AC is 20 (-1 size, +11 natural). It takes
Cobble damage as a normal creature, but most magical effects that
Transmutation don't cause damage do not affect it. The hand cannot push
Level: Brd 0, Clr 0, Sor/Wiz 0 through a wall of force or enter an antimagic field. It suffers
Components: V, S the full effects of a prismatic wall or prismatic sphere. The
Casting Time: 1 action hand makes saving throws as its caster. Disintegrate or a suc-
Range: Touch cessful dispel magic destroys the hand.
Target: One pair of footwear
Arcane Focus: A glove worth no less than 40 gp.
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless, object) Darkhood
Cobble will repair and restore any damaged footwear to Conjuration (Creation)
working condition. It will also resole worn footwear and Level: Bard 1, Sor/Wiz 1
even give them a good polishing if desired. This spell does Components: V, S, M
not restore the footwear to ‘new’ condition, it simply repairs Casting Time: 1 action
them as if they were taken to a professional cobbler. Range: Medium (100 ft + 10 ft/level)
Target: One living creature
Duration: 1 round/level (D)
Crushing Hand Saving Throw: Fortitude negates
Evocation Spell Resistance: Yes
Level: Sor/Wiz 9, Strength 9
The target of this spell has its head (or visual apparatus)
Components: V, S, M, F/DF
covered in a hood or blindfold of magical darkness and is con-
Casting Time: 1 action
sidered blinded for the duration of the spell. The hood disap-
Range: Medium (100 ft. + 10 ft./level)
pears when the spell expires. Creatures who possess the
Effect: 10-ft. hand
exceptional abilities blindsight or tremor sense are unaffected
Duration: 1 round/level (D)
by this spell.
Saving Throw: None
Spell Resistance: Yes
Creates a Large magic hand that appears between the char- Dead Man’s Eyes
acter and one opponent. Necromancy, Divination
Level: Nec 1, Sor/Wiz 1
The hand can interpose itself, push, or crush one opponent
Components: V, S, M
that the character selects.
Casting Time: 1 action
When interposing the floating , disembodied hand moves to Range: Touch
remain between the character and the opponent, regardless of Effect: See dying vision
where the character moves or how the opponent tries to get

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Duration: 1 round Level: Sor/Wiz 5
Saving Throw: None Components: V, S, M
Spell Resistance: No Casting Time: 1 action
With this spell the caster sees the last thing seen by the tar- Range: Touch
get corpse. The body cannot be more than 3 days old per level Targets: Creature touched
of the caster. The point of view is the same as the last moment Duration: 10 minutes/level or until discharged
of the target’s life; anything behind the target or outside its Saving Throw: Will negates (harmless)
range of vision cannot be seen. The spell does not improve the Spell Resistance: Yes (harmless)
target’s vision, so someone who died in darkness reveals only Much like stoneskin, the warded creature gains resistance to
blackness, even if the caster has darkvision. However, if the blows, cuts, stabs, and slashes. The subject gains all of the
deceased has special vision then the caster will see events with effects of stoneskin plus a +5 AC bonus.
that sight. Material Component: A piece of a dragon's scale, worth
Visions created by this spell are very vivid, emotionally no less than 300 gp.
charged, and often extremely unpleasant. The caster must
make a Fortitude saving throw at the end of the vision (i.e., the Drain Life
moment of death) or pass out for 1d10 rounds from the psy- Necromancy [Evil]
chic shock of sharing in the target’s death. Level: Sor/Wiz 9
Material Component: A whole eye from the target crea- Components: S, M, XP
ture. Casting Time: 2 rounds
Range: Close (25 ft. +5 ft./2 levels)
Desiccate Target: One creature
Evocation (Air) Duration: Instantaneous
Level: Air 3, Sor/Wiz 3 Saving Throw: Fortitude half
Components: V, S, M/DF Spell Resistance: Yes
Casting Time: 1 action The subject permanently loses a number of hit points equal
Range: Medium (100 ft. +10 ft./level) to 1d6 plus one-half the caster’s level. Only a wish or similar
Area: 30-ft. radius square ability of a major artifact may reverse the effect of this spell.
Duration: Instantaneous Material Component: A crushed gemstone worth no less
Saving Throw: Fort half than 5,000 gp and 2,000 XP.
Spell Resistance: Yes
This spell removes moisture from all inanimate objects in Evasion
the area of effect. Wooden objects in the area become dry and Transmutation
brittle, possibly crushing themselves under their own weight. Level: Brd 3, Sor/Wiz 3
Food becomes stale and hard, though still edible. In the case Components: V, S
of fruits this can actually increase the amount of time they are Casting Time: 1 action
edible. Affected items worn by creatures and all magical items Range: Touch
receive saving throws to avoid the effects of this spell. Failure Target: Creature touched
causes 3d6 points of damage to the object. Duration: 1 minute/level
Saving Throw: None
Detect Patron Spell Resistance: Yes
Divination This spell grants the subject the benefit of the evasion abil-
Level: Clr 1, Drd 1 ity. Evasion allows a character who makes a successful Reflex
Components: V, S save for half damage against an affect to take no damage
Casting Time: 1 action instead. Evasion does not work in armor heavier than light
Range: 60 ft. armor. Characters who already have the evasion ability gain
Target: One object or person no benefit from this spell.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Detect Patron enables the caster to detect the faith of an
False Flavor
Illusion (Glamer)
object or person that has been Sanctified to a deity. This spell Level: Brd 0, Sor/Wiz 0
causes the symbol of the deity to appear above the object or Components: V, S
person (Possible Knowledge, Religion DC10 to recognize Casting Time: 1 action
familiar symbols, DC15+ for those which are rarer or no Range: Close (25 ft. + 5 ft./2 levels)
longer used). The symbol is only visible to the caster. Target: 1 cubic foot/level of food or drink
Duration: 1 minute/level
Dragon Skin Saving Throw: Will disbelief (if tasted)
Abjuration Spell Resistance: Yes (object)

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This spell gives an edible object any sort of flavor desired Target: One humanoid
by the caster. For example, oatmeal can be made to taste like Duration: 1 round/level
rare steak or smoked flounder, and vinegar could taste just like Saving Throw: Will negates
ale or fruit juice. The spell can’t change the actual nature or Spell Resistance: Yes
quality of the food or drink. Spoiled food remains spoiled, and By means of this spell, the caster inflicts a humanoid with a
poisoned food is still deadly, but any taste of poison or temporary case of absentmindedness. The victim suffers a -2
spoilage can be hidden with this spell. circumstance penalty on all Intelligence checks and
Intelligence-based skill checks. If he is a spellcaster, he might
also botch his magic due to some forgotten phrase, gesture, or
Flame Bolt component. To successfully cast a spell, the target must make
Evocation (Fire) a Concentration check. A failed check means that he has lost
Level: Sor/Wiz 1 the spell.
Components: V, S, M
Casting Time: 1 action Goblin Stench
Range: Medium (100 ft. +10 ft./level) Conjuration (Creation)
Target: One or more creatures, no two of which can be more Level: Sor/Wiz 2
than 15 ft. apart. Components: V, S, M
Duration: Instantaneous Casting Time: 1 action
Saving Throw: None Range: Close (25 ft. +5 ft./2 levels)
Spell Resistance: Yes Effect: Cloud that spreads to fill a 20 ft. radius, 15 ft. high
With this spell the caster creates two flaming missiles, plus Duration: 1 round/2 levels
one for every two levels of experience past first. Thus, a cast- Saving Throw: Fortitude negates (see text)
er will have two bolts at 1st level, three bolts at 3rd, four bolts Spell Resistance: Yes
at 5th, etc. This spell creates a smaller fog for a shorter time than the
This spell differs from the more common magic missile in similar spell, stinking cloud, but is otherwise identical to that
that it provides more missiles, does fire damage, requires a spell.
ranged touch attack roll for each bolt, and has no upper limit Material Component: A goblin’s finger or ear.
on the number of bolts created. Each flame bolt that hits its
target does 1d4+1 points of damage. Grasping Hand
Material Component: A pinch of sulfur. Evocation
Level: Sor/Wiz 7, Strength 7
Focus of the Magical Mind Components: V, S, F/DF
Divination Casting Time: 1 action
Level: Brd 2, Magic •, Sor/Wiz 2 Range: Medium (100 ft. + 10 ft./level)
Components: V, S, F/DF Effect: 10-ft. hand
Casting Time: 1 action Duration: 1 round/level (D)
Range: Personal Saving Throw: None
Target: Caster Spell Resistance: Yes
Duration: 1 round/level Creates a Large magic hand that appears between the charac-
Saving Throw: None ter and one opponent. This floating, disembodied hand then
Spell Resistance: No moves to remain between the two, regardless of where the char-
This spell grants the caster increased magical focus and con- acter moves or how the opponent tries to get around it.
centration. The caster gains a +1 bonus to Will saving throws, The hand can grapple one opponent that the character selects.
and a +2 enhancement bonus to all Concentration checks and The grasping hand gets one grappling attack per round. Its attack
caster level checks to beat spell resistance for the duration of bonus to make contact is the character's level + the character's
the spell. Intelligence, Wisdom, or Charisma modifier (for wizards, cler-
Arcane Focus: Small glass lens worth at least 100 gp. ics, and sorcerers, respectively), +10 for the hand's Strength
score (31), -1 for being Large. Its grapple check is this same fig-
ure, except with +4 for being Large instead of -1. It holds but
does not harm creatures it grapples.
The hand can also bull rush an opponent. The hand pursues
and pushes away the opponent that the character designates.
Treat this as a bull rush with a +16 bonus on the Strength check
Forgetfulness (+10 for Strength 31, +4 for being Large, and +2 for charging
Transmutation (Mind-Affecting) bonus, which it always gets). The hand always moves with the
Level: Sor/Wiz 1 opponent to push him back the full distance allowed, and it has
Components: V, S no speed limit.
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)

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A very strong creature could not push the hand out of its way, Components: V, S, M
but it could push the hand up against the character by success- Casting Time: 1 action
fully bull rushing the hand. Range: Personal
The hand can interpose itself between the caster and the oppo- Target: Caster
nent. Interposing provides nine-tenths cover (+10 AC) for the Duration: Instantaneous
character against that opponent. Nothing can fool the hand-it Saving Throw: None
sticks with the selected opponent in spite of darkness, invisibili- Spell Resistance: None
ty, polymorphing, or any other attempt to hide or disguise him- Groom cleans all manners of soiling and filth from the body,
self. The hand does not pursue an opponent, however. nails, teeth, and hair of the caster. The caster can further spec-
The hand is 10 feet long and about that wide with its fingers ify that the cleaning include a shave, manicure, pedicure, hair
outstretched. It has as many hit points as the character when cut and or fashioning and color, as well as a light makeup
undamaged, and its AC is 20 (-1 size,+11 natural). It takes dam- application and a hint of fragrance.
age as a normal creature, but most magical effects that don't Material Component: A small mir ror or reflective item in
cause damage do not affect it. The hand cannot push through a which the caster can see themselves.
wall of force or enter an antimagic field. It suffers the full effects
of a prismatic wall or prismatic sphere. The hand makes saving Harvest Flesh
throws as its caster. Disintegrate or a successful dispel magic Necromancy
destroys the hand. Level: Sor/Wiz 2
Arcane Focus: A glove worth no less than 20 gp. Components: V, S
Casting Time: 1 action
Grave Claws Range: Close (25 ft. + 5 ft./2 levels)
Necromancy Target: One creature
Level: Nec 1 Duration: Instantaneous
Components: V, S Saving Throw: Will negates
Casting Time: 1 action Spell Resistance: Yes
Range: Personal This horrible spell rips the flesh from a single creature,
Effect: Hands become claws exposing the meat beneath. The target must succeed a Will
Duration: 1d3 rounds check or suffer 1d6 points of damage + 1 point per caster level
Saving Throw: None as the flesh is peeled instantly from one limb of the target’s
Spell Resistance: No body. This damage takes twice as long to heal unless magical
The caster’s hands grow sharp, blackened claws, capable of healing is used.
tearing iron and shredding flesh. He gains a natural attack
form with his usual base attack bonus, inflicting 1d6 points of Hideous Laughter
damage per attack. Since the caster temporarily gains natural Enchantment (Compulsion)
weaponry, he suffers no attack of opportunity for unarmed Level: Brd 2, Sor/Wiz 2
attacks. Grave claws can combine with other touch attack Components: V, S, M
spells, such as chill touch, ghoul touch, greater chill touch*, Casting Time: 1 action
shocking grasp, and Touch of the Wraith.* Range: Close (25 ft. + 5 ft./2 levels)
Grave claws allow the caster to dig through soft dirt and Target: One creature (see text)
clay at a rate of 5 ft./round. Duration: 1d3 rounds
Saving Throw: Will negates
Greater Chill Touch Spell Resistance: Yes
Necromancy This spell afflicts the subject with uncontrollable laughter. It
Level: Sor/Wiz 3 collapses into gales of manical laughter, falling prone. The
Components: V, S subject can take no actions while laughing. After the spell
Casting Time: 1 action ends, it can act normally.
Range: Touch Creatures with Intelligence scores of 2 or lower are not
Targets: Creature or creatures touched (up to one/level) affected. A creature whose type is different from the caster’s
Duration: Instantaneous receives a +4 bonus on its saving throw, because humor does-
Saving Throw: Fortitude half n’t “translate” well.
Spell Resistance: Yes
As chill touch except that it deals 2d6 points of damage and Horrific Aspect
2 points of temporary Strength damage. A successful Fortitude Illusion (Phantasm) (Fear, Mind-Affecting)
saving throw reduces hp and Strength damage to half. Level: Sor/Wiz 6
Components: V, S
Groom Casting Time: 1 action
Transmutation Range: 30 ft.
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0 Area: 30-ft. radius sphere centered on the caster

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
Duration: 1 round/level Casting Time: 1 action
Saving Throw: See text Range: Personal
Spell Resistance: Yes Target: Caster
By means of this spell, the caster changes his appearance to Duration: 1 minute/level
that or a horrifying humanoid monster, complete with skeletal Saving Throw: None
head, burning eyes, and wicked claws and fangs. So unnerv- Spell Resistance: No
ing and convincing is the illusion, which includes visual, The caster’s hunting senses are temporarily enhanced by
audible, tactile, and thermal components, that it has the fol- this spell. He receives a +2 insight bonus to all Search, Spot
lowing effects on creatures within 30 ft. who see the caster: and Wilderness Lore checks, and a +1 insight bonus to all non-
magical ranged attacks. The caster gains these benefits only if
Hit Dice of ViewerEffect on Creature he is outdoors.
Under 2 (no saving throw)Cowering Arcane Material Component: A feather from an eagle,
2 to 4 (Will save negates) Panicked falcon, or hawk.
5 to 6 (Will save negates)Frightened
7 to 8 (Will save negates) Shaken Launder
Transmutation
Level: Brd 0, Clr 0, Pal 1, Sor/Wiz 0
Creatures above 8 HD are unaffected by horrific aspect. Components: V, S
Those entering the area during the spell’s duration must make Casting Time: 1 action
a save, but creatures that make their save and later reenter the Range: Touch
spell’s area do not have to make a new save. Target: 1 outfit of clothing
Duration: Instantaneous
Identify Undead Saving Throw: None.
Necromancy Spell Resistance: No.
Level: Sor/Wiz 0 Launder cleans, dries, and makes minor repairs to one suit
Components: V, S of clothes. The caster can also have the spell remove wrinkles,
Casting Time: 1 action iron, fold, and even restore the color to faded clothes.
Range: 60 ft. quarter-circle emanating from the caster
Area: 30-ft. radius sphere centered on the caster
Duration: Instantaneous
Minotaur’s Might
Transmutation
Saving Throw: None
Level: Brd 6, Sor/Wiz 5
Spell Resistance: No
Components: V, S, M
Through the use of this spell, the caster may divine the Casting Time: 1 action
nature of any undead he faces. This spell immediately informs Range: Touch
the caster of the type of all undead within the area of effect Target: Creature touched
with Hit Dice no greater than his caster level. Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Invoke the Word Spell Resistance: Yes
Enchantment (Compulsion) [Mind-Affecting] The target touched when this spell is cast becomes stronger.
Level: Clr 0 Minotaur’s Might grants a bonus of 2d4 points to the target’s
Components: V, S, DF Strength score for the spell’s duration.
Casting Time: 1 minute Material Component: A small pinch of powder made from
Range: 50 ft. the horn of a minotaur that has been ground to a fine dust.
Target: 1d4 allies (per level) within 50 ft.
Duration: Until discharged
Saving Throw: None Moonspray
Spell Resistance: None Evocation (Light)
Level: Brd 2, Sor/Wiz 2
Invoke the Word endows those who hear the caster’s small
Components: V, S, M
sermon with a small portion of their Deities essence. This
Casting Time: 1 action
power can be tapped by invoking the name of the deity. This
Range: Medium (100 ft + 10 ft/level)
invocation enables them to affect one outcome of one random
Area: 10' radius burst
event (They receive a +1 on one roll).
Duration: Instantaneous
Note: Multiple castings do not stack. Saving Throw: Reflex negates and half (see text)
Spell Resistance: Yes
Keen Eyes of the Hunter
Divination With this spell, the caster creates brilliant beams of moon-
Level: Drd 2, Rgr 2, Sor/Wiz 2 light that explode outward from a designated point, dealing
Components: V, S, M/DF 1d8 points of damage +1 point per caster level to all creatures

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in the area (maximum +20 damage). In addition, all creatures poison, which can be detected with a successful Spot check (DC
caught in the burst of moonlight are blinded for 1d4 rounds. A 29).
successful Reflex saving throw negates the blindness and Material Component: A black lotus flower.
reduces the damage by half. Moonspray does not deal extra
damage to undead or creatures adversely affected by sunlight. Prolong Life
Material Component: A crystal or glass bead. Necromancy
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Negative Energy Burn Casting Time: 1 action
Necromancy [Evil] Range: Touch
Level: Sor/Wiz 4 Target: Living creature touched.
Components: S, XP Duration: 1d10 years
Casting Time: 1 round Saving Throw: Fort negates (harmless)
Range: Close (25 ft. +5 ft./2 levels) Spell Resistance: Yes (harmless)
Target: One creature This spell temporarily stops all aging in the target. For 1d10
Duration: Instantaneous years, the target does not grow physically older. Additionally,
Saving Throw: None any magical aging is absorbed by prolong life. Absorbed years
Spell Resistance: Yes shorten the duration of prolong life by the number of years
A visible aura of negative energy surrounds the target crea- absorbed. A Fortitude save prevents the pause in aging.
ture, horribly burning the target with evil negative energy.This Material Component: A handful of sand from an hourglass.
causes the target 2d4 points of damage plus one point per
spellcaster level. Protection from Pests
XP Cost: 250 XP. Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Oration Components: V, S, M/DF
Illusion (Glamer) Casting Time: 1 action
Level: Clr 0 Range: Personal
Components: V, S Target: Caster
Casting Time: 1 action
Range: Medium (100ft. +10ft./level) Duration: 1 hour/level
Target: Personal Saving Throw: None
Duration: Concentration Spell Resistance: None
Saving Throw: None Protection from Pests protects the caster and his/her immediate
Spell Resistance: None belongings from any type of normal parasitic pests from mosqui-
Oration enables the caster to speak above the surrounding toes to fleas and ticks. The caster also gains a +1 deflection bonus
background noise. The spell can only affect those in its radius versus giant sized versions of these pests.
that desire to hear what the caster is saying. The caster must Material component: A dash of crushed marigold leaves or at
unflinchingly ignore the surrounding noise and happenings, least a dram of vinegar.
possibly requiring a Concentration check, in order to maintain
this spell. Rosewater
Conjuration (Creation)
Poisoned Goblet Level: Clr 0 (Lathander)
Conjuration (Creation) Components: V, S, DF
Level: Sor/Wiz 4 Casting Time: 1 action
Components: V, S, M Range: Touch
Casting Time: 1 action Target: 1 cup of water
Range: Close (25 ft. +5 ft./2 levels) Duration: Instantaneous
Target: One small object Saving Throw: None
Duration: Permanent Spell Resistance: None
Saving Throw: None (see text) Rosewater transforms a normal cup of water into a faintly
Spell Resistance: No luminescent lavender rosewater tea. This aromatic brew
The caster magically coats a small, inanimate object (the removes fatigue and heals bumps and bruises (1d8 +1/per
object need not be a goblet, despite the spell’s name) with con- level subdual points damage). This tea can be created both hot
tact poison. The object to be coated cannot weigh more than two and cold and remains potent until the next dawn, when it
pounds or be larger than one cubic foot. It must be within range returns to normal water.
of the spell and visible to the caster. The contact poison on the
object is black lotus extract, and the spell creates an amount suf-
ficient for one poisoning. A Fortitude save is allowed against

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Rot Flesh such a chest is never less than 5,000 gp. Once it is construct-
ed, the character must make a tiny replica (of the same mate-
Necromancy
Level: Nec 6 rials and perfect in every detail), so that the miniature of the
Components: V, S, M chest appears to be a perfect copy. (The replica costs 50 gp.)
Casting Time: 1 action The character can have but one pair of these chests at any
Range: 1-ft. radius/level given time—even wishes do not allow exceptions. The chests
Effect: Corrupts living flesh themselves are nonmagical and can be fitted with locks,
Duration: Permanent wards, and so on, just as any normal chest can be.
Saving Throw: Fort half To hide the chest, the character casts the spell while touch-
Spell Resistance: Yes ing both the chest and the replica. The chest vanishes into the
Putrefecation and decay are familiar effects to practitioners of Ethereal Plane. The character needs the replica to recall the
the necromantic arts. By casting this spell, the caster creates a chest. After 60 days, there is a cumulative chance of 5% per
field of corruption that speeds up the breakdown of all living flesh day that the chest is irretrievably lost. If the miniature of the
(except his own) within range. All living creatures within the area chest is lost or destroyed, there is no way, not even with a wish
of effect must make a Fortitude save. Those who fail suffer 1d6 hp spell, that the large chest can be summoned back, although it
damage/caster level; those who succeed suffer only half that could be found by going to the Ethereal Plane.
amount. This damage cannot be healed by magical means short of Living things in the chest eat, sleep, and age normally; and
a heal spell. they die if they run out of food, air, water, or whatever they
Material Component: A piece of rotten flesh taken from a need to survive.
corpse no more than three days old. Focus: The chest and its replica.

Sanctify Shadowbound
Evocation Evocation (Darkness)
Level: Clr 0, Drd 0 Level: Sor/Wiz 4
Components: V, S, DF Components: V, S
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 person or object Target: One living creature/caster’s level, maximum of 6.
Duration: Permanent Duration: 1 day/level
Saving Throw: Will negates (harmless) Saving Throw: Will negates
Spell Resistance: Yes (harmless) Spell Resistance: Yes
Sanctify dedicates the person or object to the faith of the When the caster invokes this spell, he must select up to six
caster. Objects that are sanctified are considered property of creatures within range. Those who fail a Will save are bound
the deity, while people are considered part of the flock and are to each other, their shadows merged into a single unit, and
given the benefits available to them. A previously Sanctified unable to move more than 5 feet away from each other. This
object or person can be rededicated to the casters deity with does not prevent them from moving together, but coordinating
this spell. such movement is difficult, and all such movement is at half
rate.
Secret Chest
Conjuration (Summoning) Shadow Aura
Level: Sor/Wiz 5 Illusion
Components: V, S, F Level: Sor/Wiz 2, Clr 2
Casting Time: 10 minutes Components: V, S, M, DF
Range: See text Casting Time: 1 action
Target: One chest and up to 1 cu. ft. of goods/caster level Range: Touch
Duration: 60 days or until discharged Target: Creature touched
Saving Throw: None Duration: 10 minutes / level
Spell Resistance: No Saving Throw: Will negates (harmless)
The caster hides a chest on the Ethereal Plane for up to 60 Spell Resistance: Yes (harmless)
days and can retrieve it at will. The chest can contain up to 1 This spell envelopes the target in a dark, frightening aura that
cubic foot of material per caster level (regardless of the chest’s manifests itself as dark shadows. The darkness radiating from
actual size, which is about 3 feet by 2 feet by 2 feet). If any the target makes him appear larger and somewhat indistinct, and
living creatures are in the chest, there is a 75% chance that the grants the benefit of one-quarter concealment (a 10% miss
spell simply fails. Once the chest is hidden, the character can chance). It also makes the target appear more frightening and
retrieve it by concentr ating (a standard action), and it appears powerful (providing a +4 circumstance bonus to Intimidate
next to the character. checks and making all opponents suffer a -1 moral penalty on
The chest must be exceptionally well crafted and expensive, attacks against the target).
constructed for the character by master crafters. The cost of

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Material Component: The skull from a slain infernal crea-
ture or fiendish animal.
Simple Bed
Alteration
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Shadow Horror Components: V, S
Necromancy Casting Time: 1 action
Level: Sor/Wiz 3 Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S Area: Ground where caster will sleep
Casting Time: 1 action Duration: Until caster awakens
Range: Close (25 ft. + 5 ft./2 levels) Saving Throw: None
Target: One creature Spell Resistance: None
Duration: Special Simple Bed gathers, loosens, and flattens surrounding veg-
Saving Throw: Will negates (special) etation, dead leaves, and loose soil in order to create a very
Spell Resistance: Yes comfortable bed, which gives the caster a pleasant, restful
Through this spell, the caster gathers a small amount of neg- night. The caster gains a bonus of 1hp to their normal healing
ative energy and unleashes it as a ball of dark power. This rate for bed rest over eight consecutive hours.
force flares for just the briefest instant, weakening and stun-
ning the victim as it is enveloped by a swirling cloud of dark-
ness.
Skeletal Spikes
Necromancy
The target temporarily loses 1d4 points of Strength and is Level: Sor/Wiz 5
treated as stunned on its next round. In addition, the subject Components: V, S, M
suffers a -2 morale penalty to attack rolls, ability checks, skill Casting Time: 1 action
checks, and saving throws for 1 round per 2 caster levels. Range: Personal
Strength is regained at the rate of 1 point per day. Target: Caster
Duration: 10 minutes/level
Shatter Bone Saving Throw: None
Necromancy Spell Resistance: No
Level: Sor/Wiz 3 The use of this spell causes the caster’s bones to warp and
Components: V, S, M writhe, until large, wickedly sharp spikes burst forth from
Casting Time: 1 action under his skin. These bony spikes make it exceedingly diffi-
Range: Touch cult for any enemy to approach without suffering nasty
Target: One creature wounds. The caster is granted 1d3 additional gore attacks per
Duration: Instantaneous round that count as natural weaponry and cause 1d6 damage.
Saving Throw: Fort half NOTE: Only undead spellcasters may use this spell without
Spell Resistance: Yes penalty. If used by a living creature, it will automatically be
With this spell the caster snaps the bones of the target, splin- reduced to 0 hit points.
tering them with a single touch. The target takes 3d4 points of Material Component: A horn or spike from a creature of
damage plus 1 point per level of the caster. On a successful at least 3 HD.
Fort save the target takes only 1/2 damage from this spell.
Material Component: A small piece of human bone. Snake's Speed
Transmutation
Shield of Shadows Level: Brd 3, Sor/Wiz 2
Illusion (Shadow) Components: V, S, M
Level: Sor/Wiz 2 Casting Time: 1 action
Components: V, S Range: Touch
Casting Time: 1 action Target: Creature touched
Range: Personal Duration: 1 minute/level
Target: Caster Saving Throw: None
Duration: 1 round/level Spell Resistance: Yes
The caster surrounds himself in a cloak of dense shadows that The subject gains the benefit of the Dodge, Mobility, and
obscures visibility for others. As long as shield of shadows is in Quick Draw feats. If the subject already has one or more of
effect the caster is considered to be under half-cover. these feats, there is no additional benefit from gaining it
In addition to one-half cover, shield of shadows negates all through this spell. For example, a subject that already has the
magic missile attacks directed at the caster and provides +5 AC Dodge feat does not get an additional +1 AC if this spell is cast
enhancement bonus to the caster. upon him, although he still gains the benefits of the Mobility
The spell completely surrounds the caster, providing these ben- and Quick Draw feats.
efits no matter the direction an attack is launched from. Material Component: A scale from a living snake that is
swallowed when the spell is cast.

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Spider Bite must make a Reflex save (DC 15) or fall into this 6 ft. deep
grave. If the target fails the save he is stunned for one
Evocation
Level: Sor/Wiz 1 round.
Components: V, S, M Material Component: A pinch of dirt from an occupied
Casting Time: 1 action grave that is still fresh (the body has been buried less than
Range: Touch a week).
Target: One creature
Duration: Instantaneous Sumarlidi’s Uncontrollable Fire
Saving Throw: None Evocation (Fi re )
Spell Resistance: No Level: Sor/Wiz 2, Fire 2
This spell inflicts minor damage on the target, 1 point per Components: V, S
level of the caster. This touch attack leaves the mark of a spi- Casting Time: 1 action
der bite on the target’s skin and it takes three days for this Range: Medium (100 ft. +10 ft./level)
mark to fade. As long as the target is marked, all spider bite Target: One creature per round.
attacks deal an extra 2 points of damage. Duration: 1 round/level
Example: A character who suffered spider bite is hit Saving Throw: Reflex half
again by the spell in less than 24 hours. The caster, 4th Spell Resistance: Yes
level, inflicts 4 points of damage with the spell and the tar- This spell creates a ball of flame that attempts to attack
get suff ers another 2 points due to the already existing spi - a random target any wh e re within range each round. The
der bite mark. The target now has two marks and if a third caster must make a Will save (DC 12) each round. If he
spider bite touched him while the those marks remain he succeeds, then he may select any target within range; if he
would suffer an additional 4 points of damage over that of fails, then the fire attacks a random target. The caster is
the a ttack (2 for each mark). never targeted by the spell, but his allies may be. The ball
Material Component: A spider’s leg. inflicts 4d4 points of fire damage on a successful hit; a
Reflex save halves the damage.
Spirit Knife
Necromancy (Death)
Level: Clr 7, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 action
Range: 0 ft. Shadow Raven cries are screeching whispers. They
will obey their masters but are will-
Effect: One knife. Small Undead Animal (Incorporeal) ful and sly. They are always looking
Hit Dice: 2d8+2 (11)
Duration: 1 round/5 levels to feed (see below).
Initiative: +3 (Dex)
Saving Throw: Fort partial Speed: fly 60 ft. (Good) Combat
Spell Resistance: Yes Armor Class: 15 (+3 Dex, +1 size, Shadow r avens love to attack out
+1 deflection) of the night sky, dive-bombing the
This spell creates a knife of cra ck l i n g
Attacks: Incorporeal claw +3 unaware. When indoors, they lie in
necromantic energy that the caster uses to wait in high, dark corners, always
Damage: Incorporeal claw 1d2 tem-
slay or severely injure his opponents. porary Strength watchful for opportunities.
The caster must succeed at a melee attack Face/Reach: 5 ft. x 5 ft. x 5 ft. Strength Damage: On a success-
against his opponent, at which time the target Special Attacks: Strength Damage ful strike, a living creature suffers
Saves: Fort +1, Ref +4, Will +2 1d2 points of temporary Strength
must make a successful Fortitude save or die.
Abilities: Str –, Dex 16, Con –, Int 2, damage. A creature reduced to 0
If the save is successful, the target still Wis 11, Cha 12 Strength in this way dies. This is the
receives 1d6 points of temporary Constitution Skills: Hide +10, Listen +5, Spot +5 only way a shadow raven can feed.
damage. Feats: Flyby attack Undead: The shadow raven is
Focus: A knife or dagger. undead, and is immune to all mind-
Climate/Terrain:Any affecting spells, disease, stunning
Organization: Solitary attacks, critical hits, poison, paraly-
Sudden Grave Challenge Rating: 2 sis, subdual damage, or death from
Necromancy Treasure: None massive attack.
Alignment:Always Chaotic Evil Incorporeal: The shadow raven is
Level: Sor/Wiz 1 Advancement: 2-3 HD (small) impervious to damage except by
Components: S, M enchanted weapons, magic, or other
Casting Time: 1 action Shadow ravens are undead birds incorporeal creatures. Any damage
Range: Close (25 ft. + 5 ft./2 levels) created to serve as familiars and pets. sustained from a corporeal source
Target: One creature Most are gifts fom evil gods or man- has a 50% chance of not affecting the
Duration: Instantaneous ufactured by necromancers by some shadow raven. Shadow ravens may
unknown ritual. They have the gen- pass through solid objects at will.
Saving Throw: Reflex negates eral size and shape of regular ravens,
Spell Resistance: Yes but are entirely made of shadows.
With this spell the caster causes a grave to Their eyes glow dark red, and their
be opened beneath the target’s feet. The target

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Summon Shadow Raven Target: Caster


Duration: Up to 24 hours
Conjuration (Summoning)
Level: Clr 3, Sor/Wiz 3 Saving Throw: None
Components: V, S, F/DF Spell Resistance: None
Casting Time: 1 full round Timely Awakening enables the character to awaken from a
Range: Close (25 ft. +5 ft./2 levels) slumber at a predetermined time. The awakening is natural
Effect: Summons shadow raven. and instantaneous. Characters can act normally the round after
Duration: 1 round/level of caster awakening.
Saving Throw: None Note: This does not ensure a comfortable sleep, it only
Spell Resistance: No ensures that they awaken at a precise time.
This spell summons a shadow raven from the Demi-Plane of Focus: Some sort of a time piece (A simple sundial drawn
Shadow (seebox). Once the raven in on the spellcaster’s plane, in the dirt with a stick or rock for a gnomon, or center pin, will
the spellcaster may attempt to bind it as a familiar. do in a pinch). The focus is not consumed in the casting.
The shadow raven enters this world through any shadow
within range of the spell, so the spell won’t work in total dark- Tiny Hut
ness or total light. The shadow raven serves faithfully for the Evocation [Force]
spell’s duration. If the spellcaster has the proper tribute, the Level: Brd 3, Sor/Wiz 3
shadow raven may serve as a familiar. The GM is the final Components: V, S, M
arbiter for what tribute is appropriate. Casting Time: 1 action
Arcane Foci: A small, shiny object and a shadow. Range: 20 ft.
Effect: 20-ft.-radius sphere centered on the character's loca-
Temporal Slam tion
Duration: 2 hours/level (D)
Transmutation
Level: Sor/Wiz 8 Saving Throw: None
Components: V, S Spell Resistance: No
Casting Time: 1 full round The caster creates an unmoving, opaque sphere of force of
Range: Close (25 ft. +5 ft./2 levels) any color the character desires around his or her self. Half of
Target: One creature or object. the sphere projects above the ground, and the lower hemi-
Duration: 1 hour/level sphere passes through the ground. Up to nine other Medium-
Saving Throw: Will negates (harmless, object) size creatures can fit into the field with the character; they can
Spell Resistance: Yes (harmless, object) freely pass into and out of the hut without harming it.
For whatever duration he desires up to the spell’s maximum, However, if the character removes him or her self from the
the caster pushes that target creature and its carried gear (or hut, the spell ends.
any one object of medium-size or smaller) out of time. The The temperature inside the hut is 70° F if the exterior tem-
target vanishes immediately, and it no longer exists in the perature is between 0° and 100° F. An exterior temperature
world’s normal time stream while the spell lasts. If the target below 0° or above 100° lowers or raises, respectively, the inte-
is a caster, any spells or effects the target was maintaining are rior temperature on a 1-degree-for-1 basis (thus, if it’s –20°
affected as though the target just died. outside, inside it’ll be 50°). The hut also provides protection
During the period in which it is outside time, the target can- against the elements, such as rain, dust, and sandstorms. The
not be located with scrying or similar divinations. Not even a hut withstands any wind of less than hurricane force, but a
wish or miracle can bring the target back earlier or dispel the hurricane (75+ mph wind speed) or greater force destroys it.
temporal slam, since no magic remains within the normal flow The interior of the hut is a hemisphere. The character can
of time to dispel. illuminate it dimly upon command or extinguish the light as
When the spell ends, the target returns to the same location desired. Note that although the force field is opaque from the
from which it disappeared. If some other object occupies that outside, it is transparent from within. Missiles, weapons, and
space, the target is harmlessly shunted into the nearest open most spell effects can pass through the hut without affecting it,
space. For the target, no time has elapsed. A target creature although the occupants cannot be seen from outside the hut
will have effectively been transported into the future from its (they have total concealment).
perspective. When the target returns, any timed phenomenon
such as poison onset or the duration of abjuration spells will Torrent of Blood
pick up from the point when the target vanished. Conjuration
Level: Sor/Wiz 2
Timely Awakening Components: V, S, M
Casting Time: 1 action
Divination
Level: Clr 0, Drd 0, Sor/Wiz 0 Range: Close (25 ft. +5 ft./2 levels)
Components: V, S, F/DF Area: 20 ft.-radius
Casting Time: 1 action Duration: Instantaneous
Range: Personal Saving Throw: None

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Spell Resistance: No A weeping character is considered helpless (see DMG), but
The caster calls down a rain of blood that completely coats can still move 5 ft./round by crawling across the floor while
everything in a 20 ft.-radius, centered anywhere within the sobbing. A weeping character that attempts to communicate
spell’s range. verbally must make a second Will save or be unable to speak
All creatures in the target area suffer a -3 circumstance intelligibly. Success allows the target to speak, but does not
penalty to all rolls until they clean the blood from their bod- negate this spell.
ies. The slickness of the area slows all movement within the Material Component: A tiny piece of onion.
area of effect to 1/2 the creature’s base speed.
Material Component: A drop of the caster’s blood. Undetectable Aura
Illusion (Glamer)
Touch of the Wraith Level: Magic 1, Sor/Wiz 1
Necromancy Components: V, S, F
Level: Sor/Wiz 3 Casting Time: 1 action
Components: V, S Range: Touch
Casting Time: 1 round Target: Object touched weighing up to 5 lb./level
Range: Touch Duration: 1 day/level
Target: One living creature Saving Throw: None (see text)
Duration: Instantaneous Spell Resistance: No
Saving Throw: Fortitude half This spell allows the caster to mask a magic item’s aura
Spell Resistance: Yes from detection. If the object bearing undetectable aura has
When this spell is cast, crackling necromantic energy identify cast on it or is similarly examined, the examiner rec-
wreathes around the caster’s hand. A successful touch attack ognizes that the aura is false and detects the object’s actual
deals 1d6+1 points of Constitution damage for every two lev- qualities if he succeeds at a Will save.
els of the caster’s experience. A target’s Fortitude save halves
the normal damage. A target whose Constitution score is Venomous Strike
reduced to 0 by this spell is so overwhelmed by necromantic Necromancy
energies, he falls unconscious (instead of dying, as normal) Level: Sor/Wiz 7
until he regains at least one point of Constitution. Touch of the Components: V, S, M
Wraith has no effect on undead, constructs, and similar Casting Time: 1 action
beings. Range: Touch
Target: Living creature touched
Uncontrollable Weeping Duration: Instantaneous
Enchantment (Compulsion) Saving Throw: Fortitude (half)
Level: Sor/Wiz 2 Spell Resistance: Yes
Components: V, S, M Exactly like arcane poison except initial damage is 3d6
Casting Time: 1 action Constitution and secondary damage is 2d4 Constitution.
Range: Close (25 ft. +5 ft./2 levels) Material Component: The head of a poisonous snake and a
Target: One living creature poisonous leaf.
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

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Feats
Arcane Weave Mastery Deep Wound [General]
[Metamagic] The character skilled at delivering deep thrusts with swords,
Magical energy has been frequently refered to as a “weave” brutally tearing at the vital organs of his opponents be they
by many spellcasters and sages. In some areas of magic, your humanoid or beast.
mastery of this “weave” is superior to most other spellcasters. Prerequisite: Character level 6+, Str 13+.
Prerequisite: Ability to cast arcane spells, character level Benefit: When the character attacks an opponent he does +1
3+, Intelligence 15+. damage on a successful hit with any sword.
Benefit: Select one spell descriptor. Any spells you cast Special: This feat works with swords only. If used with a
with that discriptor are cast at a level one higher than your magic sword this feat adds +2 damage to a successful attack.
actual caster level.
Special: You may take this feat multiple times, but never
more than once for each spell descriptor. Dwarven Mug Fighting [General]
Dwarven Mug Fighting is thought to have been created by a
Blood of Dragons [General] small obscure temple to one of the lesser-known Dwarven
One of your ancient ancestors was a dragon. brewing deities. It combines of a variety of smashing and
Benefit: For purposes of determining bonus spells per day punching attacks with defensive movements that allow them
add 2 to your Intelligence or Charisma score (whichever abil- to utilize its well-constructed body to deflect oncoming
ity governs your bonus spells). attacks.
Special: This feat may only be chosen at first level unless Prerequisite: Base attack bonus +1 or higher.
you get your game master’s permission to take it at a higher Benefit: You can use a Dwarven Fighting Mug with enough
level. The discovery of the character’s ancestors would make skill to wield it as a weapon and a shield.
an excellent roleplaying opportunity. Normal: A character that uses a Dwarven Fighting Mug
without being proficient with it suffers a –4 penalty in attack
Concealed Spell [Metamagic] rolls and cannot use it as a shield.
The caster has learned to pass off manipulating the compo-
nents of casting a spell as some other activity. Empower Poison [General]
Prerequisites: Dex 15+ You can use poisons to greater effect.
Benefits: Whenever the caster casts a concealed spell, it's Prerequisites: Poison Use, Base attack bonus +4.
obvious he is doing something, but observers must make a Benefit: If you spend a full-round action to prepare a poi-
Spot check opposed by his Perform check to realize he is cast- son, all variable, numeric effects are increased by one-half. An
ing a spell. Spells that have obvious effects (such as a fireball) empowered poison deals half again as much initial damage
are just as obvious once they have been cast. Characters who and secondary damage. Non-variable effects such as blindness
make Spellcraft checks to determine what spell he is casting or death are not affected.
suffer a -2 penalty to their roll.
A Concealed spell takes up a spell slot 0 levels higher (it Enhanced Summoning
uses the same spell slot as normal). [Metamagic]
Your conjuration spells are more powerful.
Craf t of the Wise [General] Prerequisites: Spell, Spell Focus (Conjuration).
The caster’s magic is rooted in his Wisdom and insight. Benefit: All arcane conjuration spells that you prepare use a
Prerequisites: Ability to cast arcane spells without prepa- spell slot of one level lower than the spell’s listed level. These
ration, Wisdom 13+. spells are, in all other ways, treated as per the normal rules for
Benefit: The caster uses his Wisdom score as the key abili- that spell.
ty score for all arcane spell use, including maximum level of
spells he can cast and bonus spells per day. This feat only
affects arcane spells that he casts without preparation (such as
Extend Poison [General]
You can delay the initial onset time of a poison.
the spells of a bard or sorcerer), not arcane spells that require
preparation (such as those of a wizard). Prerequisites: Poison Use, Base attack bonus +2.
Special: The caster can take this feat only at 1st level. Benefit: If you spend a full-round action to prepare a poi-
son, you can delay its initial onset time by up to one hour.T his
has no effect on secondary damage, which occurs one minute
later, as usual.

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Fast Spell [Metamagic] Masterful Dwarven Mug Fighting


Cuts the casting time of your spells. [General]
Benefit: A Fast Spell has its casting time halved, to a mini- The Dwarven Mug Fighter has mastered the art of Mug
mum of one action. This is only a benefit for spells that nor- Fighting to a point where he is able to defend himself from
mally have a long casting time. A spell with a casting time of any number of attacks, even with a full mug.
"one full round" now takes a standard action to cast. A spell Prerequisite: Base attack bonus +6 or higher, Improved
with a casting time longer than one round has it's casting time Dwarven Mug Fighting Feat.
halved. A Fast Spell uses up a spell slot one level higher than
Benefit: You can use your mug to attack an opponent and
the spell's actual level.
still retain the armor class bonus against any number of
Notes: For a spontaneous spellcaster such as a sorcerer or attacks. You are also able to perform these actions with a full
bard, the metamagic rule still cuts in and changes the standard mug without spilling a drop.
action into a full-round action, which is still not the same as a
Normal: A character with the Improved Dwarven Mug
1 full-round casting time.
Fighting Feat can choose to only attack and defend against
one attack during their turn. They cannot fight with a full mug
Grave Claws Strike without spilling its contents.
Improves the caster’s abilities when using grave claws.
Prerequisite: Must cast grave claws. Maximize Poison [General]
Benefit: When attacking with grave claws this character You can use poisons to maximum effect.
inflicts an extra 1d4 damage. Prerequisites: Poison Use, Base attack bonus +6.
Benefit: If you spend a full-round action to prepare a poi-
Improved Caster Level [General] son, all variable, numeric effects are maximized. Example: A
The caster can compensate for a lack of focus in his magi- maximized use of twisted root deals 2 points of damage and
cal development 12 points of Constitution damage. Non-variable effects such
Prerequisite: Multiclass spellcaster as blindness or death are not affected.
Benefit: The caster’s level in one spellcasting class is
increased by one, but no higher than his character level. This Poison Focus [General]
applies only to the effects of spell casting and not purposes of Choose a type of poison, such as ingested, inhaled, injury,
legal number of prepared spells, hit dice, or any special abili- or contact. All poisons you deliver from that type are more
ties of the spellcasting class. potent than normal.
Special: This feat can be learned several times and stacks Prerequisites: Poison Use.
with itself. Benefit: Add +2 to the DC for all saving throw’s against
Example: Yushu is a fifth level sorcerer. She advances in poisons from your prefered poison type.
character level to six, and decides to advance as a rogue. She Special: You can gain this feat multiple times. Each time
also acquires a new feat, and picks this one. Her caster level as you take the feat, it applies to a new type of poison.
a sorcerer is now sixth, so her fireball has range of 640' and
does six dice of damage, but the number of spells she can cast Poison Mastery [General]
and learn are still those of a fifth level sorcerer.
Your experience with the use of poisons has made you a
Notes: This means that a multiclass spellcaster can increase master of the craft.
the power of his spells up to his character level. It does not Prerequisites: Craft (Poison), Maximize Poison, Poison
allow him to learn, prepare, or cast more spells. The caster’s Use, Base attack bonus +8.
level as a Paladin or Ranger (or any other class whose caster
Benefit: You get a +2 bonus on all Craft (Poison) checks. If
level is half the class level) cannot be improved past half his
you already have the feat Skill Focus applied to Craft (Poison)
character level.
this bonus stacks with that one for a total +4 bonus.
Improved Dwarven Mug Fighting Poison Use [General]
[General] You are trained to use poisons with no risk to yourself.
The Dwarven Mug Fighter has improved his skills to a point Prerequisites: Dex 13+.
where he can both attack and defend himself with his mug in
Benefit: You never risk accidentally poisoning yourself
the same action.
when applying poison to a blade, or using it in combat.
Prerequisite: Base attack bonus +3 or higher, Dwarven
Mug Fighting Feat.
Benefit: You can use your mug to attack an opponent and
Quicken Poison [General]
still retain the armor class bonus against one attack. You can deliver a poison that deals its damage all at once.
Normal: A character skilled in the use of a Dwarven mug Prerequisites: Poison Use, Base attack bonus +8, Assassin
can choose to only defend or attack during their action turn. (or similar class) level 2+.
Benefit: If you spend a full-round action to prepare a poi-

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son, it deals both initial and secondary damage in the same level. The discovery of the character’s ancestors would make
round (immediately after exposure). The victim still receives a an excellent roleplaying opportunity.
saving throw for both effects, as normal.
Sustain Incantation [Metamagic]
Seventh Son of a Seventh Son You can sustain a spell through concentration.
[General] Prerequisite: Concentration 5+
You have been born the seventh son of a seventh son. Your Benefit: When you cast a non-instantaneous spell with the
natural psionic power and magical capabilities are greater than Concentration metamagic, you can extend the spell duration
that of “normal” mortals. by concentrating upon it. The amount of time that you con-
Benefit: You gain +4 power points and, if a spellcaster, two centrate on the spell is not counted against the total duration
bonus 0-level spell slots per day and one bonus 1-level spell of the spell. Once your concentration is broken (purposefully
slot per day. or otherwise) the regular duration ensues. Effectively, the spell
Special: This feat may only be chosen at first level unless has a duration of Concentration + (normal duration).
you get your game master’s permission to take it at a higher

Poisons
Acennan’s Rage arates from the skull, the cleric curses the water yet again. Once
the water has boiled until there is almost nothing left the result-
This blue-colored liquid is the result of combining a barbar-
ing mix is drained and the skull and flesh discarded (or used in
ian’s blood with the saliva of a rare water snake found in large
some other dark ritual).
rivers. The poison must be either ingested by the victim or
delivered through injury. The substance that is saved is known as Black Venom by the
surface people. What the dark elves call it is unknown.
Initial damage to the target occurs two rounds after delivery
of the poison. The victim rages for two rounds (as per the bar-
barian special ability) and cannot voluntarily end the rage Brutal Sting
period. The victim automatically attacks the nearest living tar- This paste-like poison is created from the secretions of a
get. Two rounds after the rage subsides the victim must make rare insect that is found only along the banks of the large river
a second saving throw and if the save fails the target of the poi- to the south of the civilized lands. The poison is made by
son rages again for one round. crushing a dozen thorny weeds (found in the northern moun-
tains) into a small container and then mixing in the previous-
Angel Toxin ly mentioned insect secretions.
This is a blue, watery liquid with a secret means of creation that The resulting mixture may be used as a contact poison, to
has been protected by an assassin’s guild for hundreds of years. coat bladed weapons, or mixed into food and ingested by the
Angel Toxin causes nausea and vomiting within hours of inges- victim. The high cost is more a result of the difficulties in cre-
tion and leaves the victim deathly ill for two weeks. ating the poison than it is the strength level of the poison.
Each day after poisoning the target loses 1 point of Constitution
but will never go below a score of 1. At the end of the two week Cleric’s Curse
period the victim begins regaining 1 point a day unless subjected This thick liquid is usually clear in appearance, like water,
to magical healing (spells or potions) at which point the rate though is can be easily dyed and, with work, made to taste like
increases to 1d4 recovered Constitution points/day. a cheap alcoholic beverage. Cleric’s Curse uses unholy water
as its base ingredient to which is added an elf’s tear, a
Bitter Tea wyvern’s blood, and a witch’s eye. The entire mixture is
stirred vigorously until all of the ingredients have blended
Manufactured from a weed that, when studied, looks like tea
together creating a black mixture. When left for 12 hours the
leaves, Bitter Tea is used most often in the homes of royalty and
mixture clears to the previously mentioned clear appearance
noblemen. The poison cannot be detected since it looks, smells,
and the poisoner has successfully created Cleric’s Curse.
and tastes just like normal tea.
The initial damage of the poison is a slight weakening of the
victim. It is the secondary effect, that comes five rounds after
Black Venom administration of the poison, that is most dangerous. For a
A syrupy, potion-like substance manufactured by the dark period of 1d6 days any divine healing magic cast on the target
elves who live beneath the surface, Black Venom is sold to evil causes damage instead of healing. This poison must be ingest-
surface dwellers for extremely high amounts. The poison is ed for it to affect the target. Evil-aligned characters are
made from water cursed by a dark elf cleric that is then brought immune to the effects of Clerics Curse.
to a boil at which point the severed head of an enemy is added.
The head is left to boil in this water and, as the skin slowly sep-

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Crystal Lung beneath the ground, preferably in an ancient dungeon. The


powder is gray in color and odorless. It is manufactured by
This fine, powdery poison is made by grinding a valuable
mixing the molds and dust of the dungeon and then heating
crystal (100 gp or more in value) to a fine dust. The dust is
the mixture over an open flame. Once the concoction cools it
then soaked in demon’s blood for one month then removed
is poured out and the remaining, crusty layer is collected and
and let to dry in the summer sun for 10 days. Only then is
ground. It is this crust that is the poison.
Crystal Lung completed and ready for use.
The poison can be inhaled by a victim or mixed into a drink
or meal and ingested. The initial damage of the poison weak- Drops of Despair
ens the target while the secondary damage (occuring one This liquid poison is made of three rare herbs that grow
round later) blocks off the lungs of the victim who instantly along the western banks of the great ocean. The herbs are dif-
suffers the effects of suffocation. ficult to locate and do not all grow in the same area but, rather,
across a 400 mile stretch of coast. The herbs are brought to a
boil in water and, after being allowed to cool, the top layer is
Dark Eye skimmed off and the water discarded.
A purple-colored liquid made from the boiled fat of a dopple-
Drops of Despair work as a powerful poison when ingested
ganger, Dark Eye is a rare poison usually reserved for only the
but is harmless when used in any other way. The poison’s ini-
highest-paying of assignments. Dark Eye has the odor of wild-
tial dama ge, one hour after ingestion, is the onset of depres-
flowers and can be mixed with almost any food or drink. The
sion in the victim. All dice rolls by the victim suffer a -2 cir-
poison is too thin to use on bladed weapons and does not work
cumstance penalty. Secondary damage, occuring four to six-
on simple contact. It must be ingested to damage the target.
teen (4d4) hours after ingestion is a deepening of this depres-
The poison strikes the victim hard, draining first the life ener- sion (increase penalty to -4). The effects of this poison wear
gy of the target and then physically weakening the target. off naturally after a week or they can be removed with magi-
cal healing.
Dark Rot
This contact poison is a course, sandy material that’s dark Goblin’s Puss
brown in color and is easily mistaken for common dirt. The This greenish, thick liquid is created from the rotting flesh
Dark Rot poison is only found beneath the coffin of an evil of a goblinoid that has been buried in a shallow grave for three
man and must be dug up under the noon sun if it is to be weeks. The flesh is ground to a powder and mixed with the
potent. The dirt, removed from the grave at any time other secretions of a rare toad found only in the southern wetlands.
than that, is harmless. The poison is often used to coat blades and arrowheads since
it is most dangerous when combined directly with the blood of
Dragon Weed the victim. It can be fatal if swallowed but the stench is diffi-
This is the root of a plant that grows in the northeastern cult to mask making it hard to get the victim to swallow the
forests. The root, when crushed and mixed with just a few poison willingly.
drops of water, forms a paste-like substance that can be lethal
when it gets into a wound or is ingested. Green Dagger
The smell of Dragon Weed is strong and overpowering and A fine, dust-like poison that can only be created from a
often likened to the stench emited by a tribe of orcs. This crushed dagger that was used to slay a vampire, Green Dagger
makes it difficult to hide within food or drink so the prefered is one of the rarer poisons that can be crafter by an assassin.
use is to coat the poison on the blade of an edged weapon. While slaying a vampire with a dagger is nearly impossible
The poison’s initial damage is the sudden onset of flu-like the act of crushing the dagger into dust is even more chal-
symptoms. These symptoms persist for twelve hours at which lenging. It takes strength and tools of a level that are not easi-
point the truly damage effects of the poison devastate the ly acquired.
Constitution score of the victim. Once the dagger has been crushed, the powder then must be
mixed with the powdered poison, Plague of the Ancients. Only
Dried Blood then does it truly become dangerous.
This poison looks very much like it sounds. It is created The dust can be delivered to a target through inhilation or
from the sap of the dire knight tree that grows along the west- contact or it can be mixed with food or drink and ingested.
ern edges of the great desert. The sap is brought to boiling and
then the poisoner mixes in the blood of a dozen different pre- Green Rot
vious victims all of whom must have been killed by the same Created from a mixture of toxic plants, green rot is a lique-
knife or dagger. fied poison that must be ingested by the victim to be harmful.
The poison must be ingested by the victim or delivered It’s a green, thick liquid with a natural odor much like that of
through a wound. The poison is thick enough to coat bladed a damp forest. Green rot eats away at the body of the victim,
weapons which is most assassin’s prefered method of delivery. slowly killing him from the inside out. Green rot causes 2d6
Constitution loss on initial damage and an additional 2d6
Dungeon Dust Constitution damage one minute after ingestion.
A fine powder, this poison may only be created deep

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Initial Secondary
Craft DCSave DC Damage Damage Price
Hellstrike
This bright crimson paste is used as a contact
Acennan’s Rage Ingested 17 20 special special 2,500 gp
poison but it can also be used to coat weapons or
Acennan’s Rage Injury 18 22 special special 2,600 gp
in eaten substances. The paste is made from the
Angel Toxin Ingested 18 21 1d6 Con special 1,500 gp
ground teeth of a slain demon that must be mixed
Bitter Tea Ingested 19 25 2d6 Con 1d6 Con 1,400 gp
with the blood of a second slain demon. Both
Black Venom Injury 19 20 1d6 Str 2d6 hp 5,500 gp
demons must have been slain no more than three
Black Venom Contact 24 23 2d6 Str 4d4 hp 5,700 gp days before creating the poison or else it will not
Black Venom Ingested 30 27 3d6 Str 2d10 hp 6,000 gp function.
Brutal Sting Ingested 18 21 1d4 Con 1d4 Con 3,500 gp
The poison weakens the victim, draining
Brutal Sting Contact 20 19 1d4 Con 1d3 Con 3, 300 gp Constitution one round after delivery and Strength
Brutal Sting Injury 18 22 1d6 Con 1d3 Con 3,300 gp three rounds later.
Cleric’s Curse Ingested 19 24 1d4 Con special 3,400 gp
Crystal Lung
Crystal Lung
Ingested
Inhaled
18
18
25
23
1d6 Con special 1,700 gp
1d6 Con special 1,600 gp
Hell’s Fury
When a demon dies, its body frequently bursts
Dark Eye Ingested 23 26 1 level 1d6 Con 5,400 gp
into flame and is returned to the hell from which
Dark Rot Contact 15 20 1d6 Str 1d6 Str 1,000 gp
it came. The ash left behind often is ignored.
Dragon Weed Ingested 28 25 special 3d6 Con 3,500 gp
That ash is the key ingredient in the manufac-
Dragon Weed Injury 30 25 special 2d8 Con 3,300 gp
ture of Hell’s Fury. The ash, when mixed with the
Dried Blood Injury 17 22 4d6 hp 2d6 hp 2,200 gp
crushed eye of an evil sorcerer and the blood of an
Dried Blood Ingested 15 19 2d6 hp 1d6 hp 2,100 gp
assassin, becomes a thick, deadly liquid. Hell’s
Dungeon Dust Injury 19 21 2d6 Con 1d4 Con 1,300 gp
Fury is thick enough to be used to coat weapons
Dungeon Dust Ingested 19 19 1d8 Con 1d4 Con 1,250 gp
though it can also be used as a contact poison and
Drops of Despair Ingested 30 26 special special 5,200 gp in food or drink.
Goblin’s Puss Injury 17 21 2d6 Con 2d6 Con 1,800 gp
Hell’s Fury sucks the life force from its victim,
Goblin’s Puss Ingested 17 17 1d4 Con 1d6 Con 1,800 gp
often leaving a lifeless shell. These negative levels
Green Dagger Ingested 30 26 2d8 Con 1d6 Str 1,200 gp can be recovered with appropriate healing magics
Green Dagger Ingested 30 26 2d8 Con 1d6 Str 1,200 gp such as restoration.
Green Dagger Contact 28 22 1d6 Con 2d6 Con 1,200 gp
Green Rot
Hellstrike
Ingested
Injury
19
19
20
28
2d6 Con 2d6 Con 2,500 gp
3d6 Con 2d6 Str 4,600 gp
Hollow Heart
This clear liquid is only found in the heart of a
Hellstrike Contact 21 25 2d6 Con 1d6 Str 4,500 gp
cursed whale. Once harvested the poison is effec-
Hell’s Fury Ingested 25 21 1 level 1 level 5,000 gp
tive for only three days and there is just enough
Hell’s Fury Injury 26 24 1d2 levels 1 level 5,300 gp
for one dosage. The poison must be delivered
Hell’s Fury Contact 22 21 1 level 1 level 5,000 gp
through ingestion or injury.
Hollow Heart Injury 17 25 special special 5,000 gp
Hollow Heart strips the victim of compassion
Hollow Heart Ingested 18 25 special special 5,000 gp
and love, leaving behind a hollow shell of a man.
Medusa’s Hair Ingested
The victim must succeed a Will save (DC 25) or
Medusa’s Hair (Pure) 21 25 6d6 hp 1d6 Con 3,800 gp
his alignment is radically and immediately
Medusa’s Hair Ingested changed to chaotic evil. The effects of this poison
Medusa’s Hair (Watery) 20 20 3d6 hp 1d4 Con 3,000 gp wear off slowly (one alignment step per week in
Minotaur’s Blood Ingested 20 23 1d6 Con 2d4 Con 3,200 gp the direction of the victim’s original alignment)
Minotaur’s Blood Injury 22 25 1d6 Con 2d4 Con 3,200 gp and the victim will likely go through several align-
Ninstill’s Curse Ingested 18 20 1d6 Wis 1d6 Wis 500 gp ment changes on the way back to his original
Ninstill’s Curse Injury 18 20 1d3 Wis 1d3 Wis 500 gp alignment.
Orc’s Breath Inhaled 25 22 blindness 2d6 Con 2,500 gp
Plague of the Ancients Contact 21 25 2d6 Con 2d6 Con 4,500 gp Medusa’s Hair
Shadow Sickness Contact 25 30 1 level 1 level 6,500 gp
This thick, muddy poison is made from the
Skull’s Breath Contact 15 19 Special Special 1,200 gp
ground head of a slain medusa. The poison can
Slow Burn Injury 15 19 1d4 hp1d4 hp/special900 gp only be created if the snake hair, skull, eyes and all
Slow Burn Contact 15 18 1d4 hp1d4 hp/special800 gp other parts of the creature’s head are available to
Spider’s Venom Ingested 25 25 1d6 Con 2d4 Con 1,200 gp the poisoner. The resulting poison can be watered
Spine Crusher Ingested 30 26 2d6 Str 2d6 Dex 2,650 gp down to create ten fatal doses or left pure to cre-
Spirit Touch Injury 25 22 special special 1,800 gp ate 4 extremely dangerous doses.
Spirit Touch Contact 25 22 special special 2,100 gp The poison must be ingested by the victim
Taste of the Da gger Injury 17 19 1d4 Con 1d4 Con 500 gp which is difficult since it has a foul taste and odor.
Taste of the Dagger Ingested 15 18 1d3 Con 1d2 Con 450 gp
Twisted Root Ingested 22 25 1d2 hp 2d6 Con 1,200 gp

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Minotaur’s Blood Slow Burn


This is a dark, thick red liquid that is created from the blood Slow burn is a paste crafted from a dozen rare weeds that
of a minotaur mixed with cyanide and ground bone fragments grow in the arctic wasteland north of the civilized lands. When
from any magical creature. The poison may be delivered it comes in contact with flesh it instantly begins disolving the
through injury or ingestion. skin (initial damage takes place immediately) and keeps burn-
ing for a few minutes (1d4 minutes) constantly damaging the
Ninstill’s Curse victim.
Named for the assassin who first created it some 500 years
ago,Ninstill’s Curse was designed specifically to weaken cler- Spider’s Venom
ics. The poison, once crafted, is kept in two parts until it is A concentrated form of poison extracted from a rare spider
ready to be used. The first, a thin red liquid that looks like found only deep undergound, this poison is a greenish/gray in
watered down blood, is mixed with the second part that is a color and slightly thicker than water. Spider’s Venom is odor-
thicker, sludge-like black concoction. Once mixed the poison less when fresh but, if it has been exposed to air for more than
if effective for two minutes after which it is rendered useless. a week, it takes on a damp, moldy smell.
The poison must be ingested by the target or delivered through
injury (most often by coating a bladed weapon with it). Spine Crusher
This orange liquid is derived from the root of a large tree
Orc’s Breath that grows in the western forests. The root must be crumbled
This poison is a gray, extremely fine dust that is harvested and crushed, then mixed with the powdered remains of an ani-
from the seed of the wounded orc weed that grows naturally in mated skeleton’s skull. The liquid, once ingested, eats away at
most mountainous regions. The seed is pulverized and, when the victim’s bones, destroying them from within. Only magi-
dried in the sun during an extremely hot day (100º+), it cal healing can reverse the effects of this poison.
becomes a potent poison that causes blindness and weakness
when inhaled. Spirit Touch
This gray ointment is created from the ectoplasmic secre-
Plague of the Ancients tions of a ghost or other supernatural creature. The ectoplasm
Named for its similarities to an ancient plague, this poison must be mixed with unholy water and cursed by an evil priest.
is an orange powder that smells like burning skin. It acts as a The ointment works as a contact or injury poison. Initial
contact poison, dying the victim’s skin orange where touched. damage takes place two rounds after delivery and is identical
The coloring spreads over the victim’s entire body and, with- to the Ghost template ability, Corrupting Touch. Secondary
in a day, open sores start forming on every inch of the victim’s damage, taking place five rounds after initial damage, is one
skin. Only magical healing can stop the effects of this poison. negative level.
If the victim is not cured he becomes contagious, spreading
the sickness to any he touches. Each day after the first the vic- Taste of the Dagger
tim loses 1 point of Constitution until he is healed or dies. This thick, liquid poison is used by assassins and murderers
to coat bladed weapons. The poison is brown in color and has
Shadow Sickness the odor of wet dog. Taste of the Dagger is made from a mix-
When mixed within a sphere of magical darkness or shad- ture of the juices of a dead man’s eyes and the blood of the
ow, the common ingredients of this poison become a deadly person crafting the poison.
toxin. On administration the dust-like, black powder drains The poison can also be mixed into foods or drinks though it
the life energy of the victim. Shadow Sickness is rarely avail- is not as damaging when used in this way.
able for sale and must often be created by the assassin.
Twisted Root
Skull’s Breath This is the root of a small tree that grows along the coast of
This poison is a whitish powder ground from the skull on an large seas, often on a cliffside. The root is chopped into fine
animated skeleton. The skull must be ground down within five twigs which are then boiled to create a thin soup or weak
minutes of the skeleton’s destruction. The resulting powder “tea.” This mixture, when ingested, creates mild stomach dis-
can then be used to coat the victim’s skin. On contact the skin comfort in the victim which then slowly turns to great physi-
of the victim begins to burn and itch but it is only after a cal pain. (Initial damage takes place three rounds after inges-
minute of time has passed that the poison’s real damage comes tion and secondary damage takes affect 24 hours later.)
into play; the victim’s skin begins to decompose at the area of
contact, causing one point of damage per round to the victim
for 1d6+6 rounds.

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Skills
Retry: If check is failed by a margin of 5 or more half the
materials are ruined and must be purchased again.
Special: If the character has 5 or more ranks in Alchemy, he
gets a +2 synergy bonus on Craft (Poison) checks.
Craf t (Poison)
The age-old craft of distilling toxic liquids and powders Knowledge (Dwarves)
from plants, animals, and minerals is dangerous to crafter and This catch-all skill involves history, arcana, religion, her-
victim alike, and is often highly illegal in civilized lands. This aldry, and other knowledge as it pertains to dwarves. Bards,
sub-skill includes all forms of poison preparation, from grind- wizards, and all dwarves may take this as a class skill.
ing mineral powders to milking serpents to deliberately con-
centrating the sap inside toxic plants.
Check: Crafting a poison has a base DC equal to the poi-
Knowledge (Necrology)
son’s DC, plus the following modifiers: This skill represents a character’s entire knowledge of the
realms of undeath and the utilization of negative energy. It
Poison Type DC
may be used to identify specific undead or manifestations of
Contact +2 negative energy and predict their possible threat or abilities, as
Energy Drain +6 well as in more regular studies.
Ingested -2 DC 10: Telling the difference between a zombie and a
Inhaled +0 ghoul.
Injury +2 DC 15: Recognizing a vampire as it manifests its powers.
Permanent damage +4 DC 30: Recalling the history and lore of a famous lich.
Two-stage* +4
Three-stage* +6 Knowledge (Spirit Lore)
*Two-stage poisons require that the victim come into con- The realm of the spirits, those who have literally gone
tact with two components rather than one, and three-stage poi- beyond the grave, is a unique and convoluted area of knowl-
sons require that the victim come into contact with three com- edge, full of misconceptions and falsehoods. A sage well-
ponents. The poison DC is equal to the most difficult compo- versed in spirit lore is able to separate fact from fable and cut
nent of the bunch. to the truth of any spirit-related dilemma that he is confronted
Raw materials for most poisons are hard to come by, and with.
cost at least three-quarters of the market price. At the GM’s DC 10: Telling the difference between good and evil spirits
discretion, some raw materials (such as foxglove and hem- after conversing with them.
lock) are actually very easy to obtain, and cost just one-tenth DC 15: Recognizing the manifestation of a spirit in the
the market price for the poison. material world.
Each successful Craft (Poison) check yields one dose of DC 30: Recognizing a spirit is lying.
poison.

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101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
OPEN GAME LICENSE Version 1.0a vive the termination of this License.

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
Coast, Inc ("Wizards"). All Rights Reserved. reformed only to the extent necessary to make it enforceable.

1. Definitions:(a)"Contributors" means the copyright and/or trademark owners who have contributed 15 COPYRIGHT NOTICE
Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works Open Game License v 1.0 Copyright 2000,Wizards of the Coast, Inc.
and translations (including into other computer languages), potation,modification, correction,addi- System Reference Document Copyright 2000,Wizards of the Coast, Inc.; Authors Jonathan Tweet,
tion, extension,upgrade, improvement, compilation, abridgment or other form in which an existing Monte Cook,Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
work may be recast,transformed or adapted; (c) "Distribute" means to reproduce, license,rent,lease,
sell,broadcast,publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the 101 Spellbooks,Tomes of Knowledge,and Forbidden Grimoires Copyright 2002,2003 Philip Reed,
game mechanic and includes the methods,procedures,processes and routines to the extent such con- www.philipjreed.com
tent does not embody the Product Identity and is an enhancement over the prior art and any addition-
al content clearly identified as Open Game Content by the Contributor,and means any work covered 101 Mundane Treasures Copyright 2002,Philip Reed, www.philipjreed.com
by this License, including translations and derivative works under copyright law, but specifically
excludes Product Identity. (e) "Product Identity" means product and product line names, logos and 101 Arcane Spell Components Copyright 2002,Philip Reed, www.philipjreed.com
identifying marks including trade dress; artifacts; creatures characters; stories, storylines,plots,the-
matic elements, dialogue, incidents,language, artwork,symbols,designs,depictions,likenesses, for- The Assassins Guide to Poisons Copyright 2002,Philip Reed, www.philipjreed.com
mats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters,spells,enchantments,personalities,teams,personas,likenesses The Book of Unusual Treasures Copyright 2002,Philip Reed, www.philipjreed.com
and special abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects,logos,symbols, or graphic designs; and any other trademark or registered trademark Arcana: Societies of Magic, Copyright 2001,Kevin Brennan and James Maliszewski.
clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) "Trademark" means the logos,names,mark,sign,motto,designs The Assassin’s Handbook, Copyright 2002, Green Ronin Publishing, Authors Wolfgang Baur and
that are used by a Contributor to identify itself or its products or the associated products contributed to David “Zeb”Cook.
the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute,
copy, edit, format,modify, translate and otherwise create Derivative Material of Open Game Content. Black Lightning Copyright 2002 Sean K Reynolds.
(h) "You" or "Your" means the licensee in terms of this agreement.
Character Clip Art & Color Customizing Studio, Copyright 2002 Elmore Productions,Inc.; Authors
2. The License:This License applies to any Open Game Content that contains a notice indicating that Larry Elmore and Ken Whitman,Art and Illustrations by Larry Elmore.
the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this The Compleat Librum of Gar'Udok's Necromantic Artes Copyright 2002,Ambient Inc.; Authors M
License except as described by the License itself. No other terms or conditions may be applied to any Jason Parent, Denise Robinson,Chester Douglas II
Open Game Content distributed using this License.
d20 Weekly August 28,2002 Copyright 2002, Steve Jackson Games Incorporated.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
of this License. d20 Weekly September 4,2002 Copyright 2002, Steve Jackson Games Incorporated.

4. Grant and Consideration: In consideration for agreeing to use this License,the Contributors grant Encyclopaedia Arcane:Necromancy – Beyond the Grave Copyright 2001, Mongoose Publishing.
You a perpetual, worldwide,royalty-free, non-exclusive license with the exact terms of this License to
Use,the Open Game Content. En Route Copyright 2001,Trident Inc. d/b/a Atlas Games

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Heroes of High Favor:Dwarves Copyright 2002 Benjamin R. Durbin; published by BadAxe Games,
Content, You represent that Your Contributions are Your original creation and/or You have sufficient LLC.
rights to grant the rights conveyed by this License.
Hollowfaust: City of Necromancers Copyright 2001,White Wolf Publishing, Inc.
6.Notice of License Copyright:You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, Improved Caster Level Copyright 2001, Carl Cramér
modifying or distributing,and You must add the title,the copyright date, and the copyright holder's
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. Moon Elves,Copyright 2002 DarkQuest,LLC

7. Use of Product Identity:You agree not to Use any Product Identity,including as an indication as to Pocket Grimoire Arcane Copyright 2002, Green Ronin Publishing
compatibility,except as expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Psionics Toolkit Copyright 2002, Fiery Dragon Productions, Inc., www.fierydragon.com; Author
Trademark or Registered Trademark in conjunction with a work containing Open Game Content Mike Mearls
except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Relics & Rituals Copyright 2001, Clark Peterson
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity. Relics & Rituals II Copyright 2002,White Wolf Publishing, Inc.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the Secret College of Necromancy, Copyright 2002, Green Ronin Publishing,Authors David “Zeb”Cook
work that you are distributing are Open Game Content. and Wolfgang Baur

9. Updating the License: Wizards or its designated Agents may publish updated versions of this Spells & Spellcraft Copyright 2002,Fantasy Flight, Inc.
License. You may use any authorized version of this License to copy,modify and distribute any Open
Game Content originally distributed under any version of this License. 'D20 System' and the 'D20 System' logo are Trademarks owned by Wizards of the Coast and are used
according to the terms of the D20 System License version 3.0. A copy of this License can be found
10 Copy of this License:You MUST include a copy of this License with every copy of the Open Game at www.wizards.com/d20.
Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute,judicial order,or governmental regu-
lation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall sur-

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